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.
Hey Folks! Mostly a dev day today, though I did need to get a few important emails out.
I continued work on the tasking system from yesterday, this time trying to get automatic task generation setup. So far, we've generated new tasks whenever items of a certain type were added to or removed from the ship. This works if you explicitly define a listener for each named item type, but we're expecting to have multiple variants of each item type in some cases. And that could add-up fast.
Hey Folks! A bit more team management today, but also some time for development. And a fair bit of progress on all fronts!
Michael pushed some changes that effectively make drafting possible via Social Combat. The words spoken in the UI are mostly placeholder, but we can see the "draft" objective in the UI, demand it, and the AI begins accepting direct orders! He also setup a second example objective, which is to remove the "loafing" condition on lazy crew.
Hey Folks! Hope everyone had a good weekend. Ours was a bit exhausting, as we acclimated to one parent not having a lot of mobility. We did get to see some friends, though, which is always nice!
Back at the office, I basically spent the day emailing developers and artists. Which was weird. I've never been in a position before where I had more than one or two contractors working at once. But today, I had messages waiting from no less than 5! And that doesn't include non-developers I had to follow-up with.
Hey Folks! I managed to wrap-up the interactive career events today, fixing the last of the edge cases I could find. It still lacks much more than a few test bits of content and a handful of one-shot/non-interactive events. But the proof of concept is there, and ready for content insertion when the time comes.
The next biggest priority on my list is crew work. Or tasks. Or roles. Or jobs. Call it what you will, it's the stuff crew does when they're "on duty." Oh, that's another synonym, I guess!
Hey Folks! Sorry for the second lapse in news this week. We had to visit the hospital yesterday to look at an injured knee, and we've been slowly getting back on our feet (both figuratively and literally). Everyone's safe, thankfully, and the injury might be mending faster than expected. So our fingers are crossed this was just a minor bump.