• Line of Sight

    Hey Folks. Bit of a diversion today, as I'm somewhat ill. Not quite sick enough to throw in the towel, but enough that I allowed myself to pursue an idea brought on by a fever dream last night.

    One problem in the space prototype that I've been putting off is the question of how I'll render lights, line of sight, and user perspective. It's a ball of factors that are

  • More Thermoregulation, PLSS, and Heaters

    Hey Folks! Finished work today on body thermoregulation, as well as starting on heaters for life support.

    After a good night's sleep, I eventually decided on a somewhat simplified system for dealing with the body's thermoregulation. Basically, a human has a safe range of temperatures within which the body will gradually approach ideal core temperature (rate is about 15 degrees

  • Thermoregulation

    Hey Folks! Treading water here with illness. Symptoms are kind of holding at the mild onset stage, which could be a good sign that my body's fending it off. Or, you know, I'm in for a doozy :)

    I got the body temperature code hooked up today, along with some stats for the standard human, medium-weight clothes, and an EVA suit. Pretty much all copied exactly from NEO Scavenger.

  • Clothes and Body Temperature

    Hey Folks! Hope everyone had a good weekend. Unfortunately, some sickness going around the household here, and I may be next in line. Hopefully that won't be.

    Back in the space prototype, I've continued the slot work from last week. This time, the focus was on clothing. I had three sets of clothes used on my old crew, so those body part sprites were already done. And last week

  • EVA Helmet

    Hey Folks! Helmet is now working, and was a pretty good test case for more "active" equipment to come.

    I decided to make a simple equip/unequip process for now, and expand it later as-needed. So when the player wants to equip something, they right-click it and choose "equip." This does the usual pathfinding thing if needed to the item selected, then instead of adding

  • Take Your Protein Pills and Put Your Helmet On

    Well, we don't have any protein pills yet, but the helmet's getting there!

    Today was all about the equipment system, and getting the game to handle equipping items into specific slots. I added some new features to items to define how they should affect a condition owner (CO) when installed in a slot. And to complete that system, a feature on COs that defines which slots they

  • Underwear!

    Hey Folks! Making headway on the character clothes and appearance today.

    As you can see in the screenshot, we now have underwear! And skin tone/hair color now matches face appearance, including when reloaded from a save file. So now the character's top-down appearance has some semblance of permanence. Which is a big step towards following what your crew is doing, since you can now

  • Drill and EVA Suit

    Hey Folks! Work continued today on tools for the crew, adding the handheld drill and beginnings of an EVA suit.

    The drill was pretty quick to knock-out, as I was able to reuse a lot of the effort from the laser torch setup yesterday. It's the blue tool with LEDs next to the laser torch, near the bottom of today's screenshot. Neither has in-game functions yet, but they are

  • Hand Tools

    Hey Folks! Hope everyone had a good weekend. Ours included a kids' birthday party, karaoke, and furniture shopping. And lots and lots of rain.

    Back at the office, I wrapped-up the save/load bugs I found last week by delving into the room generation code. It turns out it was a simple bit of code I hadn't updated after rejiggering the save system.

    The old way of doing

  • Rooms and Atmo

    Hey Folks! Quick update today, as I have to run to a toddler gathering.

    Most of the day was spent tracking down a weird atmosphere sim bug in the load/save system. It looks like some of the save fixes I made mishandled loading of rooms, and they were ending up both disabled in-game, and with zero volume.

    I was able to fix those issues, and in the process, reduce load times a bit