Ostranauts

All the Feels

dcfedor's picture

Hey Folks! Continuing work on AI needs, thresholds, and other related systems today. And as you can see, I may have introduced a bug. Sorry Andrella...

In fact, it looks like a pretty minor glitch. I recently re-tooled the loot system to make it work with conditions a bit more smoothly, and in my haste to try it out, I caused all of the thresholds to apply their payloads all of the time, regardless of whether they were triggered. Should be just a matter of applying their amounts to the loot before applying the loot to the AI.

Preferences and Thresholds

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. More of the usual here, as we did some home maintenance stuff, and visited a street fair uptown.

Back at the office, it was time to dive into the AI preferences and threshold changes I mentioned last week. It was a bit of a slog, as a fair amount of data needed rewriting, and some inevitable bugs from the refactor needed squashing.

AI Needs and Command

dcfedor's picture

Hey Folks! After a short bug fix to restore ship damage, I started revisiting the AI needs system, and figuring out how to expand that. Also, how will that affect command?

All of the AI has a set of needs right now, a lot like those found in NEO Scavenger. Some are physiological, like hunger, and others are emotional, like a sense of security. As the AI putzes around, these needs change. Some gradually increase with time. Some change with certain events or actions.

New Anims, Roles, and Drafting

dcfedor's picture

Hey Folks! A bit of new animation today, Michael's plan for roles and jobs, and the ability to draft crew now working.

Michael sent me his rough outline for crew roles, and I think it's sounding good! Some details are still up in the air, but the rough idea is that there are several roles on a crew, and each crew can be in zero or more roles at a time. And there can be more than one person per role.

Crew Control and Drafting

dcfedor's picture

Hey Folks! Michael and I had a chance to talk today, and spec out some of what we can tackle next. And I did a bit of crew selection reworking during the rest of the day.

Portraits Revisited, and Community Group Admin

dcfedor's picture

Hey Folks! Michael and I are still due for a chat, and I'd like to see how that goes before I decide on my next gameplay change. We both have some ideas to kick around, and it makes sense to coordinate.

So in the meantime, I decided to look into portraits again to see if I could make them a bit more stable. I tried to tweak one of the expression anims a few weeks back, and noticed some issues. First, it was a real pain to nudge all the bones around in Unity, and hard to see what I was doing without saving and launching each nudge.

Crew Management Loop

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. We had company visiting, so most of our time was spent catching up and sight-seeing. And eating, of course.

Back at the office, I had to apologize to Michael for missing some files in my last version control check-in. He unfortunately had to waste time figuring out what I missed. But he was able to, and at least we're getting back on track.

And since most of my work was text-based today, I unfortunately don't have any screenshots to share. So instead, have this sneak peek into the next concept art!

Job's Done! And New Avatar, Too!

dcfedor's picture

Hey Folks! Michael and I managed to finish each of our respective tasks this week, resulting in a fresh build on the server where we can queue jobs for AI, and see the new avatar in action!

I boarded a derelict, and went out of the way in the back to cannibalize a bunch of floor tiles, conduits, and wall. And the AI just lined them up one after the other. As I waited for them to finish, I fast-forwarded 4x, and it was starting to feel like a game!

Avatar Upgrade Progress

dcfedor's picture

Hey Folks! The new avatar is actually coming along pretty nicely. I did quite a bit of tweaking today, as well as further code integration, and it's almost ready for prime time.

A good chunk of the work was redoing the UV maps on the mesh. The hack job I did was a decent placeholder, but there were a lot of seams and misaligned pixels as a result. And since I was trying to use a similar pixel density to the surrounding ship, those mismatches were much more apparent.

Get Up, Aaron. Job UI Progress. Also, Admin Stuff.

dcfedor's picture

Hey Folks! Bit of a short update today, as a good chunk of it was spent on some business-y emails. But we do have a bit of progress to talk about!

First of all, Aaron. Always lying down on the job. Ripe for some discipline, he is.

Actually, that's the first screenshot I have of the new avatar mesh and animations in the game! He's currently standing in idle mode, but there's a bug that causes the avatar to be rotated 90 degrees. So he looks like he's stone cold fallen face-first into the floor.