administrivia

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.

Walls, Auto-Tile Fixes, and OOO

dcfedor's picture

Hey Folks! Just a short update today, as I had a work call most of the afternoon.

I managed to figure out the weird edge cases I was getting on the auto-tiling conduits, which turned out to be due to the way material instances are named. I had to force each new sharedMaterial to have a more sensible name, so that it would re-use the correct one when choosing. Conduits seem to be behaving now, and I've gone and replaced all the old hand-placed ones with the auto-tiled ones. So far, so good!

Item Install UI, and Reactor Installs

dcfedor's picture

Hey Folks! Still a bit of admin to do in the first part of today, but it was back into the code this afternoon!

In today's image, there's a UI across the bottom showing different items. This is the bit I was working on Monday and a bit today, and it basically auto-generates buttons in this UI for every installable thing I define in the data. So my install/uninstall auto-generation code not only creates the necessary interactions, loots, and triggers, but then proceeds to add them to the jobs UI! Not bad.

Project Planning

dcfedor's picture

Hey Folks! Not much to show today, as I tried to map out what gets done when, and by whom, for the foreseeable future.

It was a useful exercise, as it forced me to identify dependencies and bottlenecks. It also showed me which parts of the project have room to be flexible for scheduling. In it, I assume an early access launch sometime in November 2019.

Pacot.es Interview!

dcfedor's picture

Hey Folks! Still quite a bit of admin work today, though a few bits of coding done.

But maybe Pacot.es heard your cries for more interesting news, as they published their interview with yours truly! In it we go over plans for Ostranauts, changes from NEO Scavenger, my thoughts on open development, and other questions about the business.

Soak Test 2, and Moar Planning

dcfedor's picture

Hey Folks! Didn't escape the administrivia yet, unfortunately. Spent most of the day on emails, documentation, and phone calls. Still holding out hope I can sling some more code soon.

I did, however, run another overnight test. This time with the auto-pause disabled. When I arrived at the desk this morning, the game had been running for 9.5 hours. Again, everyone was alive. (Yay!) Some were sleeping. Others awake.

Soak Test, and Project Planning

dcfedor's picture

Hey Folks! Unfortunately, today was pretty shot through with business admin tasks. Mostly in the form of project planning.

However, I did run another soak test last night, where I let the game run overnight. When I checked in the morning, all 6 crew members were still alive! And the game appeared to be running pretty smoothly, too. No overheating/frozen rooms or NaN pressures. So that's good!

Character Trait Effects, and Project Planning

dcfedor's picture

Hey Folks! Finished up adding stat effects to the character traits today, then continued with some project planning.

Mouse Changes

dcfedor's picture

Hey Folks! Sorry for the late news today. Had a school function to attend with the family.

Most of the work today was administrivia anyway. But I did manage to rework the mouse controls to try an experiment with streamlining the user experience.

Previously, you could open the context menu by right clicking and holding over an item. And right clicking a tile would walk to it. Now, right clicking opens a context menu. No need to hold. And if the tile under the cursor is walkable, a "Walk To" context option appears.

Emotional Effects of Discomfort and, You Guessed It...Admin!

dcfedor's picture

Hey Folks! Good news, today. A lot more gamedev progress made!

But the day didn't squeak by without a bunch more admin work. End of Q2 is here, which means time to do the books, pay state taxes, pay myself, pay federal taxes, then tell the fed that I paid them. Still don't understand that last bit, but whatever.