Hey Folks! Sorry for the missed news yesterday. I had to finish work early due to some family colds. And I'm in a bit of a hurry today, too, since they're still getting better.
Tiago was able to finish a batch of bug fixes for mobile today. And I added one or two as well. (Unsure if they made the cut-off time, though.) He's wrapped-up test builds for iOS and Android, and we'll be testing those soon to see if they're good to release. Hopefully, those will reduce several crashes and bugs folks are seeing on mobile!
Hey Folks! More work on the docking system today. Still trying to get the transition from flying to docking sorted out so that it's both sensible and interesting.
I started the day working on more code to query available stations, and setting up a UI to show those. But as I did, it started to get way out of hand. The list of ports was in a separate text readout near the docking ring display, and I was starting to write all this logic for showing what was currently docked to the ship, what was close enough to dock, and what was currently on-screen.
Hey Folks! Back at the docking system today. Focusing on getting it to display properly based on game data, and for the UI to control said game data.
Some of the earlier work from today involved getting the UI to show the various docking states appropriately. So when you're out of range, there's no docking ring to align. When you're getting close, the target ship's ring appears and you can control alignment. And when docked, everything is aligned and locked. This also includes toggling the appropriate indicator lamps and button.
Hey Folks! Hope everyone had a good weekend. I actually felt pretty refreshed at the end of mine. Spent pretty much the whole 3 days with my family, and decidedly not thinking about work. And it was a nice break. Which is probably a good thing, since today seems to have drained almost all of that energy :)
Today was pretty much wall-to-wall administrivia. However, some parts were more enjoyable than others.
Hey Folks! More GUI work today, getting the multi-GUI system working for interactable items on the ship. Yesterday, I got multiple GUIs to load, and almost switch based on user input. Today, I firmed-up that system and can now switch rapidly between them.
Hey Folks! More work on GUI systems today, as I further integrated the docking system and orbit UIs into a whole that the game can use.
Individually, the UIs do most of what they need, but I now need the ability to switch between them for more complex tasks (like docking/undocking). Users are going to be doing things in one panel, and need to switch to another quickly to affect another ship system, then come back again. All (ideally) without having to exit one ship station, and walking the AI to another station.
Hey Folks! Work continues on the docking UI today, and I've got it doing most of what I need now. The next step is to integrate it into the overall game so it acts on real game objects instead of placeholders.
Hey Folks! Hope everyone enjoyed their weekend. It was a cold one, here. By Seattle standards, at least. We even had some snow! Rainy, windy, messy snow that fell but did not stick. And as a result, mostly indoors and errands this weekend.
Back at the desk, I decided to try and setup some controls for docking. With the game starting docked at Ceres Station, we'll need a way to undock. And by extension, a way to dock again. And since the navigation computer isn't really the place for that (and is getting crowded anyway), I'm setting up a new UI.
Hey Folks! I think I figured out how I'm going to handle propellants for the reactor/thruster, so I finished up adding that data to the game, and I'm starting on the reactor controls.
Yesterday, I wasn't sure how to handle storing propellants, since the fuel used in the reactor/thruster (He-3 and D) had such a low density, even as liquids instead of gases. I was calculating needing 40 of those 4 giant canisters you see in the image above. And while that would be realistic, it'd also be kind of a buzzkill.
Hey Folks! Hope everyone had a good weekend. Pretty uneventful here, though I did fire up a bit of both Alien Isolation and Warlock for some fun. Forgot how much I enjoy those!
Back at the office, I resumed work on end-to-end flight systems. Last week, I managed to get everything on the ship assigned a mass, as well as an estimated thrust for the typical reactor, and that's a major step towards getting the flight computer to plot an actual course based on ship parameters.
Hey Folks! Finally got the reactor working today. Well, "working," as it doesn't do anything fancy just yet. But it's enough to stand-in until later!
Most of my morning was unfortunately spent wrestling with JSON. As mentioned yesterday, I was having trouble getting the JSON reader/writer to deal with single vs. double precision numbers. And I briefly steered down a course where I was going to replace the LitJson library with Unity's built-in one.
Hey Folks! I think I finally got the batteries behaving, and I'm back on the reactor again.
I decided to bite the bullet and just write code to handle power distribution on the ship. Puzzling out the Rube Goldberg machine of conditions and triggers to do what is basically a heartbeat function was getting to be both too much of a headache and too unreliable. So now, all my powered items just update on the same heartbeat as other conditions, and the nitty-gritty power use/storage/transmission stuff is all handled in code.
Hey Folks! Hope everyone had a good weekend. Ours was actually one of the nicer ones in recent memory. We took care of a lot of house stuff we've been meaning to do (I installed a kitchen faucet!), and spent a lovely autumn day at the zoo. It was nice to get outdoors, flex some muscle, and do real world stuff for a while.
Hey Folks! Going to be a short post today, as I've left news too late to dive deep. Family is waiting for dinner :)
Early in the day, I spent a bit of time looking into a bandage/wound issue on NEO Scavenger mobile with Tiago, and a DMC map edge bug. And late in the day, I reviewed some of Michael's latest edits to the space prototype's major players/brands.