News

  • World-Building, and Mobile Fixes

    Hey Folks! Hope everyone had a good weekend. I enjoyed a nice Father's Day weekend with the family, visiting the ocean, looking at old cars, eating yummy foods, and shopping at a retro video game store. Oh, and we bought a ladder. 'Cause that's what dads do, right?

    Tiago sent me some updates today on his progress, and it sounds like he's got URL actions sorted out!

  • Basic Course Plotting Done

    Hey Folks! I had another solid prototyping day today, and was able to keep plugging at the flight computer.

    Today's work included a fix to the ship projections overshooting or backtracking due to precision errors in the code. I also added code to make the planet projections match the same time steps as the ship course, plus one extra to represent the planet's final position

  • Main Menu Music, and Course Plotting

    Hey Folks! I had almost a full day of prototyping today! And Josh's latest menu music is in.

    The prototyping mainly centered around plotting a course to a destination, using some of the tools I've been building in the plotter so far.

    The first task was to get a set of crosshairs on the map that the user could control. And for now, these align to the center of the map

  • Orbital Plot Interaction

    Hey Folks! Short day today as I had to watch our daughter while Rochelle took an exam across town. But I was still able to churn out a few new things on the orbital plotter.

    The first thing was to get the same "onion skin" effect on the ship as I added for planets yesterday. The reason for this was to see if it would help predict future positions of the ship vs. a target

  • Last Few Mobile Bugs, and Flight Planning

    Hey Folks! A little bit of catch-up this morning before jumping back on the orbital plotter.

    Tiago sent me his latest update, and we're basically down to 3 issues, and two procedural tasks for me to do once the launch is initiated. In other words, we're almost good to go!

    Of course, we'll still need to test these latest changes. And flipping the launch switch has a

  • TotalBiscuit, Taxes, and Orbital POR

    Hey Folks! Hope everyone enjoyed the weekend. And if you were still waiting to pull the trigger on NEO Scavenger, hopefully you saw the chrono.gg sale yesterday.

    As it turns out, TotalBiscuit saw the sale! (If you're a non-subscriber, here's a peek.) As some of you know, TotalBiscuit has partnered with chrono.gg, and sometimes plays the games on offer. And though he's

  • Today Only: NEO Scavenger Only $3.50 at chrono.gg!

    Folks! For the next 23 hours, NEO Scavenger is available at chrono.gg for only $3.50!

    Deal ends at 9am Pacific, June 12th!

  • False Alarm! Site Relaunch Postponed

    I bet you thought the new site was launching today. Fooled you!

    And as it turns out, fooled me, too. We were on track to flip the switch today, when the lead dev went into labor early. We sort of thought we had a few days until then, which is why we were aiming to do it yesterday and today. Buuut...nature waits for no website :)

    In a way, this works out okay. I was finding and

  • Content Freeze, Site Relaunch Imminent!

    Hey Folks! Today is the day! We begin migrating from the old site to the new in t-minus 42 minutes.

    During the migration, this site will "freeze." This means no new content can be created, including comments, forum posts, blogs, etc. The content needs to stay frozen until the new site finishes copying it.

    Once copied, we'll need to test various features to make

  • Map Fixes and Mailing Lists

    Hey Folks! More last-minute fixes today on both the new website and mobile launch.

    The first were a batch of fixes for the map and minimap. Labels were missing on hexes, and it turned out that they were assigned the wrong camera. Combined with the really large scroll amounts the map uses, this meant they were way off-screen and invisible. Pretty easy fix once I figured out why it