dcfedor's blog

Lighting Update, and Admin

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Hey Folks! Sorry for the missed post yesterday. Late phone call, then had to run and help with dinner. And unfortunately, both yesterday and today involved a lot of admin type tasks. So I didn't get much development done.

Fortunately, someone else did!

Chris has been working away on a revamped lighting model, and was able to get it checked-in today. And lucky you, you get to see it in action!

Chris's task was to take the existing lighting system, and make a few changes to it:

Hauling vs. Spawning Loot/People

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Hey Folks! Hope everyone had a good weekend. Pretty low-key here, but that was a welcome break.

Back at the office, I unfortunately had a lot of admin tasks to do in the morning. And only got a bit of development time in the afternoon. However, I think I'm starting to form a picture of what I need to do next. And how to do it.

I want to setup a way for AI to haul items to a designated zone, and for the player to be able to tag things for hauling. Pretty typical colony sim stuff, like Dwarf Fortress, Rimworld, etc.

Uninstall Tasks

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Hey Folks! A bit better for progress today, as I added the ability to paint "uninstall" tasks around the ship, plus some other fixes and improvements.

Job Menu, Task Icons, Cancel Tasks

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Hey Folks! Despite yesterday's big announcement, most of my time was spent actually developing. So I have a fair amount of progress to share!

I tweaked the job menu layout a bit to look more streamlined and consistent, and started working on a second menu for action tasks. The first menu lets us setup build/install tasks, and this new menu will likely include things like "cancel task," "uninstall," and "clean."

Ostranauts Being Published by Modern Wolf!

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Hey Folks, big news today! As some of you might have already noticed, a new publisher was announced today. And they're going to be publishing Ostranauts! Introducing, Modern Wolf:

Lighting Update, and More Build Menu Tasks

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Hey Folks! I'm still sort of midway through the latest work on build menu tasks, so I decided to show some of Chris's progress in today's screenshot.

Chris has been rewriting the visibility/lighting code to support arbitrary shadow shapes. Previously, all walls and items had to have shadows made up of axis-aligned blocks, which looked bad when paired with diagonal walls and other non-orthogonal shapes. His work makes those shadows line-up with the visuals of non-square items.

Build Jobs Menu

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Hey Folks! Hope everyone had a good weekend. The city was throwing a kids party in the park, so that was a big chunk of the day. And chatting with my folks back home is always nice.

Back at work, I managed to get a decent amount of coding done. And even a bit of art!

Nav Station Tasks, and Job Queue

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Hey Folks! A bit of work today on a different task type, some UI tidying, and revisiting the job queue.

Even though I can now add and remove tasks based on damaged walls appearing and being patched, there are a few other task types I'd like to support. And one of them is something Michael proposed a while back: a periodic maintenance or check-up task.

Automated Tasks

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Hey Folks! A good chunk of the day was on admin stuff, but I did manage to wrap-up most of the automated task system I was planning.

I ended up having to change the way IDs are assigned to objects when they mode switch. I needed the old ID applied to the new object before it started receiving conditions, so tasks triggered by adding a condition would have the right ID.

That'll Buff Out

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Hey Folks! Mostly a dev day today, though I did need to get a few important emails out.

I continued work on the tasking system from yesterday, this time trying to get automatic task generation setup. So far, we've generated new tasks whenever items of a certain type were added to or removed from the ship. This works if you explicitly define a listener for each named item type, but we're expecting to have multiple variants of each item type in some cases. And that could add-up fast.