Hey Folks! Short post today, as I was taking care of the little one for part of the day, and the rest was admin stuff.
Michael appears to be making good progress on the pathfinding optimizations. Typical short range calcs are sub-millisecond times, and even cross-ship paths only take 8ms. Compare that to visible hitches with *any* pathfinding attempt when on larger ships...should be a nice change!
Hey Folks! Hope everyone had a good weekend. Spent a lot of time with the fam this weekend, and had some nice outings and meals. It was a good break.
Back at the office, I tried to hit the code a bit harder today. And shirked a few of my PR duties in the process. "Get a derelict running again, 100% in-game" is feeling better and better as a foundation for everything else. So it's all about that right now.
Hey Folks! Better dev day, today. I managed to solve yesterday's bug in a matter of minutes this morning. Sometimes walking away for a bit really does help!
Turns out the problem I was having was a bad timer calculation. I was decrementing the head ticker by the wrong variable each frame. Instead of the amount of time since the last frame, it was the amount of time since the last game object update. So it was deducting seconds worth of time per millisecond of real time. And this caused weird accounting issues and mismatches, breaking the timer system. Oops!
Hey Folks! Hope everyone enjoyed their weekend! Yesterday was a stat holiday here, so no news from Monday. Should be back to normal schedule now, though.
I actually spent most of today in the code, which was a nice change. After testing the ticker system on sleeping successfully, I began switching all remaining stats over to the new ticker system. For reference, this is a prelude to getting the game to limit updates on game objects so only the ones that need it get it, and only when they're ready to do something.
Hey Folks! Made a concerted effort to do a bit more dev work today, despite the heavy PR load. I managed to get about half a day's worth of coding done, but I suspect that'll improve over time as chatter simmers down a bit.
I think one of the biggest questions I'm seeing is, "how will this play?" And I'd like to get at least some core gameloop running so I can show you all. It's still more a collection of systems than a playable game.
Hey Folks! I'm gradually clawing my way back out of the pile of notifications since launch. Between the various news posts, community sites, social channels, and my inbox, it's been hard to keep up. I'm trying to keep a personal touch, like I did with NEO Scavenger. I think fans appreciated it, and it's nice to know the creator of a game is human, too.
I'd like to tell you about my latest game, Ostranauts.
Eight years ago, I began work on NEO Scavenger. And after five years of updates and ports, it was time to begin working on a new game. That game started as simply "space prototype," but has turned into quite a bit more.
So what is Ostranauts?
Well, if you have a minute, here's a teaser video:
Hey Folks! Development took a back seat today as I mostly focused on reviewing announcement material one last time before tomorrow. Pretty much as soon as I get to work tomorrow, it's all cylinders firing to get the word out.
That means new subforums, new discord channels, getting twitter and reddit accounts ready. News posts crafted and ready to go. I put together a couple of gifs for easy tweeting/sharing, plus the Steam store page stuff I've been working on, like teaser video, screenshots, descriptions, wiki content...it's a lot.
Hey Folks! Hope everyone had a good weekend. We appear to be experiencing snowpocalypse here in Seattle, and there is no end in sight yet. For reference, the typical snowfall here is maybe a few inches 1 or 2 days over the winter. And the snow removal budget/plans for the city are set accordingly.
So far, we're in week 2 of what would pass for a normal winter in snow country. At least we have decent shovels!
Hey Folks! Still in the process of getting crew management to work. Shifts, in particular.
My first task was to get the basic training I mentioned yesterday added. This was fairly simple to do, as I just had to add a few lines of code when crew spawns to give them basic knowledge. Later, I will probably make this data-driven. But I was anxious to keep momentum, so I started testing. And that's where I discovered some problems in the sleep system.
Hey Folks! Since I have a few more days before the announcement kicks-off, I decided to do some more dev today. And one of the higher priorities I've set for myself is to get crew management up and running. My thinking is that the core game loop is going to hit this system a lot (possibly more than anything), so I should make sure it's operational. And ideally fun to tinker with/watch.
Hey Folks! Hope everyone had a good weekend. We managed to sneak in some yard work before a freak snowstorm hit Seattle. And now it looks like a proper Rocky Mountain winter out there. Pretty!
Back at the office, I continued gearing-up for the announcement. I decided over the weekend that I should really publish the vast setting info Michael and I have been working on over the past year or so. It's exactly the kind of stuff I'd fawn over while awaiting a game launch, back in the days when I had time to fawn over upcoming games :)
Hey Folks! Inching forward on marketing push each day, here.
I received word that Valve approved the Steam "Coming Soon" page for the game, so that can launch at any moment now. I made a few adjustments there, hooked it up to my developer/publisher page there, and I think it'll be good to go after one final review.