Refactoring, Art, and Taxes

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Hey Folks! Sorry for the missing news yesterday. I ran long with some tax work and getting feedback to contractors, and as my usual news-writing window blew by, I figured I'd just catch-up today.

Mode Switching Revisited

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Hey Folks! Spent most of the day looking into mode switching on items, as the current problem of switching items on and off involves that system.

Up until now, I've been handling an object's mode switch by making a new object for the new mode, removing the old item from the ship, and adding the new one in its place. For the most part, this just works. Air pumps, alarms, and doors all use this regularly without issue.

However, while working on the reactor, I noticed a couple of problems.

Power Subsystems

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Hey Folks! Working on the power subsystems today, and aiming to make it possible to manually switch reactors and batteries on/off the grid.

Installing Works Again

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Hey Folks! After a morning of wrangling, the install/uninstall interactions are working again. Michael's digging into pathfinding optimizations. And I'm digging into an inbox mountain.

Pathfinding and Timer Fixes, and Getting Salvage Working

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Hey Folks! Hope everyone had a good weekend. Spent a lot of time with the fam this weekend, and had some nice outings and meals. It was a good break.

Back at the office, I tried to hit the code a bit harder today. And shirked a few of my PR duties in the process. "Get a derelict running again, 100% in-game" is feeling better and better as a foundation for everything else. So it's all about that right now.

Save/Load Stability, Timing Mismatches, and Admin Work

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Hey Folks! Bit of a slower day today, as there was a bunch of non-dev work later in the day. I did manage to fix a couple things, though. And I may finally have someone to help with development!

Tickers Ticking, Optimizations Continue

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Hey Folks! Better dev day, today. I managed to solve yesterday's bug in a matter of minutes this morning. Sometimes walking away for a bit really does help!

Turns out the problem I was having was a bad timer calculation. I was decrementing the head ticker by the wrong variable each frame. Instead of the amount of time since the last frame, it was the amount of time since the last game object update. So it was deducting seconds worth of time per millisecond of real time. And this caused weird accounting issues and mismatches, breaking the timer system. Oops!

Ticker Edge Cases

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Hey Folks! Bit of a rough day, today. Working with this ticker/timing code seems fraught with peril, as several edge cases broke down, and even pinned the game in endless loops.

New Stat Tickers Running

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Hey Folks! Hope everyone enjoyed their weekend! Yesterday was a stat holiday here, so no news from Monday. Should be back to normal schedule now, though.

I actually spent most of today in the code, which was a nice change. After testing the ticker system on sleeping successfully, I began switching all remaining stats over to the new ticker system. For reference, this is a prelude to getting the game to limit updates on game objects so only the ones that need it get it, and only when they're ready to do something.

Scavenging Derelicts, and Timer Performance

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Hey Folks! Made a concerted effort to do a bit more dev work today, despite the heavy PR load. I managed to get about half a day's worth of coding done, but I suspect that'll improve over time as chatter simmers down a bit.

I think one of the biggest questions I'm seeing is, "how will this play?" And I'd like to get at least some core gameloop running so I can show you all. It's still more a collection of systems than a playable game.