Hey Folks! Working on the hiring screen today, so we can finally get NPCs to join our crew without debug commands. And hopefully, start spending more time in-game, to figure out how to improve gameplay.

Setting up the hire interaction was pretty simple. I'm starting to notice a simple pattern here for launching a specialized UI when interactions need one. So that's good. It makes handling special logic for said interactions easier, too.

The UI itself is sort of a dossier/resume, which started out as a copy of the career center UI. However, I pushed it a bit further to have more human-readable text for vital stats, career, and skills. It looks more like a resume now than the career page, which is more of an info dump. I'll have to go back and fix that at some point.

Anyway, here, we get name, age, homeworld and legal status, current employer, career history, and a list of skills. I *think* this should be a good start for making a hiring decision.

Personality traits might also figure into this at some point, but I may want to save that for later. I'm thinking this can be a bit more interactive by using interrogation or other skills to divine more info about a hire before pulling the trigger.

Anyway, I think I'm just about ready to hook-up the "Hire" button below the UI, and have that do the necessary logic to assign the person to the player's crew. Then, perhaps we'll take it for a spin!

For now, however, it's the end of the week. So have a good one, all, and see you Monday!

Tags: Ostranauts


ra1's picture

Perhaps some of the history should be obfuscated, or perhaps even untruthful. Knowing the person longer (or whatever) could reveal more info about them. This would give the player more pause when making decisions.

I guess this asks the question of whether you expect the player to be omniscient about everyone they encounter.

dcfedor's picture

I'm still on the fence about omniscience.

For a while, I was leaning towards restricting point of view to the captain, and using that limited view for suspense, drama, etc.

However, I'm starting to realize that some information is better if exposed unrealistically. For example, knowing the temperature and pressure of a room by rolling over it with a mouse. It's unrealistic, but having to do something realistic to get that info, like visiting a control panel, would probably be annoying/tedious after you had to do it a few times.

It might come down to quality of life UI vs. gameplay.

Dan Fedor - Founder, Blue Bottle Games

matsy's picture

I like the idea of maybe the data not being completely true. If he is an untrustworthy or shady character he may say his engineering skills are better than they actually are. That could be paired by his low wages. You know what they say if it is too good to be true it probably is...

dcfedor's picture

Yeah, I agree. And I think it offers an opportunity for the player to have skills that matter. (In this case, social/interrogation skills.)

Dan Fedor - Founder, Blue Bottle Games