• Power Subsystems

    dcfedor's picture

    Hey Folks! Working on the power subsystems today, and aiming to make it possible to manually switch reactors and batteries on/off the grid.

    It had been a while since I worked on power systems. And as they are now, they basically power-on as soon as they can, and power-off if they lack the necessary inputs. There's no way to manually turn them on or off. In the case of a derelict,

  • Installing Works Again

    dcfedor's picture

    Hey Folks! After a morning of wrangling, the install/uninstall interactions are working again. Michael's digging into pathfinding optimizations. And I'm digging into an inbox mountain.

    Yesterday's hunch was right about the timer syncing, and doing that was enough to get uninstalling up and running again. I had to remove a minor optimization I added that skips updating if

  • Pathfinding and Timer Fixes, and Getting Salvage Working

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Spent a lot of time with the fam this weekend, and had some nice outings and meals. It was a good break.

    Back at the office, I tried to hit the code a bit harder today. And shirked a few of my PR duties in the process. "Get a derelict running again, 100% in-game" is feeling better and better as a foundation for everything else. So

  • Save/Load Stability, Timing Mismatches, and Admin Work

    dcfedor's picture

    Hey Folks! Bit of a slower day today, as there was a bunch of non-dev work later in the day. I did manage to fix a couple things, though. And I may finally have someone to help with development!

    The save/load system revealed a bug today, as my AI sitting on the toilet was perpetually stuck after loading the save game. It appears their action timer expired a few milliseconds before the

  • Tickers Ticking, Optimizations Continue

    dcfedor's picture

    Hey Folks! Better dev day, today. I managed to solve yesterday's bug in a matter of minutes this morning. Sometimes walking away for a bit really does help!

    Turns out the problem I was having was a bad timer calculation. I was decrementing the head ticker by the wrong variable each frame. Instead of the amount of time since the last frame, it was the amount of time since the last

  • Ticker Edge Cases

    dcfedor's picture

    Hey Folks! Bit of a rough day, today. Working with this ticker/timing code seems fraught with peril, as several edge cases broke down, and even pinned the game in endless loops.

    The good news is that yesterday's hypoxia bug seems to be a simple typo. While I was testing something else, I noticed that my data had a few stats still using the old ticker system on top of the new one,

  • New Stat Tickers Running

    dcfedor's picture

    Hey Folks! Hope everyone enjoyed their weekend! Yesterday was a stat holiday here, so no news from Monday. Should be back to normal schedule now, though.

    I actually spent most of today in the code, which was a nice change. After testing the ticker system on sleeping successfully, I began switching all remaining stats over to the new ticker system. For reference, this is a prelude to

  • Scavenging Derelicts, and Timer Performance

    dcfedor's picture

    Hey Folks! Made a concerted effort to do a bit more dev work today, despite the heavy PR load. I managed to get about half a day's worth of coding done, but I suspect that'll improve over time as chatter simmers down a bit.

    I think one of the biggest questions I'm seeing is, "how will this play?" And I'd like to get at least some core gameloop running so I

  • Ostranauts PR, and Getting Back to Work

    dcfedor's picture

    Hey Folks! I'm gradually clawing my way back out of the pile of notifications since launch. Between the various news posts, community sites, social channels, and my inbox, it's been hard to keep up. I'm trying to keep a personal touch, like I did with NEO Scavenger. I think fans appreciated it, and it's nice to know the creator of a game is human, too.

    As for the

  • Announcing Ostranauts

    dcfedor's picture

    Hey Folks!

    I'd like to tell you about my latest game, Ostranauts.

    Eight years ago, I began work on NEO Scavenger. And after five years of updates and ports, it was time to begin working on a new game. That game started as simply "space prototype," but has turned into quite a bit more.

    So what is Ostranauts?

    Well, if you have a minute, here's a teaser