New Faces, and Context Menus
Hey Folks! A couple interesting additions today: new random faces, and context menus for clicked items.
The new faces are the result of Emily's latest round of face parts. She came up with a few more variations of each face part for the Asian female set, as well as some new layered parts for nose, glasses, and scars. There was a bit of development needed to accommodate the new pieces, since we had no independent nose, glasses, or scars before. Plus, the file naming convention needed updating now that we were getting more complicated. And, there was some spring-cleaning of old face parts to do.
But as you can see in today's image, quite a range of faces possible for that face type. And adding more should be a breeze now!
The other major change is to the UI for ship crew and items. Now, right-clicking on something in simulation mode brings up a context menu. Which, okay, big whoop. But hold on. It actually works!
If the current selected object is an AI, and you right click an object that supports interactions, you get a list of those interactions in a context menu. Then, you can choose one and the AI goes over and does the thing. This works for opening control panels on equipment, but importantly, also for social interactions. And this is a big step towards managing crew and otherwise playing the game.
I haven't done much more than just get it working and the bugs sorted, so I don't have a lot else to report yet. But the next thing is to start playing with these interactions to see if they have the effect they're supposed to, and generally, how they fit into the main gameplay loop. As a captain, this will be a fairly useful tool. It opens the door for not only socializing, but also initiating things like barter, hiring, dismissal, job assignment...even repairs and item usage?
I think this might be an area I'll dwell upon for a bit as I try out various abilities. Could be some interesting days ahead!