News

  • Ostranauts Teaser #2

    dcfedor's picture

    Hey Folks!

    Got a treat for you today: a new teaser video!

    So what's new?

    We found this dusty old UVD on a derelict sitting in an asteroid shadow. Parts of it are irrecoverable, but the shipboard RST console was able to playback this portion.

    Ostranauts Teaser #2

    While we've been hard at work on new features and mechanics, Modern Wolf and BBG teamed-up to

  • Weaving a Tangled Web

    dcfedor's picture

    Hey Folks! Some of you may have seen my recent tweet, which includes the screenshot above. And since that shot encapsulates what we've been up to this week pretty well, I figured it was worth talking about it a bit more.

    As part of our social loop work, we've been trying to come up with more tools for the player to use during social combat. We want these social "moves

  • Hardware Failure

    dcfedor's picture

    Hey Folks! Hope everyone had a good week(end). We had a very busy week of seeing friends, eating variations of Thanksgiving meals, and playing games. It was a nice change of pace, and break from the usual. Though pretty exhausting!

    Back at the office, work is still a bit slow as I handle some admin tasks for a good chunk of each day. In my actual dev time, I'm brainstorming social

  • Audio System, Social Combat Thoughts

    dcfedor's picture

    Hey Folks! Tomorrow's Thanksgiving here, and I hadn't had a chance to post yet this week, so I wanted to get something out there to keep everyone in the loop before I was off.

    It's been a crazy amount of admin work lately, and unfortunately that means little new stuff to show. Most of the fruits of my labor include conversations, spreadsheets, PDFs, and chat logs. All

  • 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