Hey Folks! Spent most of the day further refining the career process, and trying to get that to funnel into starting the game with a chosen ship.
There were a few more validation steps I had to add. One problem was that players could continue previous terms instead of just the current one. Also, they could choose the same skill twice in the same term.
Hey Folks! I've got career events and contacts up and running, and I'm working out the kinks now.
As you can see in today's image, I've confirmed my first term as a Shipbreaker, with certain skills. And as a result of that career, I earned a few contacts. Jacqueline is a criminal from Virginia on Titan, and Barbra is a criminal from Newcal. Looks like I run in some seedy circles :)
Hey Folks! Most of today was spent barfing data and code into the engine, and I feel a bit like I'm now managing/cleaning-up the mess.
After work yesterday, I started to have some ideas for how to model relationships in the game. Which is good! Since I was having some real trouble nailing that down. But in the wake of that decision, a huge amount of new data types, logic, and content followed, and not all of it feels solid. However, it's a pretty sudden lurch forward towards working character generation, so that's also a good outcome.
Hey Folks! Hope everyone had a good weekend. Had a few nice mornings for a family walk in a nearby public garden, did some minor house work, and rediscovered Dark Matter on Netflix. So not too shabby on this end!
Back at the office, Emily sent her latest round of main menu revisions. Included among them was the recolor you see above. We've been almost exclusively painting everything dark blue so far, so this is a refreshing take. And it does wonders separating foreground elements from the background.
Hey Folks! Now that the career UI is a bit more stable, it's time to tackle the next steps towards getting us launched into a new game. I took a step back for a moment to assess what that might be, and I can think of two things that are above any other priority to get things going:
1 - How did you get your first ship?
2 - Who are your friends and enemies?
The first defines what vessel we start in, and therefore the basic playing field. It defines where we can go, how many can come with us, and what we can generally do in the System.
Hey Folks! Bit of a mixed bag today, split between dev work and admin.
The admin was the usual monthly taxes and payroll stuff. Which fortunately didn't take too long.
Then, back in the prototype, I was able to march through most of the bugs identified yesterday without issue. I got nearly to the point where the career selection was working, but none of the chosen skills were sticking. The code all looked fine, but each new career didn't keep track of previous careers' skills.
It turns out that the game didn't have those skills yet!
Hey Folks! Pretty much wall-to-wall coding today, so I got a lot done. Was pretty burnt-out by the end of the day, too. The brain definitely feels like a muscle when it does the same heavy lifting over and over for too long.
Anyway, I think I've got each of the major pages coded up now, and the next step will be to give it a test run and iron out the kinks. It actually went fairly smoothly, despite the complexity of the system. I think it helped that I had certain chunks of reusable code organized to build upon.
Hey Folks! Hope everyone had a good weekend. Had a nice visit with some friends Saturday, where we had drinks, hors d'oeuvres, and played turn three of a Pandemic Legacy game. Averaging about 13 months per session so far, so we're aiming to improve that :)
Today was mostly about catch-up with some email, and then a bit more career system coding.
Hey Folks! The UI is mostly mocked-up now. I think it covers about 80% of what I want, and I expect it'll be more fruitful for me to get the thing running before noodling with it some more. So I started coding it up today.
Hey Folks! Working on the next character creation UI today: career history.
The top-down sprite for this was a yellow kiosk/counter, as I was sort of picturing a job board of some kind. However, after a bit more perusing for ideas, I saw an image of a "build-a-resume" kiosk at an employment office, and thought that sounded more appropriate. So I set about creating a kiosk screen for compiling the player's career history, in the most utilitarian, boring government UI way possible :)
Hey Folks! Bit of a feedback/admin today, so not a lot to report in terms of features.
I think I'm getting a better handle on Michael's next task and its requirements, which is good. And hopefully, we'll be able to get those up and running soon to see what works and doesn't in the AI system.
Hey Folks! Hope everyone had a good weekend. Ours involved another trip to the Museum of Flight where we toured some sections we previously missed: early flight and space programs. Equally full of inspiring stuff!
Hey Folks! Still working on the homeworld selection screen, and it's starting to take shape.
As you may recall from yesterday's news, I originally forgot to include space for the stats that come with each choice. And my initial idea to fix it was some sort of graffiti. However, Rovlad made a good point in the comments about it maybe being unclear, and suggested tooltips. What's more, I realized overnight that defining that graffiti in the data might be really problematic, what with style and position/rotation differences in each text bit.
Hey Folks! I apologize for the lack of news yesterday. I had an afternoon meeting off-site, and wasn't back until late. I did still get some work done, though, both yesterday and today.
Emily sent her first few main menu mockups to me for guidance, as she figures out the best composition, color, and lighting. Those are coming along nicely, and I look forward to sharing her progress there.
Hey Folks! Managed to get some gamedev done today, resulting in the new character generation room you see above.
As you may recall from a couple weeks ago, I want to try creating an in-game room for managing character creation. The player can walk around the room to various stations where they can edit their character before beginning a game, and this room is setup sort of like an airport waiting area before they board their ship.
Hey Folks! Hope everyone had a good weekend. Fairly low-key here, though we did sneak in an afternoon at the Museum of Flight, which is always fun. I really need to spend a day over there without the toddler, though, as she tends to flit from one place to the next too fast for me to soak it in.
Today was mostly about getting Emily setup for her next task: the main menu.
Hey Folks! Finally got a bit of time in the editor today, to catch up on some of Emily's latest work. There was a brief window of tax work during the day, but I was thankfully able to be fairly productive otherwise.
As you can see in today's screenshot, I finished importing the latest portrait assets. The main thing here was to get all the face parts aligned consistently across each type. Since they all share the same vertices, bones, and animations, it's best if the sprites used have boundaries and features aligned.