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.
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.