Hey Folks! A lot of activity today, though not a lot to show for it just yet. I spent a good half day or more working on stat reveals, while Chris and Bjørn talked next steps.
Also, big news on the publisher front: we signed!
Even though we announced our partnership a while back, we were still finalizing contract stuff over the past few. But we officially signed the paperwork this morning, and we can now move on to great things together.
Hey Folks! More work refining the social combat UI today. I got the foundations of a hidden condition system setup, and made a series of other tweaks to improve the UI as I worked.
The big change here was to upgrade the conditions on characters so that they are hidden/revealed a bit more like NEO Scavenger. Each condition now has params to define how it should display by default, depending on whether the observer is the self or another.
Hey Folks! More work on the social combat UI today. This time, getting it to respond to user input and start closing the loop.
As you can see in today's screenshot, it's now listing all available interactions in the lower left, and selecting one updates the preview area. Right now, I've got it setup like a radio button. Choosing one deselects all others, so we only click one at a time.
In NEO Scavenger, it was setup such that you could add zero or more items before confirming. And sometimes, choosing more than one input changed the outcome.
Hey Folks! Hope everyone had a good weekend. We had a ton of rain here, which happens less than you'd think in Seattle during the summer. And rarer still, we even got quite a light show! We miss thunderstorms.
Back at work, I mostly shirked my admin duties today to focus on dev work. And I'm happy to report that I got a lot done!
Hey Folks! Didn't get a ton of time to produce anything today. Mostly admin work, feedback for folks, and testing a few things.
I did, however, get started on my next task: social combat UI.
Michael already prototyped this system a while back, and it's possible to social combat any NPC in the game once you hire them to your crew. And within it, you can interact with them, get their responses, and do a couple example exchanges.
I ended up figuring out where the tile's ship info was getting mixed-up, and now AI can haul loot from a derelict back to their own ship. It turns out the way I was looking for destinations to drop the loot was using the wrong ship as a search basis, and I had to attach some ship ID info to each zone so it could look in the right place.
In the process, I also found and fixed a number of other related and/or smaller bugs.
Hey Folks! Hope everyone had a good weekend. Yesterday was Labor Day here in the US, so it was a long weekend. Friends, nice weather, good food...a nice mini vacation!
Back at the office, it was mostly catch-up today. Emails, contracts, planning, phone calls...I had just enough time in-engine today to snap the screenshot you see above. And to verify that the thing I need to resume working on tomorrow is mismatched tile IDs and zones after docking.
Despite the lack of work, other exciting stuff is still happening!
Hey Folks! Managed to get hauling to limp along today, though it still has some flaws to overcome.
A lot of the early work today involved fixing the haul job filtering so it only targeted appropriate items (and drop zones). But once that was done, I was able to paint haul tasks on items around the ship, and then designate a zone to haul them to, and have the AI ferry things over!
Hey Folks! A little bit of progress today between admin stuff. Focusing on the hauling task.
My initial attempts to solve hauling involved writing code to search for storage zones, and do special handling whether there was a matching item to stack on, or empty space in the zone. It involved generating special interactions to fetch the haul item and direct it to the destination stack, or else creating a placeholder and pretending it would be installed in an empty space.
Hey Folks! Sorry for the missed post yesterday. Late phone call, then had to run and help with dinner. And unfortunately, both yesterday and today involved a lot of admin type tasks. So I didn't get much development done.
Fortunately, someone else did!
Chris has been working away on a revamped lighting model, and was able to get it checked-in today. And lucky you, you get to see it in action!
Chris's task was to take the existing lighting system, and make a few changes to it:
Hey Folks! Hope everyone had a good weekend. Pretty low-key here, but that was a welcome break.
Back at the office, I unfortunately had a lot of admin tasks to do in the morning. And only got a bit of development time in the afternoon. However, I think I'm starting to form a picture of what I need to do next. And how to do it.
I want to setup a way for AI to haul items to a designated zone, and for the player to be able to tag things for hauling. Pretty typical colony sim stuff, like Dwarf Fortress, Rimworld, etc.
Hey Folks! Despite yesterday's big announcement, most of my time was spent actually developing. So I have a fair amount of progress to share!
I tweaked the job menu layout a bit to look more streamlined and consistent, and started working on a second menu for action tasks. The first menu lets us setup build/install tasks, and this new menu will likely include things like "cancel task," "uninstall," and "clean."
Hey Folks! I'm still sort of midway through the latest work on build menu tasks, so I decided to show some of Chris's progress in today's screenshot.
Chris has been rewriting the visibility/lighting code to support arbitrary shadow shapes. Previously, all walls and items had to have shadows made up of axis-aligned blocks, which looked bad when paired with diagonal walls and other non-orthogonal shapes. His work makes those shadows line-up with the visuals of non-square items.
Hey Folks! A bit of work today on a different task type, some UI tidying, and revisiting the job queue.
Even though I can now add and remove tasks based on damaged walls appearing and being patched, there are a few other task types I'd like to support. And one of them is something Michael proposed a while back: a periodic maintenance or check-up task.
Hey Folks! A good chunk of the day was on admin stuff, but I did manage to wrap-up most of the automated task system I was planning.
I ended up having to change the way IDs are assigned to objects when they mode switch. I needed the old ID applied to the new object before it started receiving conditions, so tasks triggered by adding a condition would have the right ID.