News

  • Relationships and Interactions

    dcfedor's picture

    Hey Folks! Still plugging away at the PAX 2020 demo here, and the goals are the same as before. We have a few fun updates to talk about, though, so I thought it was a good time for devlogging.

    One of the bigger changes, and one I've just checked-in, was formalizing the role of relationships in interactions. It's now possible to limit interactions to people who have (or do not

  • Working On PAX Demo

    dcfedor's picture

    Hey Folks! I'm overdue to post another update, and we've been up to a lot since the last one. So I figured I'd catch you all up.

    The big thrust right now is to get a playable demo ready for PAX East, which is in about 3 weeks. It took a bit of trial and error to decide on what the demo would be, but I think last week mostly got us on track. So now it's all about

  • Take That, You Fiend!

    dcfedor's picture

    Hey Folks! Figured I'd post again just to keep you updated on progress. As usual, I've been skipping news most days to get the extra half hour of work, unless there's a screenshot I can use worth seeing.

    And today qualifies!

    We've been working on social interactions, and they're getting better each day. Our NPCs are getting better at avoiding nonsensical

  • Pledges and Macro AI Behaviors

    dcfedor's picture

    Hey Folks! Not a lot of visible progress the last several days, so I've been using the normal blogging time for both work and meetings with devs until there is.

    Today isn't much of an exception, but it might be a good time to talk about where things are with AI.

    The last major push was to get AI generally throwing reasonable responses at you based on both what you said

  • Happy 2020!

    dcfedor's picture

    Happy new year, folks! Hope everyone had a good holiday season. We stayed in town, but we still visited a lot of friends, and had a generally merry time. I also resisted the urge to tinker over the break, hoping the time away would recharge the creative batteries.

    And I think it worked! I was definitely excited to get started again, and I feel the extra time thinking before acting again

  • Social Tactics Tweaking, and Happy Holidays!

    dcfedor's picture

    Hey Folks! Still working away at the social tactics feature. Lots of sharp edges to file down, and things to add so it's more engaging.

    A fair amount of data editing has been going on, as we find nonsensical or missing replies. Some moves were not coming up at all. And we still need to make sure AI responses seem more plausible.

    But in general, it's in a pretty good

  • Revealing Their Hearts. And audio!

    dcfedor's picture

    Hey Folks! Been a few days of silence here, as I try to get some progress that I can show off.

    Today's screenshot shows some of that progress, in the new social tactics UI. It's a lot like the old one, except now we start with a nearly empty list of status effects on them. And as we talk to them more, it reveals information about their state of mind.

    I once flirted with

  • Social Tactics V2

    dcfedor's picture

    Hey Folks! It's been a busy week in the wake of the trailer! A good busy, but still busy. Hard to get actual dev work done.

    In what time I could cobble together, however, I was able to make some progress on the social combat system. Now known as "social tactics!" (Combat was growing a bit too narrow a term, as a lot of non-zero-sum stuff is in here, too.)

    You may

  • Ostranauts Teaser #2

    dcfedor's picture

    Hey Folks!

    Got a treat for you today: a new teaser video!

    So what's new?

    We found this dusty old UVD on a derelict sitting in an asteroid shadow. Parts of it are irrecoverable, but the shipboard RST console was able to playback this portion.

    Ostranauts Teaser #2

    While we've been hard at work on new features and mechanics, Modern Wolf and BBG teamed-up to

  • Weaving a Tangled Web

    dcfedor's picture

    Hey Folks! Some of you may have seen my recent tweet, which includes the screenshot above. And since that shot encapsulates what we've been up to this week pretty well, I figured it was worth talking about it a bit more.

    As part of our social loop work, we've been trying to come up with more tools for the player to use during social combat. We want these social "moves