space prototype

Wanna Buy a Food Packet? No? How About a Floor?

dcfedor's picture

Hey Folks! The zone/trade refactor continued today, and is mostly working now. I can add and remove zones from a ship, and use them in the trade UI.

There were still a handful of gotchas to solve in wrapping-up the zone UI. Adding a name to the zone was particularly tricky, as I had to deal with user-edited names as well as default "Zone 1" style names. Then, some logic to handle removing zones when all tiles in the zone were changed to other zones (or null zones). I added code to select an entire zone by clicking one of its tiles.

Zone Data Revision

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. Some more heavy labor here, as we finished up a path in the front yard. Digging and hauling dirt and rock, grading sand, and laying patio bricks. Nothing like some good old dusty, back-breaking work to give one time to think. And it fortunately gave me an idea for solving my zoning issue.

I decided to slightly change the way zone info is stored on a ship, to better tie together NPCs with the zones that apply to them. Plus some other per-zone info, like zone name, etc.

Trade UI Hooked-Up (Mostly)

dcfedor's picture

Hey Folks! I managed to get most of the trade UI hooked-up and running today. Still a few bits missing, but what you see in the image today is actual inventory data from two crew members.

There were a few bumps on the road getting it all working. Some missed data here and there, null pointers, selection glitches. I still can't figure out why AIs sometimes walk away while the other AI waits for their reply.

Trade UI

dcfedor's picture

Hey Folks! Working on the trade UI today, in a continued effort to connect systems into at least a crude game loop. I've mostly finished the first draft of the layout, as you can see in today's image. And I've started on the code for it.

Basic Zone UI Working

dcfedor's picture

Hey Folks! Did some more work on the zone UI today, and I think I've got it working on a basic level now.

I ended up limiting each tile to one zone flag for now, and setting any flag removes all other flags. This is all independent of equipment installation flags such as "walkable" or "obstruction" or "portal." These are for things such as designating cargo areas as available for trade/barter, or managing crew pathfinding to cordon-off areas.


dcfedor's picture

Hey Folks! Hope everyone enjoyed their weekend. I actually managed a trip to PAX on Sunday, and it was a bit weird. I often felt like an outsider peering into a world that was both familiar and somehow not meant for me. I think my eyes passed over a hundred booths showing flashy games that had no impact on me.

Group Selection, and OOO Monday

dcfedor's picture

Hey Folks! I managed to solve the duplicate object bug, and worked on group selection today.

Back to Space, for a Bit

dcfedor's picture

Hey Folks! As mentioned yesterday, I'm going to step back from the NEO Scavenger engine port for a while. Cool off. Recharge my batteries a bit. I still think I'll tackle it at some point, but I can't really spare any more time on it as it's already delayed the space prototype by over a month. And there aren't really any good builds visible on the horizon.

Let's just say that was my due failure for now, and whatever I tackle next will be awesome. Cause karma, or something.

Space Prototype Ruminations

dcfedor's picture

Hey Folks! Not much work done today, as it was spent more on administrative type tasks. However, one of the larger ones involved the overall vision of the space prototype.

Completing a Plot, and ATC Chatter

dcfedor's picture

Hey Folks! Work continues on completing our first test plot. And Michael's air traffic control (ATC) script is ready!

When we left off yesterday, we could reach our quarry in the bartender snitch plot. But we weren't able to do anything once we got there. So today was mostly about adding the means to wrap-up that plot by telling a law enforcement officer (LEO) on the same station about the target. And as usual, bugs were discovered along the way :)