space prototype

Mental Break Day

dcfedor's picture

Hey Folks! Since I was having a bit of trouble deciding what design feature to add to the space prototype next, I decided to shift gears a bit, and tackle something else I've been wondering about: custom shaders and rendering.

We Got to Install Microwave Ovens...

dcfedor's picture

Hey Folks! After a morning full of taxes, accounting, and other administrivia, work resumed on the item installation system. And I've got most of the pieces working now for the main crew member.

When we left off last week, I was able to select an item, position a placeholder copy of it somewhere, and my crew member would walk to it, take it into their inventory, then walk to the placeholder and take that, too.

Using Crew to Move Items

dcfedor's picture

Hey Folks! Some pretty cool progress today, as I focused on some tools to allow crew to move larger items and uninstall/reinstall them.

The first thing I did was more of a warm-up. I finished the dragging/pulling code I started yesterday afternoon, and formalized it into a simple component I could add to any object. Once added, and told who to follow, that object drags around behind the target at a set distance. Not much more to it yet, but it should come in handy once I'm ready for AI to start using it.

Dropping Off or Picking Up?

dcfedor's picture

Hey Folks! Did a bit more work on pre-damaging derelicts today, and expanded inventory access a bit more on crew.

The pre-damaging so far has just been a matter of damaging tiles and punching holes. But I also wanted canisters and fuel tanks to be all or partially drained, so we wouldn't find ships with full tanks of everything.

Derelicts and Debug Info

dcfedor's picture

Hey Folks! More work today getting a rough salvage game loop established. I added random derelicts to the map, some new debug info to the HUD, and fixed some issues that were exposed by these changes.

Ding! Trading Operational

dcfedor's picture

<Drawing in long breath and exhaling.> Ok. I think we've got trade working now. It was a heck of a day, fraught with niggling, annoying details. But I believe the trade system now works as intended!

The first order of business was a bug in the ship zone tiles when ships rotated for docking. They needed special treatment since their tile indices became invalid when the ship's tiles rotated. Not too hard to fix, just hard to remember, hence why it wasn't already doing it :)

But that wasn't it. Not by a long shot.

Station Crew Spawning and Trade

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. There was an apple picking trip among ours. Plus an extended bout of Rimworld Saturday evening, where half my colony died in a caravan beset by man-eating alphabeavers. RIP the de facto leaders of the colony.

Ship Editing Fixes, and OKLG

dcfedor's picture

Hey Folks! I decided to start working on a more representative station layout today. Mainly, this is to get ready to test the bartering and NPC spawning stuff, but it also gives me a chance to find and fix any remaining issues resulting from the migration of the ship editor into the simulation mode. And boy were there some of those.

Ship Editing During Simulation

dcfedor's picture

Hey Folks! Pretty big update today, as the ship editing code is merged into the crew simulation mode.

As mentioned yesterday, I was starting to run into situations where it'd be useful to edit ship layouts, but the old ship editor lacked certain tools. Zoning being a big one, but also seeing in real-time how components behave when hooked-up, watching air flow on the ship, etc.

Barter Zone Filtering, Trade Execution

dcfedor's picture

Hey Folks! Making more progress on the trading system today. The barter zones are now filtering appropriate items, and the first draft of the trade execution code is in.

Today's image is a recreation of yesterday's test, this time with new filtering and flags in place. Items like the floor and walls are ignored, while items that can be transported (like hull patches, gas canisters, and batteries) appear in the list. Furthermore, each line item correctly shows how many units each party has in their collective person and zones.