Ostranauts

Cutting and Bashing Crates, Interaction Upgrades

dcfedor's picture

Hey Folks! Wall-to-wall busy today adding new interactions with the crate, and upgrading the interaction system.

First task of the day was to make it possible to use a laser torch on a crate. And this actually went really smoothly and quickly. Within minutes, I had crates breaking into scrap parts and spilling their contents on the floor with my trusty laser torch. A few bug fixes are necessary to ensure scrap loot didn't appear inside my crew when it happened, as well as a spawned loot not appearing where it should.

Locks and Grids

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. Since this is Canada's Thanksgiving holiday, but we're living in the US, we celebrated "Fakesgiving" yesterday. We had friends over, and a feast that left us all eager for leftover o'clock :)

Back at the office, Michael has his latest updates checked-in, and you can see them in action in today's screenshot. Inventory grids!

Locked Crate UI

dcfedor's picture

Hey Folks! Decided to tackle the UI for unlocking a crate with a PIN code today. Plus, Michael's off and running on his crate inventory grid. And Bjørn is starting to look at footstep audio based on tile material!

I spent a fair amount of time thinking about the lock UI, and scaring myself from working on it, before I decided to just dive in. Currently, I want the game to support a few different lock types, for use on different items. Some things require little security (a locker), while others should be near-unbreakable (access codes to a ship helm).

Saturnian Moons, Load/Save Fixes, and Inventory

dcfedor's picture

Hey Folks! Slower day today (visually, anyway). I did a bunch more behind-the-scenes work on some systems, plus more admin, planning, and discussion.

The behind-the-scenes stuff has a tiny bit of visual impact, which I show above: Saturn's moons!

I was getting ready to test some inventory UI things, and tried to create a save game in my test room. But loading the save crashed.

Functioning Doors, and Crate Room

dcfedor's picture

Hey Folks! Some pieces coming together nicely since yesterday. We have a new crate room for testing locks, and locked doors are now working!

Today's screenshot shows Michael's CrateRoom ship, which we're using to test these latest salvage actions. It consists of a central room with a crowbar on the floor, and doors leading to other rooms for testing.

Doors, and Audio Progress

dcfedor's picture

Hey Folks! A bit more progress on the looting/salvage loop today, plus some movement on the audio front!

Michael was able to check-in a new layout for testing locked containers and doors. It vaguely resembles the opening sequence of Indiana Jones and the Temple of Doom: behind a closed airlock, a locked crate sits bathed in light, beckoning :)

New Toys!

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. We hung out with some friends we hadn't seen in a while, which was nice. Unfortunately, I got really sick Saturday night. But it improved over Sunday, and I was able to work today.

And lucky for us, it's something I can show easily: new toys!

Enter the Crowbar

dcfedor's picture

Hey Folks! Mostly a planning and talking day today. But we finally have our next tasks defined!

Social Combat Fixes, and the Salvage Loop

dcfedor's picture

Hey Folks! I was able to get a little bit of work done today, mostly focusing on bugs with the social combat UI. But I also just wrapped-up a really fruitful chat with the other contract developers about what's next. I'll start with that.

Initially, this was a conversation meant to get everyone in sync after my vacation, since we hadn't chatted in a while. And I thought I'd create a document to help illustrate my plans for the project scope and dev schedule, so everyone was on the same page about what we were aiming for.

Lighting Upgrades, Interactive Career History, Job System, and New Art!

dcfedor's picture

Hey Folks!

I'm waaay past due for another video, so here's what we've been up to!

So what's new?

We've got a new lighting renderer, choose-your-own-adventure character generation, AI job management system, and as always, new art!

New Lighting, CYOA Chargen, Crew Jobs, and New Art