News Archive

  • Work Lamps, and Locks vs. AI

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Mostly relaxing here, and discovering just how little insulation our old house's walls have :)

    Back at work, I set about fixing the way AIs interact with locks. Previously, they could just grab anything they wanted from any container. But now that we have locks, that won't do.

    Instead, I added code to selectively control whether the various "get item" functions allow bypassing locks. And the need for this varies quite a lot!

  • K-Leg Shopkeepers, Inventory UI, and Bug Fixes

    dcfedor's picture

    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.

  • Looting a Derelict!

    dcfedor's picture

    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.

  • Data Cards, UI Clean-Up, and Celestial Precision

    dcfedor's picture

    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.

  • Cutting and Bashing Crates, Interaction Upgrades

    dcfedor's picture

    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.

  • Locks and Grids

    dcfedor's picture

    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!

  • Locked Crate UI

    dcfedor's picture

    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).

  • Saturnian Moons, Load/Save Fixes, and Inventory

    dcfedor's picture

    Hey Folks! Slower day today (visually, anyway). I did a bunch more behind-the-scenes work on some systems, plus more admin, planning, and discussion.

    The behind-the-scenes stuff has a tiny bit of visual impact, which I show above: Saturn's moons!

    I was getting ready to test some inventory UI things, and tried to create a save game in my test room. But loading the save crashed.

  • Functioning Doors, and Crate Room

    dcfedor's picture

    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.

  • Doors, and Audio Progress

    dcfedor's picture

    Hey Folks! A bit more progress on the looting/salvage loop today, plus some movement on the audio front!

    Michael was able to check-in a new layout for testing locked containers and doors. It vaguely resembles the opening sequence of Indiana Jones and the Temple of Doom: behind a closed airlock, a locked crate sits bathed in light, beckoning :)

  • New Toys!

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. We hung out with some friends we hadn't seen in a while, which was nice. Unfortunately, I got really sick Saturday night. But it improved over Sunday, and I was able to work today.

    And lucky for us, it's something I can show easily: new toys!

  • Enter the Crowbar

    dcfedor's picture

    Hey Folks! Mostly a planning and talking day today. But we finally have our next tasks defined!

  • Social Combat Fixes, and the Salvage Loop

    dcfedor's picture

    Hey Folks! I was able to get a little bit of work done today, mostly focusing on bugs with the social combat UI. But I also just wrapped-up a really fruitful chat with the other contract developers about what's next. I'll start with that.

    Initially, this was a conversation meant to get everyone in sync after my vacation, since we hadn't chatted in a while. And I thought I'd create a document to help illustrate my plans for the project scope and dev schedule, so everyone was on the same page about what we were aiming for.

  • Back In the Saddle

    dcfedor's picture

    Hey Folks! Hope everyone had a good two weeks. I had a wonderful time visiting with family, exploring nature, singing karaoke, and trying out new bourbons :)

    Back at the office, I've nearly clawed my way out of the email pile that accumulated. I still have a few things to reply to, forms to file, and tasks to finish, but I should be able to resume dev as soon as tomorrow!

    What's more, I think that was the last major vacation for my foreseeable future. So I should be able to regain momentum from here and start making better progress.

  • OOO Until Oct 2nd

    dcfedor's picture

    Hey Folks! Just a quick update to let you know I'll be taking a break from development until October 2nd. I'll still be checking emails and doing my best to stay on top of stuff, but basically taking a break for two weeks to hang with the family.

    See you all soon. And until then, have a good one!

  • Lighting Upgrades, Interactive Career History, Job System, and New Art!

    dcfedor's picture

    Hey Folks!

    I'm waaay past due for another video, so here's what we've been up to!

    So what's new?

    We've got a new lighting renderer, choose-your-own-adventure character generation, AI job management system, and as always, new art!

    New Lighting, CYOA Chargen, Crew Jobs, and New Art

  • Condition Reveals, and Audio Progress

    dcfedor's picture

    Hey Folks! My work doesn't have much to show today, so lucky you, you get a sneak peek into one of the latest concept art pieces! Can you guess what we're looking at?

    Most of my morning was spent on admin stuff, unfortunately. But I did get a little more work done on social UI revealing hidden conditions.

  • Stat Reveals, World Sim, and Audio Work

    dcfedor's picture

    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.

  • Crouching UIs, Hidden Conditions

    dcfedor's picture

    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.

  • Social Combat Flow

    dcfedor's picture

    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.