administrivia

Admin Day

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. Yesterday was Labor Day here in the US, so it was a long weekend. Friends, nice weather, good food...a nice mini vacation!

Back at the office, it was mostly catch-up today. Emails, contracts, planning, phone calls...I had just enough time in-engine today to snap the screenshot you see above. And to verify that the thing I need to resume working on tomorrow is mismatched tile IDs and zones after docking.

Despite the lack of work, other exciting stuff is still happening!

Lighting Update, and Admin

dcfedor's picture

Hey Folks! Sorry for the missed post yesterday. Late phone call, then had to run and help with dinner. And unfortunately, both yesterday and today involved a lot of admin type tasks. So I didn't get much development done.

Fortunately, someone else did!

Chris has been working away on a revamped lighting model, and was able to get it checked-in today. And lucky you, you get to see it in action!

Chris's task was to take the existing lighting system, and make a few changes to it:

Hauling vs. Spawning Loot/People

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. Pretty low-key here, but that was a welcome break.

Back at the office, I unfortunately had a lot of admin tasks to do in the morning. And only got a bit of development time in the afternoon. However, I think I'm starting to form a picture of what I need to do next. And how to do it.

I want to setup a way for AI to haul items to a designated zone, and for the player to be able to tag things for hauling. Pretty typical colony sim stuff, like Dwarf Fortress, Rimworld, etc.

Automated Tasks

dcfedor's picture

Hey Folks! A good chunk of the day was on admin stuff, but I did manage to wrap-up most of the automated task system I was planning.

I ended up having to change the way IDs are assigned to objects when they mode switch. I needed the old ID applied to the new object before it started receiving conditions, so tasks triggered by adding a condition would have the right ID.

That'll Buff Out

dcfedor's picture

Hey Folks! Mostly a dev day today, though I did need to get a few important emails out.

I continued work on the tasking system from yesterday, this time trying to get automatic task generation setup. So far, we've generated new tasks whenever items of a certain type were added to or removed from the ship. This works if you explicitly define a listener for each named item type, but we're expecting to have multiple variants of each item type in some cases. And that could add-up fast.

Ostranauts Team Assemble!

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. Ours was a bit exhausting, as we acclimated to one parent not having a lot of mobility. We did get to see some friends, though, which is always nice!

Back at the office, I basically spent the day emailing developers and artists. Which was weird. I've never been in a position before where I had more than one or two contractors working at once. But today, I had messages waiting from no less than 5! And that doesn't include non-developers I had to follow-up with.

Admin Day Today, Plus Hospital Yesterday

dcfedor's picture

Hey Folks! Sorry for the second lapse in news this week. We had to visit the hospital yesterday to look at an injured knee, and we've been slowly getting back on our feet (both figuratively and literally). Everyone's safe, thankfully, and the injury might be mending faster than expected. So our fingers are crossed this was just a minor bump.

Interactive Career History, and Administrivia

dcfedor's picture

Hey Folks! Sorry for the lapse in news yesterday. I had a call run long, and then had to run for family stuff.

And today almost slipped, as well! Some errands late in the day, combined with some stuff I wanted to send out to unblock folks, meant I had to scramble at the last minute.

That said, I actually got a lot done this morning, and a fair bit yesterday. The screenshot today is a bit of a split-screen summary of that work.

Social Combat Progress, and Contract Stuff

dcfedor's picture

Hey Folks! I'm sort of bogged-down with contracts and agreement stuff today, so I'll take some time to show-off more of Michael's latest stuff: Social Combat!

Today's screenshot shows a few milestones along the path of a conversation between Captain Alyssa and Crew Eric. We start with the view of the ship and participants at the top of the screen, and I slice relevant changes into rows below that.

Catching-Up, and Some Wall Experiments

dcfedor's picture

Hi Folks! Hope everyone had a good week. I'm in the process of catching-up on the backlog of emails and office-related stuff that piled-up. And I'm nearing the top! (I think.)

What little dev work I did today centered on the auto-tiling feature. Namely, walls and floors.

Last week, I got the conduits mostly behaving as I wanted, and I'm pretty happy with how those turned out. I'd like for walls to do the same, and one possibility involved making the walls thinner than a full tile, to make them more directional.