dcfedor's blog

Scavenging Derelicts, and Timer Performance

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Hey Folks! Made a concerted effort to do a bit more dev work today, despite the heavy PR load. I managed to get about half a day's worth of coding done, but I suspect that'll improve over time as chatter simmers down a bit.

I think one of the biggest questions I'm seeing is, "how will this play?" And I'd like to get at least some core gameloop running so I can show you all. It's still more a collection of systems than a playable game.

Ostranauts PR, and Getting Back to Work

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Hey Folks! I'm gradually clawing my way back out of the pile of notifications since launch. Between the various news posts, community sites, social channels, and my inbox, it's been hard to keep up. I'm trying to keep a personal touch, like I did with NEO Scavenger. I think fans appreciated it, and it's nice to know the creator of a game is human, too.

Announcing Ostranauts

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Hey Folks!

I'd like to tell you about my latest game, Ostranauts.

Eight years ago, I began work on NEO Scavenger. And after five years of updates and ports, it was time to begin working on a new game. That game started as simply "space prototype," but has turned into quite a bit more.

So what is Ostranauts?

Well, if you have a minute, here's a teaser video:

Tomorrow's Announcement Day!

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Hey Folks! Development took a back seat today as I mostly focused on reviewing announcement material one last time before tomorrow. Pretty much as soon as I get to work tomorrow, it's all cylinders firing to get the word out.

That means new subforums, new discord channels, getting twitter and reddit accounts ready. News posts crafted and ready to go. I put together a couple of gifs for easy tweeting/sharing, plus the Steam store page stuff I've been working on, like teaser video, screenshots, descriptions, wiki content...it's a lot.

Sleeping, Docking, Editing

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Hey Folks! Hope everyone had a good weekend. We appear to be experiencing snowpocalypse here in Seattle, and there is no end in sight yet. For reference, the typical snowfall here is maybe a few inches 1 or 2 days over the winter. And the snow removal budget/plans for the city are set accordingly.

So far, we're in week 2 of what would pass for a normal winter in snow country. At least we have decent shovels!

Sleep Trouble

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Hey Folks! Doing some more work on the sleep system today, as I'm realizing some of the limitations it implies for crew work/shifts.

Sleeping Improvements

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Hey Folks! Still in the process of getting crew management to work. Shifts, in particular.

My first task was to get the basic training I mentioned yesterday added. This was fairly simple to do, as I just had to add a few lines of code when crew spawns to give them basic knowledge. Later, I will probably make this data-driven. But I was anxious to keep momentum, so I started testing. And that's where I discovered some problems in the sleep system.

AI Needs and Shifts

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Hey Folks! Since I have a few more days before the announcement kicks-off, I decided to do some more dev today. And one of the higher priorities I've set for myself is to get crew management up and running. My thinking is that the core game loop is going to hit this system a lot (possibly more than anything), so I should make sure it's operational. And ideally fun to tinker with/watch.

Announcement Planning

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Hey Folks! A bit of a mix today between announcement content work, and planning. The planning is the biggest thing, so I'll start with that.

Setting Wiki

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Hey Folks! Hope everyone had a good weekend. We managed to sneak in some yard work before a freak snowstorm hit Seattle. And now it looks like a proper Rocky Mountain winter out there. Pretty!

Back at the office, I continued gearing-up for the announcement. I decided over the weekend that I should really publish the vast setting info Michael and I have been working on over the past year or so. It's exactly the kind of stuff I'd fawn over while awaiting a game launch, back in the days when I had time to fawn over upcoming games :)