Seeing a man about a horse. Dropping the kids off at the school. Whatever you call it, this is the grandeur of my work today.
It started off a bit more dignified, as I setup a sitting animation for using the ship's nav station. There's going to be a shot in the teaser where I need crew sitting at a console, so that was next on my list. After a bit of testing, though, I realized it could iterate faster if I just used the toilet, since it only required one button press to load a compatible scene, and it has a lot of similarities. (In terms of animation, anyway.)
It required a new animation or two, since standing, dead, walking, and using didn't fit. Plus some data changes to use them. I rewired the animation code to be called from the crew's update cycle instead of per-heartbeat. Since the heartbeat can often happen slower than the crew changes state, the old heartbeat method led to weird animations pairing with movement/actions.
The footprint/pathfinding overlay icon was making things hard, as it stuck there blocking the crew once the crew reached the destination. So I finally fixed that to disappear when the crew reaches the target. I also had to make each crew have one of their own, since before it shared a single one across all crew (which could be confusing).
Today's image shows the crew in the defecation pose, teleported to the toilet's seat coordinates, and waiting to finish. There are still some issues to sort out, such as un-teleporting when done, and a brief moment where the crew stands up and sits down again (switching from "try" to "succeed" states).
There's also a bug that causes the crew to enter the sitting pose when they start walking to the toilet. This seems to only happen if the AI decides to, and not if I tell it to. So this could be an edge case I missed in the animation/pathfinding code.
And once I get the toilet working, the nav station has an added complexity: the GUI that appears when using it. I need to make sure the crew animations are working without interfering with the GUI that the player was calling-up. This might require that my crew have a variable idle state, based on what they were doing before. This way, when the nav station is taking its turn and the crew is waiting, instead of returning to a default standing idle animation, they can continue their current animation instead.
We'll see. But it's actually nice to see the crew starting to do things besides the 3 animations I had before. If I get a few more, it could be much more interesting to watch!