News

  • Wall Damage and Patching, Pathfinding Improved

    Hey Folks! Pretty productive day, today, as I spruced-up pathfinding a bit, as well as added damaged/patched walls.

    The pathfinding fixes and improvements were a big chunk of the day, since there were several edge cases to sort out with all the recent changes. First, I had to add code to abort the current interaction if the goal became unreachable. Also, AI was getting caught in

  • Pathfinding, Doors, Queues, and Items

    Hey Folks! Bit of a slog today, as I continue working through some annoying bugs in the pathfinding, queue, and other systems.

    I was able to figure out why AI prematurely triggered interactions while walking towards them. Basically, the code to calculate range to target in tiles was incorrectly converting units, causing most distances to be 0. In other words, the AI almost always

  • Picking Up Items, Pathfinding

    Hey Folks! Hope everyone had a good weekend. A lot of family time for us due to the combo of Mother's Day and nice weather. Including the toddler's first tea party, and some quality time spent swamp-side listening to bullfrogs.

    Back at the office, I resumed tackling the hull repair interaction, and trying to get AIs to seek out necessary items (patch kits) before attempting

  • Hull Patching, and Item Fetching

    Hey Folks! Minor update today, as I'm sort of mid-feature right now. I'm working on making the hull-patching process use items from elsewhere on the ship.

    Yesterday, we had the new ability to damage floor tiles, and to manually order AI to patch them. This always succeeded, and required no special equipment. And what I eventually want is for the AI to go get the materials for

  • Destructable Ship Parts

    Hey Folks! Moving on to one of the suggestions from a couple days ago: damage modeling.

    Since I'm on the lookout for things that make long transit times interesting, and ship salvage, repair, and maintenance are something I want to handle, I turned my attention to destructables today. And as an experiment, I decided to model it in the game using a dedicated component instead of

  • Back On That Horse

    Hey Folks! Feeling a bit better about things today. I think yesterday's realizations got the better of me, and I ended up feeling really discouraged. But some time to (not) think about it has given me perspective, and many of you had some very helpful suggestions and encouragement (thank you!). I think where I am today is a bit healthier.

    And, importantly, ready to press on.

  • A Hard Look

    Hey Folks! Bit of a rough day, today. I've been having doubts about the prototype lately, and spent most of the day soul searching.

    It started as a smaller-scale judgement call as to whether I should invest significant amounts of time/money sprucing-up the rendering in the game. Rearchitecting the game's rendering pipeline would likely solve many performance issues, further

  • Rendering Questions

    Hey Folks! Hope everyone had a good weekend. A lot of nice weather, family time, and Battletech on mine. Plus, I finally saw Blade Runner 2049. (Yes, I consume media with considerable lag.)

    As mentioned last week, I'm currently chewing on some graphics/rendering quandaries raised by Amandine's tech assessment. Emily is ready to start making more art assets, and ship pieces

  • More Faces! And Graphics Musings.

    Hey Folks! Took a bit of a diversion today to catch-up with Emily's latest face work, since she had been waiting a few days for me to drop her latest assets into the game. And as you can see in today's image, they came out pretty well!

    This is literally 8 of the first 10 random faces generated in a quick test run I did while making this news post. Technically, there's

  • Sailing On the Wide Accountancy

    Hey Folks! Almost there with the finances stuff, as it's now up and running and I'm testing it with data, and testing general usability.

    In today's image, we're looking at the live UI, with random line items assigned to it for testing. After hitting the debug key, our player, one Mackenzie Barnes, is bestowed the whopping purse of $10.98, as seen in the top right.