Crew Duties, and Teaser Audio
Hey Folks! Split day today between coding and audio review, as James sent his first draft this afternoon.
The coding started with a handful of smaller bugs I've been meaning to fix. And then I dove into a larger feature that has been missing so far: crew duties.
Currently, I can hire crew in a really basic UI, and they become part of my crew. I can then dictate whether they have permission to leave the ship, dismiss them from the crew, and toggle certain hourly shift settings (sleeping/working/idle). The shift stuff isn't functional yet, but the data is saved per-character.
Crew duties refers to their actual responsibilities while in those shift designations. Things like cooking, cleaning, maintenance, and firefighting. Rimworld and Oxygen Not Included players will see a lot of similarities here, as the UI does the same thing here as in those games. When the AI is deciding what to do, it checks against its currently assigned shift, and then this priority board, and figures out whether it should do "work" or self-service stuff like chatting, coffee, etc.
So far, the UI is just a mock-up, and I'm starting to add code to it next. Fortunately, I could borrow some chunks of code from the Roster UI, since they are similar in behavior.
Then James sent his latest draft of the sound effects for the teaser, and it's sounding good! I had a bunch of feedback on specific time signatures, but I think he's doing a good job of focusing on areas where sounds can enhance the teaser, and avoiding areas where it muddles things. Some really good audio effects in there, too. Can't wait to see what he does next!