News

  • Mobile Patch Incoming, and More Docking

    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

  • Bridging the Gap Between Docking and Flying

    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

  • Integrating Docking UI

    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

  • Weird Day

    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

  • GUI State Machine, and OOO Tomorrow

    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.

    It was a long slog, though.

    The trick turned out to be using Unity's animation state machine instead of trying to roll my

  • Multi-Panel GUIs

    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

  • Docking Sim

    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.

    Right now, when the UI spawns, it defaults to undocked state (top half of image above). The white ring and boxes represent our ship and the docking clamps, the blue ring and

  • Docking System UI

    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

  • Ceres Station: Permission to Launch

    Hey Folks! Another big step towards completing interplanetary travel today: starting the game docked at Ceres Station!

    As most of you know, the last several weeks of work are aimed at getting some sort of core game loop up and running. And a bare-bones summary of that loop looks like:

    undock plot course engage course watch & manage the crew and ship for hours arrive dock
  • Reactor Feed and Shutdown

    Hey Folks! More reactor work today. Was a bit more productive today, tackling a few more necessary features of the reactor system: drawing fuel/propellants, and shutting down.

    First order of business was to get the reactor to draw fuel from the ship tanks, since where I left off yesterday would run forever not using any fuel to operate. I already knew the propellant mass flow from my