News

  • Progress!

    dcfedor's picture

    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,

  • Social Loop Prep Continues

    dcfedor's picture

    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

  • Career Events, Skill-Gated Actions, and Misbehaviors Continue

    dcfedor's picture

    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

  • Skill-Gating Actions, More Chargen Story, and AI Coping

    dcfedor's picture

    Hey Folks! We're off on a new round of crew management changes, further pursuing the goal of a captain and crew we care about, and tools to keep them in check.

    To address this goal, we have a few tasks:

    Make certain actions from the salvage loop require skills/traits. E.g. installing, uninstalling, repairing, operating/using nav stations, etc. Make those salvage actions take
  • Force the Lock

    dcfedor's picture

    Short update today, as the screenshot mostly speaks for itself. An example of the career event stuff I mentioned yesterday is nearly done!

  • CYOA Career History, and Bashing for Fun and Profit

    dcfedor's picture

    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

  • Social Loop, Preview Text

    dcfedor's picture

    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

  • Screen Effects, Sounds, and Social Work

    dcfedor's picture

    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 :)

    Michael's been really hitting the screen effects hard in the last little while, and today's screenshot shows some of his latest exploration. The left shows a draft of

  • Consumable Dialogue Options

    dcfedor's picture

    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

  • The Drama Room 2.0

    dcfedor's picture

    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