New video day! You've been very patient, waiting for a new video since...gosh, was it December? With the rush to get ready for PAX, my video game has been lax. (Sorry, dad pun+rhyme combo.) So to reward your patience, you get TWO videos!
Dev Update Vlog
This first video is a personal message from the developer, found on a derelict Ryokka tug outside of K-Leg:
Hey Folks! At long last, PAX East 2020 is over, and I've returned home. (Somehow, plague-free, even.) And now that I'm back, it's time to take stock of the situation, and plan for the road to release!
First of all, how did PAX go?
I'm happy to report it went well! The image in today's post was the menu visitors saw as they hopped into the demo. The demo could actually be played in one long sequence from creating a captain to piloting the ship, but players could dive-in wherever they wanted.
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 have) certain relationships. Some examples of this include preventing AIs from asking for a hug to strangers, or offering to cover a shift for a non-crew member.
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 execution.
Roughly summarized, we want the demo to leave players feeling like the game will let them:
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.
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 was important.
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.
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.)
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" to serve a couple of purposes:
Hey Folks! Hope everyone had a good week(end). We had a very busy week of seeing friends, eating variations of Thanksgiving meals, and playing games. It was a nice change of pace, and break from the usual. Though pretty exhausting!
Back at the office, work is still a bit slow as I handle some admin tasks for a good chunk of each day. In my actual dev time, I'm brainstorming social tactics players and NPCs can use in conversation. And that list is getting pretty interesting.
Hey Folks! Tomorrow's Thanksgiving here, and I hadn't had a chance to post yet this week, so I wanted to get something out there to keep everyone in the loop before I was off.
It's been a crazy amount of admin work lately, and unfortunately that means little new stuff to show. Most of the fruits of my labor include conversations, spreadsheets, PDFs, and chat logs. All important stuff that should hopefully yield cool stuff in the future, but not much to look at right now.
Hey Folks! I was able to get a full day of development in today, and managed to finish my skill-gating task!
There were a few more code issues that needed fixing. Mostly naming and reference typos. Then began the long slog of updating all of the data to match the new system requirements.
Mostly, this meant adding a non-skilled option to each of the install/uninstall actions, defining their rates of progress, which ones should appear as menu options, plus some triggers to control when they are valid. I made some heavy use of regular expressions, let me tell you :)
Hey Folks! Work on the social loop preparations continues, as does general user experience improvements, and we start preparing for some audio work.
I've nearly got the install/uninstall system switched over to the "destructable style" method. I was able to fix the leftover loose item, and get the install/uninstall to continue working on an item until it reaches a progress threshold.
Hey Folks! Just wanted to check-in today to keep you updated, even though there isn't a lot to see yet. I did my best to take the least confusing screenshot of my current work, and I don't know if I succeeded :)
Anyway, Michael is off and running on more career life events and choices. So far, these are sounding like a lot of fun, with some really cool outcomes to apply to our captain. He's splitting time between writing and implementing them, which is a huge help because...
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.