Looting a Derelict!

Hey Folks! Today I tackled a few remaining bugs, so that I could finally test the stuff we've been working on: looting a derelict!

The first order of business was to fix the velocity calculations in the celestial bodies. After Chris upgraded a lot of the code to honor Sir Kepler, the velocities were no longer accurate. We chatted a bit about it yesterday, and he suggested we numerically solve for V, since the direct calculation would be a lot more complex/slow.

So I added some code to figure out how much the body moved in the past second and the next second, averaged the values, and got a really reliable value. Enough that I could once again use the nav station to tool around!

I also did some loot table updating, to account for our new outfits, food packets, tools, and containers. There are random loot tables for each of those, and ships now tap those tables when sprinkling with items.

Finally, I changed the lighting in the salvage pod airlock to point more towards the opening, to help see through the doorway into dark derelicts. It's a minor improvement, but we're going to need a flashlight item soon.

Also, this was a while ago, but Michael removed all the EVA suits and tools from the salvage pod, so you really just start with the clothes on your back. Which made things a lot more fun!

Now, when I docked, I had to hurry into the darkness to see what I could find before my captain passed out from hypoxia. Tense!

And in today's screenshot, you can see the results of my first two derelict dives. 2 crates with 3 EVA suits (one that I put on), 2 laser torches, some jumpsuits, a drill, a bugged Kung Pao Trenchers food packet (red X), and a whack of hull patches. Unfortunately, no EVA helmets, so I was still pretty much at the mercy of my lungs.

I did, however, manage to power-up one of the derelict reactors to see what I was doing. I also successfully found a drill on board, which I could use to reposition some conduits, which I hoped would power-up an airlock. However, there's a bug in the power conduits that didn't update the airlock status, so it remained off, and inaccessible.

Still, not a bad haul! I debarked, then headed to K-Leg to sell my loot. And that's where things fell apart. I couldn't leave my pod due to pathing issues, and then my captain started dropping and picking up his loot, over and over. I'll pretend she was counting her spoils :)

Anyway, it was pretty cool while it lasted. Not the smoothest experience, but it actually felt like a game! Something I haven't felt in a while.

Tags: Ostranauts

Comments

Rovlad's picture
Rovlad

Do you think you'll go early access with this one?
I understand that it's too early even for EA, just curious.

dcfedor's picture
dcfedor

Yeah. I'm planning something similar to NEO Scavenger on this one. EA with a smaller, core gameplay loop. Then gradually add to it over time until a full release.

Dan Fedor - Founder, Blue Bottle Games

Rovlad's picture
Rovlad

Neat, can't wait to be able to throw some money your way.
Why didn't you go the crowdfunding route though, I'm sure I'm not the only one who'd be willing to fund Ostranauts, especially when you have NEO Scavenger as resume.

dcfedor's picture
dcfedor

Crowd-funding worries me because people are giving me money long before I give them anything in return. And customer expectations are likely to drift from reality based on how they interpret the sales pitch, with potentially disastrous results.

Beta-funding is more my style, because customers are at least getting something for their money. And they can see exactly what it is they're getting when they decide.

Admittedly, it's still sort of crowd-funding this way. But a bit more equitable, and less risky.

Dan Fedor - Founder, Blue Bottle Games

Rovlad's picture
Rovlad

Fair enough! I think you even wrote something along those lines on gamedevgonerogue. :)