News

  • Lamps, Inventory, Hacking, and Accounting

    dcfedor's picture

    Hey Folks! Got a little bit done on the work lamp today. Chris tried out a hacking effect. Michael's updated the inventory grid. And administrivia strikes again!

    The work lamp now support a power toggle action, so it can be found in an "off" state, switched on, and used around dark places. Still no battery usage or anything, but it's getting there!

    Chris

  • 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

  • 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.

  • 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

  • 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

  • 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.

  • 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

  • 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

  • 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.

    The left door