Crew Management Footage

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Hey Folks! Still plugging away at the teaser footage. Today was mostly about crew management snippets.

The first shot was recording the operating expenses UI as crew members were added to ongoing costs. There were some layout issues I hadn't noticed before, which required me to adjust some of the vertical layout group settings. They're finally behaving now, though.

Cutting Crew

dcfedor's picture

Hey Folks! Still hard at work on the teaser. Joshua sent me a preview today, and it's really rekindling my enthusiasm for the game. And the goal now is to keep the footage coming so he isn't waiting.

Today's work focused on crew shots. There's a scene where a crew member explores a dark derelict in their orange suit, headlamp cutting into the darkness. I also cobbled together a few situations where three crew members are each working on fixing things. You can see an example in today's screenshot.

Reactor Online, Bug-Fixing, and Capturing Footage

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Hey Folks! I did a bit of work over the weekend, and the reactor is now fully operational. Or, at least, looks convincing enough for video.

All of the readings you see in today's screenshot are approximately realistic for "ignition" mode. 6 partially charged batteries are linked to the reactor and UI via the PWR BUS knob, where they can power the indicators and various pumps/regulators. Once the chamber was evacuated, capacitor charged, and all systems ready, the IGNITION switch fired the lasers at the target pellet, initiating fusion.

Reactor Control Layout Nearly Done

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Hey Folks! Back at the office today after a nice break. It felt good to not be following social media for a while. I think it revealed how stressful things like Twitter can be without me realizing it. And it's giving me some food for thought on how I consume content in the future. Not sure how well I can operate a business like this without social channels, but maybe I need to start rationing my usage.

Reactor Control Implementation, and OOO

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Hey Folks! Work continues on the reactor controls, implementing the layout and artwork I created into working Unity UIs.

Today's screenshot features the upper bank of controls seen in the example layout I posted a few days ago. This is the UI as seen in the game, with random values pumped into the various LED indicators. Progress was slightly slower than anticipated, due to a few things I should've...well, anticipated.

Widget Art Done, Adding to Unity Now

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Hey Folks! I've got just about all the Photoshopping I need done now for the reactor UI, and I'm beginning work on implementing it in Unity.

There were a few more UI elements I needed before work in Unity could begin, and they mostly involved light-up and interactive pieces. In today's screenshot, you can see most of the elements all together. From left to right, they include:

Reactor UI Elements

dcfedor's picture

Hey Folks! Back at work for a few days, so I'm continuing work on the fusion control panel.

When I last left off, I had mostly figured out a layout I'm happy with. It has most of the bare-bones info and controls one would need to start and control a fusion reaction, though it should probably get fleshed-out a bit at some point. Fortunately, there's still room for some more stuff in there, as it only occupies about 75% of the screen.

Powering-Up, and OOO Until Wednesday

dcfedor's picture

Hey Folks! Fusion reactor control panel is shaping-up, and I've got a first draft that I'm fairly happy with.

While a little more effort went into research today as questions came up, most of the effort went into problem-solving the layout. I started by making sure all of the gauges and controls I expected were there, then ran through the pre-flight checklist to make sure each step could be executed. Turns out I missed a few things that the pre-flight revealed, so that was good!

Reactor Control

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Hey Folks! I started on the reactor control UI today, splitting time fairly evenly between research and layout. The fire-up sequence is one of the more important parts of the upcoming teaser, not to mention one of this game's design goals: satisfying and meaningful pilot controls.

Players should feel like they're Wash, powering-up the ship for a full burn, flipping switches and turning knobs. And in the spirit of NEO Scavenger's attention to detail, these buttons and knobs should be based on some minimum level of reality.

Mr. Fixit

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Hey Folks! Busy day today, as I shored-up the spark vfx and integrated it with repair actions in-game.

Early in the day, I finished tweaking the spark vfx to use the correct lens flare sprite, increased spark speed, and disabled collisions. The collisions were causing problems any time the AI was too close or turned in such a way that the vfx intersected a nearby object. And for how subtle the bouncing particles was, it wasn't worth fixing.

Once that was done, it was time to add it to the game.