News

  • UI Spitballing

    Hey Folks! More experimenting today, as I messed around with ideas for showing what's going on with AI on the ship.

    In today's screenshot, there's a new UI feature to show the currently selected AI. It only shows up when AI is selected (and not, for example, a door). The rough idea is to give a bit more situational info about what this AI is currently experiencing. It

  • Motley Crew

    Hey Folks! We're definitely making headway on the crew portraits.

    As you can see from today's image, I finally figured out how to texture swap. After a couple of hours of failing to do things the "right" way, I just hacked some code to do it my way. (Basically, exposed a texture property that would otherwise be private on each SpriteMeshInstance.) And it worked!

  • Face Swapping

    Hey Folks! Gradually getting there with the live portraits feature. Getting faces to show in the right part of the UI, as well as getting some variety to them.

    The UI portion of it wasn't too hard, though it required some banging around to get it right. For now, the portraits area of the UI is a single texture that covers the lower left of the screen. And that texture is being

  • It's Getting There!

    Hey Folks! Hope everyone had a good weekend. It was a pretty normal family deal for us, which was nice in some ways. And thanks to the recent Steam sale, I've been logging hours in Stellaris. Enjoying it so far! (Though my first empire crumbled upon the first war.)

    Getting back to animated faces, I think we're making good progress. When I left off on Friday, I was a bit

  • Face Animation, Part 2

    Hey Folks! More work on faces today. Yesterday's test was a fairly good proof-of-concept, but still had a long way to go before it could be used in production. Adding a second face (the "Akiko" one in today's screenshot) to the mix showed a lot of deep flaws in the animation. Yesterday's face (let's call him "Jones") had some significant shape

  • Face Anim Test

    Hey Folks! Decided to do a bit more facial animation/expression work today, adding some more poses and features. Plus, I grabbed one of the sample faces I made before and converted it to work with the face rig. Here's a preview:

    There are a few things going on here.

    First, the same expressions you saw yesterday are here, plus a new one for fear. I wired them up to

  • Facial Expressions for Crew Portraits

    Hey Folks! I did tech art today! I know that probably sounds unexciting to most, but it's sort of a significant coincidence for me. Tech art is basically the thing that got me into the games industry, and my first job at BioWare. It covers a lot of things, but is basically like a dual-class artist/programmer. Someone who can create art content and tech features to amplify them (and/or

  • Character Drama, and Caffeine.tv Stream

    Hey Folks! Busy day today, so not a lot of work to show. However, a lot of thinking/planning about character drama, so I dug-up some character art ideas for today's screenshot.

    Probably the most exciting thing today, however, was the Caffeine.tv IndieMegaBooth stream. Pnubis hosted an hour stream of him playing NEO Scavenger while we chatted over Discord, and it was a good time! I

  • NEO Scavenger iOS and Android v1.2.8 Released!

    Hey Folks! NEO Scavenger Android and iOS have just been updated to v1.2.8 (build 4412). Builds should be available soon on Android and iOS pending store approval.

    The following updates are included in the patch:

    Added instant tooltips. Touch and hold blank space, then drag around to get instant tooltips. Fixed DMC access obstructed by UI. Fixed crash due to crafting certain demo
  • Docking Success. And Happy Thanksgiving!

    Hey Folks! I managed to dock today! After a string of fixes, I was finally able to dock on that voyage from BCER to MTRS. It just took some adjustment burns at the tail end of the trip.

    Early in the day, I focused on fixing the plotter station bugs seen in yesterdays video. (Well, technically, I did my business taxes first, but...snooze.) Anyway, the first issue was that the station (