• 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

  • 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-

  • 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:

    StatAtrophy StatBodyTemp StatDefecate StatEncumbrance StatFatigue StatFood StatHydration StatHygiene StatInfection StatOxygen

    So when you increase StatAtrophy to

  • 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,

  • "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

  • 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.

    It's still maybe 80% accurate in terms of what's left to do. And there's always

  • 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.

    The bug was in the way

  • 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

    In this video, we take a look at the new avatars and animations, a change to the player's POV,

  • 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