• Homeworld and Strata Selection

    Hey Folks! I apologize for the lack of news yesterday. I had an afternoon meeting off-site, and wasn't back until late. I did still get some work done, though, both yesterday and today.

    Emily sent her first few main menu mockups to me for guidance, as she figures out the best composition, color, and lighting. Those are coming along nicely, and I look forward to sharing her progress

  • Chargen Map, and Orange Jumpsuit

    Hey Folks! Managed to get some gamedev done today, resulting in the new character generation room you see above.

    As you may recall from a couple weeks ago, I want to try creating an in-game room for managing character creation. The player can walk around the room to various stations where they can edit their character before beginning a game, and this room is setup sort of like an

  • Main Menu Mockups, and Crew Avatars

    Hey Folks! Hope everyone had a good weekend. Fairly low-key here, though we did sneak in an afternoon at the Museum of Flight, which is always fun. I really need to spend a day over there without the toddler, though, as she tends to flit from one place to the next too fast for me to soak it in.

    Today was mostly about getting Emily setup for her next task: the main menu.


  • Portrait Improvements, Coveralls

    Hey Folks! Finally got a bit of time in the editor today, to catch up on some of Emily's latest work. There was a brief window of tax work during the day, but I was thankfully able to be fairly productive otherwise.

    As you can see in today's screenshot, I finished importing the latest portrait assets. The main thing here was to get all the face parts aligned consistently

  • Top-Down Sprites, Interactions, and Taxes

    Hey Folks! Sorry about the lack of news yesterday. I was out of the office for longer than expected, and didn't have much time to write upon returning. Not a lot to show off yesterday anyway.

    Today was only a little better, as I spent the majority of my day preparing tax stuff. Most of my paperwork is already with the accountants, but there are a few extra things I needed to

  • Face Consolidation

    Hey Folks! A bit more work on faces today, as I tried to get the new assets aligned a bit more consistently for rigging purposes.

    Early in the day, I had some feedback for Emily (top-down sprites) and Michael (interaction texts), plus some other admin catch-up to do. And once that was done, I had a few "next tasks" from which to choose. On one hand, I could try and finish the

  • New Portraits Animated

    Hey Folks! Hope everyone had a good weekend. It was pretty frigid here in Seattle (by Seattle standards, anyway). Even had a bit of snow! And we have officially become pansies who can't stand the cold anymore. Shivering around the house with blankets on. Our former Edmonton selves would be so ashamed :)

    As you can see from today's image, I was finally able to animate Emily

  • Chargen Room, Cont'd

    Hey Folks! Diving into the character creation room today. I still like the overall plan, so I think it's worth trying. The details and such will evolve, most likely, but getting it up and running is the first step towards figuring out if it'll work.

    First order of business is to create some items from which to launch the new UIs for character creation. And today's image

  • Character Creation Room

    Hey Folks! Still trying to get a handle on how character creation is going to work.

    Early in the day, I started work on a special UI scene in Unity for character creation. It was based on yesterday's brainstorm, where I thought I might try to structure it like setting up a PDA for a new user. The thinking was that it would fit just about every origin story, and could be pretty

  • 5-Tone Faces, and More Origin Story Work

    Hey Folks! Had most of the day free to work on character generation/origin story stuff. But first, faces!

    Emily sent a quick revision to the faces based on yesterday's feedback, and I think she's nailed it. These are the same faces with 5 tones used to shade the skin, plus some proportion/feature tweaks on the males to make them slightly more mature/rugged looking. I think