Hey Folks! A bit more work on faces today, as I tried to get the new assets aligned a bit more consistently for rigging purposes.
Early in the day, I had some feedback for Emily (top-down sprites) and Michael (interaction texts), plus some other admin catch-up to do. And once that was done, I had a few "next tasks" from which to choose. On one hand, I could try and finish the new portraits. On the other, I could return to character generation.
Hey Folks! Hope everyone had a good weekend. It was pretty frigid here in Seattle (by Seattle standards, anyway). Even had a bit of snow! And we have officially become pansies who can't stand the cold anymore. Shivering around the house with blankets on. Our former Edmonton selves would be so ashamed :)
As you can see from today's image, I was finally able to animate Emily's portraits! She sent the pieces to me this morning, and I hooked them up to the old face rigs to see what it looked like:
Hey Folks! Diving into the character creation room today. I still like the overall plan, so I think it's worth trying. The details and such will evolve, most likely, but getting it up and running is the first step towards figuring out if it'll work.
First order of business is to create some items from which to launch the new UIs for character creation. And today's image is a snapshot of those. Just placeholder art for now, as the metaphor can still change. And I'm sure someone like Emily could do a better job :)
Hey Folks! Still trying to get a handle on how character creation is going to work.
Early in the day, I started work on a special UI scene in Unity for character creation. It was based on yesterday's brainstorm, where I thought I might try to structure it like setting up a PDA for a new user. The thinking was that it would fit just about every origin story, and could be pretty versatile in showing the different UI elements needed to choose things like homeworld, stats, appearance, etc.
Hey Folks! Hope everyone enjoyed their weekend. Pretty low-key, here. The fun factor for Fallout 4 seems to be fading already, and I'm considering picking up something else. But on the plus side, Expanse season 2 is now on Prime, so I'm rationing that :)
Today was unfortunately mostly admin work, between email catch-up, annual tax prep, and some other office-y stuff. However, Emily's latest portrait mockups arrived, and they're looking good!
Hey Folks! Work continues today on the career path part of character generation. Roughly 30-40% done with the list of careers I've set out to do.
I decided to try and tackle the more interesting careers first, rather than just going through each from top to bottom. This includes careers where I can picture how the character gets their first ship, as well as careers most likely to be selected first. So far, that includes: shipbreaker, squatter, doctor, law enforcement, private security, and prisoner. And probably some tech and pilot ones next.
Hey Folks! Reworked the skill list today, and moved from there into careers. And there's been a change of plan.
After some more thinking, I decided I was going to try the opposite approach for skills from NEO Scavenger. Instead of adding skills one-by-one, and trying to make each equally useful, I'm going to just add all of them right away, and try to find uses for each.
Hey Folks! Exciting day, today. Emily's most recent work arrived: character portraits!
The above image shows two potential styles to use for the character portraits, and I think they're looking wonderful. They're very eye-catching, and a pretty unique style, too. Definitely a step or three beyond what I was peddling :)
Hey Folks! Took a bit of a deep dive into character traits today, and I'm making pretty good progress.
Initially, I was trying to tackle the question of social strata, and how to frame the choice between those as a player. I decided to just "go for it" and start listing the strata options for each place, falling back on boring citizen/permanent resident/illegal trio for places I couldn't do more creatively. And despite that, the outcome was pretty good. A few places have some interesting variants, but all seem to make sense.
Hey Folks! Hope everyone had a good weekend. It was a (mercifully) fairly quiet one for us. Olympics season is here, and while I'm not a huge Olympics guy, Rochelle likes winter games. So we splurged for Olympics streaming access, and introduced our toddler to the "bumpy bump skiing" game (a.k.a. moguls).
Hey Folks! Mostly a writing day today, as I primarily spent it looking over Michael's System colonies.
Before that, however, I did sneak in a bit more design work on character creation. I hit a bit of a roadblock on social strata, as I'm now rethinking its role in the game. I still think there's something important there to be recording, but maybe it shouldn't be treated like a stat.
Hey Folks! Starting to make progress again, as chargen work continued in the latter half of the day.
Before that, however, I still had quite a few emails to address. Yesterday's absence from the office meant quite a few things were still awaiting my attention, and it took nearly all morning to get back on top of things. Though fortunately, more than a few of those were still development-related, as they discussed various topics like art, design, and development.
Hey Folks! Bit of a weird day today, as most of it was spent attending an indie dev meet-up at Valve's offices.
But! As you can see from today's image, Emily sent a new mockup! This one uses a different scale than the previous ones. About 32 pixels per grid square, and a human about the size of a grid square, by my reckoning. Basically, double the dimensions of the previous mockups.
Hey Folks! Hope everyone had a good weekend. Ours contained 100% less hospital, so that was good. I also met up with some fellow Twitter peeps to have beer for the first time. Yay urban living!
Back at work, it was a bit of a slow start today. First order of business, apart from the usual email catch-up, was to deal with a Flash bug on the website. Last week's migration to a new server broke one of the scripts the Flash version uses. So I had to deal with that (and the various permissions that come with a new host).
Hey Folks! Digging further into character generation today, and starting to define an encounter system to possibly run it.
Earlier in the day, I mainly focused on the sorts of questions chargen is going to answer. What will it tell us about the player? How can it be used in the game? In what order do we need to define things? I perused some of my favorite old pen & paper RPGs for ideas, and the overall structure started to solidify.
Hey Folks! I managed to wrap-up most of the outstanding bugs on stations and transit today, and decided to start work on character gen!
The station wrap-up marks the end of my list of observations from when I was last testing the main game loop. The last remaining piece was getting the ledger working, to track player fees, debts, and expenditures when using station facilities. It's the "sink" in game design parlance. The thing you're running out of, and have to play the game more to replenish.