Blogs

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.

Back In the Saddle

dcfedor's picture

Hey Folks! Hope everyone had a good two weeks. I had a wonderful time visiting with family, exploring nature, singing karaoke, and trying out new bourbons :)

Back at the office, I've nearly clawed my way out of the email pile that accumulated. I still have a few things to reply to, forms to file, and tasks to finish, but I should be able to resume dev as soon as tomorrow!

What's more, I think that was the last major vacation for my foreseeable future. So I should be able to regain momentum from here and start making better progress.

OOO Until Oct 2nd

dcfedor's picture

Hey Folks! Just a quick update to let you know I'll be taking a break from development until October 2nd. I'll still be checking emails and doing my best to stay on top of stuff, but basically taking a break for two weeks to hang with the family.

See you all soon. And until then, have a good one!

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