News Archive

  • Pacot.es Interview!

    dcfedor's picture

    Hey Folks! Still quite a bit of admin work today, though a few bits of coding done.

    But maybe Pacot.es heard your cries for more interesting news, as they published their interview with yours truly! In it we go over plans for Ostranauts, changes from NEO Scavenger, my thoughts on open development, and other questions about the business.

  • Soak Test 2, and Moar Planning

    dcfedor's picture

    Hey Folks! Didn't escape the administrivia yet, unfortunately. Spent most of the day on emails, documentation, and phone calls. Still holding out hope I can sling some more code soon.

    I did, however, run another overnight test. This time with the auto-pause disabled. When I arrived at the desk this morning, the game had been running for 9.5 hours. Again, everyone was alive. (Yay!) Some were sleeping. Others awake.

  • Soak Test, and Project Planning

    dcfedor's picture

    Hey Folks! Unfortunately, today was pretty shot through with business admin tasks. Mostly in the form of project planning.

    However, I did run another soak test last night, where I let the game run overnight. When I checked in the morning, all 6 crew members were still alive! And the game appeared to be running pretty smoothly, too. No overheating/frozen rooms or NaN pressures. So that's good!

  • Character Trait Effects, and Project Planning

    dcfedor's picture

    Hey Folks! Finished up adding stat effects to the character traits today, then continued with some project planning.

  • Social Combat Sneak Peek

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Apart from the spambotpocalypse Discord seemed to suffer, it was fairly low key for me.

    Still more admin work this morning, involving banks, company annual reporting, and email. But once that was done, I was able to finally sync with Michael's work. And lucky you, you get a sneak peek!

  • Mouse Changes

    dcfedor's picture

    Hey Folks! Sorry for the late news today. Had a school function to attend with the family.

    Most of the work today was administrivia anyway. But I did manage to rework the mouse controls to try an experiment with streamlining the user experience.

    Previously, you could open the context menu by right clicking and holding over an item. And right clicking a tile would walk to it. Now, right clicking opens a context menu. No need to hold. And if the tile under the cursor is walkable, a "Walk To" context option appears.

  • Emotional Effects of Discomfort and, You Guessed It...Admin!

    dcfedor's picture

    Hey Folks! Good news, today. A lot more gamedev progress made!

    But the day didn't squeak by without a bunch more admin work. End of Q2 is here, which means time to do the books, pay state taxes, pay myself, pay federal taxes, then tell the fed that I paid them. Still don't understand that last bit, but whatever.

  • New Floors, and Even MORE Admin

    dcfedor's picture

    Hey Folks! Some new admin tasks hit my desk this morning, so only a little dev to show off. However, it's at least visual!

    After letting a few users test out the game unguided, one of the more consistent points of feedback is that the ship layout legibility needs work. A number of users had to put too much effort into understanding what is what, visually. And in particular with the floor and walls, that's not good.

  • Better Tooltips, and More Emails

    dcfedor's picture

    Hey Folks! Another mixed bag today, as I juggled both admin tasks and some development.

    The main thrust of today's dev work was finishing my clean-up of tooltips. I didn't expect to have a lot of time to deep dive into the NaN pressure/temp bug during fast forwarding, so I tackled the smaller task of tooltip legibility.

    Previously, the tooltip was littered with debug info, weird names, redundant info, etc. When I let a friend test drive the game, they said they completely ignored it as a debug tooltip.

  • Chained Conditions Fix, NaN Atmospherics

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. We had a good time junk shopping, eating, and visiting the aquarium for father's day. And it was a nice break from the computer!

    Back at the office, I had quite a bit of catch-up to do on business-y things. Quite a few emails had come in over the weekend, and I'm nearly done with those now.

  • Catastrophic Radiation, and Ailments Redux

    dcfedor's picture

    Hey Folks! Wrapped-up the rad sickness ailments today, and continued with adding ailments and debuffs to the remaining conditions.

    Getting the symptoms added to rad sickness wasn't too hard. But one of the trickier things was getting the mortality to behave. Most rad sicknesses still take at least a day or so to kill a healthy patient, but my tests on new characters were killing them in less than an hour. To be fair, they were hardly robust subjects, usually hailing from micro-g childhoods, and having some amount of discomforts already.

  • Acute Radiation Syndrome

    dcfedor's picture

    Hey Folks! Most of today was spent researching, designing, and implementing the effects of radiation exposure.

    After some brief work getting the pain thresholds modeled, it was time to setup radiation exposure. And apart from some minor effects in NEO Scavenger, this was mostly new territory.

    So far, there are 5 levels of exposure for crew: normal, elevated, dangerous, life-threatening, lethal, and catastrophic.

  • Mo' Conditions, Mo' Problems

    dcfedor's picture

    Hey Folks! Still working on discomfort thresholds and effects. And spent pretty much the whole day looking at a screen like you see above.

    So far, that includes adding effects for the various thresholds of:

  • Doors, Blood, and Encumbrance

    dcfedor's picture

    Hey Folks! Decided to make today a dev day, after all the emailing yesterday. And I managed to get a few interesting bits done!

    The first is something that's been long overdue since the control scheme changes: door controls. Used to be one could just click on a door to open or close it. No crew required. Then, when we changed the controls to always assume the captain is selected, one couldn't click on items like doors anymore. AI could still open them, though, so most of our testing was unhindered.

  • "Social Combat" and More Admin Work

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Beautiful weather here, and visiting friends pretty much all weekend. So a nice change of pace! I welcome the summer.

    Unfortunately, a lot more administrivia for me to do today, as I answered emails, did more project planning, and generally try to course correct for the long term. However, Michael saves the day with a last-minute check-in of his recent work on "social combat!"

  • More Project Planning

    dcfedor's picture

    Hey Folks! Short update today, as it was another project planning day.

    I think I've got the project plan and budget mostly complete now, with correct accounting of pre- and post-Early Access milestones. And in reviewing the docs, I thought of a few more things I missed earlier.

  • AI Fix, and Budgeting

    dcfedor's picture

    Hey Folks! Just a short update today, as most of the day was spent on budgeting/planning.

    Recently, while testing a build to show a friend, I noticed that some of my AI was skipping over important part of interaction chains. Basically, the AI was remembering that the punchline of the jokes had a big payoff, and wasn't bothering with the setup anymore.

  • New Avatars, POV Changes, Jobs, Concept Art, and Stats

    dcfedor's picture

    Hey Folks!

    Time for another video, so I collected some new art and features we've been working on since last time.

    So what's new?

    New avatars! Plus ship roles, new captain-only POV, ailments, and more:

    New Avatars, POV Changes, Jobs, Concept Art, and Stats

  • Video and Newsletter Incoming!

    dcfedor's picture

    Hey Folks! Just a short update today to let you know I was able to cut a video today, and it should be ready to go out tomorrow morning. I'll likely post links on all channels, and send the newsletter then.

    Stay tuned!

  • Path Clumping and Phantom Tile Fixes

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Nice weather here, and a lot of quality father-daughter time, as mom attended a recertification course and did some painting. Exhausting, but fulfilling!

    Back at the office, Michael heard my cries for pathfinding help, and checked-in some code which fixes most of the clumping issues we were seeing. AI preferentially chooses spots which are unoccupied now when walking to a task. And you can see the results in today's screenshot.