Progress!

Hey Folks! I was able to get a full day of development in today, and managed to finish my skill-gating task!

There were a few more code issues that needed fixing. Mostly naming and reference typos. Then began the long slog of updating all of the data to match the new system requirements.

Mostly, this meant adding a non-skilled option to each of the install/uninstall actions, defining their rates of progress, which ones should appear as menu options, plus some triggers to control when they are valid. I made some heavy use of regular expressions, let me tell you :)

Once that was done, I could uninstall all the usual stuff again! It currently takes about 1.25 minutes to do, unless you have a relevant skill for the action, in which case it only takes 18ish seconds.

Moving forward, we should probably bump-up these durations to be more realistic. Also, we might want to eventually rethink which skills are required for what. There are a few skills in the game that seem like they'll be unused, and others used a lot. So it might make sense to cull the useless ones, and split the useful ones.

In any case, today's screenshot shows Jenna working away at a floor tile (on the right). And on the left, the inventory UI.\

Michael put a bunch of work into this UI to let the player move items around, and even equip them. We can see items on the ground (lower right grid), items we're carrying (top right), and items we wear (left paper doll). Currently, no items have equipped graphics, so we can't see any equipped items. But clicking on the paper doll will unequip the item there, and dragging an item to it equips it in that slot.

Chris has also been working on some updates to this UI, making it a bit more like the NEO Scavenger one. E.g. moving items directly from one grid to another, without having to pick them up first. Making them auto-place in cases where user input doesn't align right. Etc.

Michael's still working on life events, when not chatting with me about oxygen poisoning :)

And lastly, Bjørn seems to have surreptitiously snuck some new sounds into the assets folders! I saw them while merging my latest changes, and there are some cool machine drones in there. I'm hoping we get to hear some of that in action next week!

That's all for now. Hope everyone has a good weekend, and I'll see you all Monday!

Tags: Ostranauts

Comments

Maximus79's picture
Maximus79

This game is sounding great, can't wait to get my hands on it. Do you have an ETA for the game ? I've been following your updates since August and I'm getting more and more excited about it. Also, to when the next video ? Anyways, keep up the great work.

dcfedor's picture
dcfedor

Thanks! It's always good to hear when someone's looking forward to the game, and more content.

It's looking more like spring 2020 for Early Access at this point. Still enough left to do that it'll take some time, and we don't want to release anything before it's fun to play.

As for a new video, I'm way overdue. But also have something fun coming up soon. I'm trying to decide if I should sacrifice a development day to produce a new video before that, or just wait.

There's a slight benefit to waiting, in that I might be able to show off some of the social loop stuff by then, so I'm leaning towards that!

Dan Fedor - Founder, Blue Bottle Games

Josh_A_Culler's picture
Josh_A_Culler

since August...

LOL

https://soundcloud.com/invisible-acropolis

Maximus79's picture
Maximus79

?

dcfedor's picture
dcfedor

I think Josh is just saying he's been waiting a really long time, too. (He's the composer, and started making the music for the game in 2016.)

@Josh, I know! I know! I'm taking too long :)

Dan Fedor - Founder, Blue Bottle Games

Josh_A_Culler's picture
Josh_A_Culler

I wouldnt say its taking "too long" ... because I do agree with the Id games philosophy of "when its done" - but perhaps not with the 3D realms philosophy of "when its done"... so... its all a bit tricky

I was just impulsively remarking from the depths of my own anticipation - (which of course begun with the inception itself... for those who dont know) also Ive always been resigned to the fact its entirely out of my hands and beyond the scope of my involvement

I could share many more philosophical comments and perspectives on this but Im not seeing a point to that at the moment

https://soundcloud.com/invisible-acropolis

Rovlad's picture
Rovlad

Hey, you previously said that you have made buying/selling UI less ambiguous.
Could you show it off so I can cringe at it a little bit more? :)
Maybe you can do it in the aforementioned video, and definitely take your time with it, no rush.

dcfedor's picture
dcfedor

I had the station docked just now and tried it, but there wasn't an option to trade. Which makes me think I broke something somewhere to invalidate trade as an option.

My gut feeling is that it's probably still not unambiguous enough to avoid you cringing :)

But we'll get there!

Dan Fedor - Founder, Blue Bottle Games