News Archive

  • Take That, You Fiend!

    dcfedor's picture

    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.

    And today qualifies!

  • Pledges and Macro AI Behaviors

    dcfedor's picture

    Hey Folks! Not a lot of visible progress the last several days, so I've been using the normal blogging time for both work and meetings with devs until there is.

    Today isn't much of an exception, but it might be a good time to talk about where things are with AI.

  • Happy 2020!

    dcfedor's picture

    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.

  • Social Tactics Tweaking, and Happy Holidays!

    dcfedor's picture

    Hey Folks! Still working away at the social tactics feature. Lots of sharp edges to file down, and things to add so it's more engaging.

    A fair amount of data editing has been going on, as we find nonsensical or missing replies. Some moves were not coming up at all. And we still need to make sure AI responses seem more plausible.

  • Revealing Their Hearts. And audio!

    dcfedor's picture

    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.

  • Social Tactics V2

    dcfedor's picture

    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.)

  • Ostranauts Teaser #2

    dcfedor's picture

    Hey Folks!

    Got a treat for you today: a new teaser video!

    So what's new?

    We found this dusty old UVD on a derelict sitting in an asteroid shadow. Parts of it are irrecoverable, but the shipboard RST console was able to playback this portion.

    Ostranauts Teaser #2

  • Weaving a Tangled Web

    dcfedor's picture

    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:

  • Hardware Failure

    dcfedor's picture

    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.

  • Audio System, Social Combat Thoughts

    dcfedor's picture

    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.

  • Progress!

    dcfedor's picture

    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 :)

  • Social Loop Prep Continues

    dcfedor's picture

    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.

  • Career Events, Skill-Gated Actions, and Misbehaviors Continue

    dcfedor's picture

    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...

  • Skill-Gating Actions, More Chargen Story, and AI Coping

    dcfedor's picture

    Hey Folks! We're off on a new round of crew management changes, further pursuing the goal of a captain and crew we care about, and tools to keep them in check.

    To address this goal, we have a few tasks:

  • Force the Lock

    dcfedor's picture

    Short update today, as the screenshot mostly speaks for itself. An example of the career event stuff I mentioned yesterday is nearly done!

  • CYOA Career History, and Bashing for Fun and Profit

    dcfedor's picture

    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.

  • Social Loop, Preview Text

    dcfedor's picture

    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.

  • Screen Effects, Sounds, and Social Work

    dcfedor's picture

    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 :)

  • Consumable Dialogue Options

    dcfedor's picture

    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.

  • The Drama Room 2.0

    dcfedor's picture

    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.