Hey Folks! Hope everyone had a good weekend. I was actually at work yesterday, but basically on voice chat with devs most of the day. Hence no news post. (And not much visible stuff to show anyway.)
Today, however, we have a bit more to talk about.
In our current sprint, we're trying to make the crew management aspects as compelling as the salvage loop. And after a bit of work towards that goal, we realized we'd end up with a social loop that was maybe fun, but kind of irrelevant to the rest of the game. Like it existed on some island detached from the rest.
Hey Folks! Still plugging away at social UI changes. A lot of today focused on getting the social UI to tell us more useful info, and cleaning-up the social actions to be more logical. Also, Chris has merged his camera tweaks into mainline, so we have smoother camera action!
For now, the social UI will reveal all stats on the participants, so we can see what we're doing. As you can see with Benjamin, above, that can get a bit overwhelming. But we can at least see if our actions have any affect on him.
Hey Folks! Another skipped news day, and you're probably familiar with the drill. Later afternoon work/dev chats sometimes squeeze out my usual news time. So I'm trying to sneak news in earlier today :)
Hey Folks! Hope everyone enjoyed the weekend. And my apologies for the missed news yesterday. I actually had most of a normal work day until mid-afternoon, when Rochelle started feeling ill. So I quit early to help out.
Back at the office, progress continues on drama room prototyping. We reached a point where the drama room roughly felt interactive and responsive, and had a long chat about whether to continue adding options, or if it revealed enough about our next steps to return to the main branch.
Hey Folks! Once again, sorry for the lapse in news yesterday. My conference calls with the contract devs in the other hemisphere basically means my afternoons sometimes run late.
However, we're having some really productive discussions!
Our first attempt at the drama room experiment started strong, but we quickly realized it was a dead end. It was fun watching the crew respond to our input, but there weren't many options for strategy or gameplay.
Hey Folks! As mentioned yesterday, we'll be looking into crew drama and management next. Basically, doing a hack job prototype to get some ideas up and running, and to hopefully figure out the best way of making this feature a viable game mechanic.
Hey Folks! My apologies for the missed news yesterday. We devs had a conference call at the end of the day, and it ran a bit long.
However, it was a productive chat! We all fired-up the game, and talked about how the salvage game loop felt. Each of us started in the same save file, in a salvage pod docked with a derelict. No starting tools, so first step was to board the derelict in search of useful tools.
Hey Folks! Busy day today, as we continued to smooth out the salvage experience.
K-Leg station got a bunch of upgrades to shore-up the process of offloading and buying loot. There's now a dedicated hardware store and shopkeeper, from whom we can purchase tools to salvage, or sell tools we find. I also adjusted the forbidden NPC zones so the shopkeepers would stay in their store.
The shop back rooms and HVAC/reactor rooms on K-Leg are now behind locked doors. And I made a bunch of changes to ensure locks are reset when ships get spawned from templates.
Hey Folks! Today I tackled a few remaining bugs, so that I could finally test the stuff we've been working on: looting a derelict!
The first order of business was to fix the velocity calculations in the celestial bodies. After Chris upgraded a lot of the code to honor Sir Kepler, the velocities were no longer accurate. We chatted a bit about it yesterday, and he suggested we numerically solve for V, since the direct calculation would be a lot more complex/slow.
Hey Folks! Some more progress to show today on both locks and UI, plus a small fix to celestial mechanics involving precision.
The main thing on display today is data cards, which are sort of a stopgap I've added to cover our data/info item needs. Each PIN lock needs a unique code, so the first thing I did was to setup ship initialization to assign one to each lock when finished.
Hey Folks! Wall-to-wall busy today adding new interactions with the crate, and upgrading the interaction system.
First task of the day was to make it possible to use a laser torch on a crate. And this actually went really smoothly and quickly. Within minutes, I had crates breaking into scrap parts and spilling their contents on the floor with my trusty laser torch. A few bug fixes are necessary to ensure scrap loot didn't appear inside my crew when it happened, as well as a spawned loot not appearing where it should.
Hey Folks! Hope everyone had a good weekend. Since this is Canada's Thanksgiving holiday, but we're living in the US, we celebrated "Fakesgiving" yesterday. We had friends over, and a feast that left us all eager for leftover o'clock :)
Back at the office, Michael has his latest updates checked-in, and you can see them in action in today's screenshot. Inventory grids!
Hey Folks! Decided to tackle the UI for unlocking a crate with a PIN code today. Plus, Michael's off and running on his crate inventory grid. And Bjørn is starting to look at footstep audio based on tile material!
I spent a fair amount of time thinking about the lock UI, and scaring myself from working on it, before I decided to just dive in. Currently, I want the game to support a few different lock types, for use on different items. Some things require little security (a locker), while others should be near-unbreakable (access codes to a ship helm).
Hey Folks! Some pieces coming together nicely since yesterday. We have a new crate room for testing locks, and locked doors are now working!
Today's screenshot shows Michael's CrateRoom ship, which we're using to test these latest salvage actions. It consists of a central room with a crowbar on the floor, and doors leading to other rooms for testing.