• My Old Friend, Cholera

    dcfedor's picture

    Hey Folks! The long process of porting NEO Scavenger's medical simulation over to Ostranauts continues today, as I add the first dozen or so conditions and their logic.

    One of the things NEO Scavenger did pretty well was to model complex health issues, so I want to salvage as much of that as possible. Quite a lot of it will still apply to Ostranauts, as crew will still need to

  • Threshold Conditions Entered, Now for Symptoms

    dcfedor's picture

    Hey Folks! Finally got the threshold conditions in for each of the 30ish stats. That means their names, descriptions, and IDs are all set, and they just need payloads defined. So that's where I'm going next.

    Most of the threshold conditions were just straight data entry, and copying the odd description from NEO Scavenger data. However, there were a couple of tweaks I made to

  • Drowning in Data

    dcfedor's picture

    Hey Folks! Continuing with filling-in of missing data in the Ostranauts needs and thresholds system. And since there isn't much to look at yet, I figured a peek into the data notes might be interesting.

    On the left we have a snippet of the threshold data, which is denoting condition payloads to apply at various thresholds for each stat. In the middle, we have some relevant status

  • All the Feels

    dcfedor's picture

    Hey Folks! Continuing work on AI needs, thresholds, and other related systems today. And as you can see, I may have introduced a bug. Sorry Andrella...

    In fact, it looks like a pretty minor glitch. I recently re-tooled the loot system to make it work with conditions a bit more smoothly, and in my haste to try it out, I caused all of the thresholds to apply their payloads all of the time

  • Preferences and Thresholds

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. More of the usual here, as we did some home maintenance stuff, and visited a street fair uptown.

    Back at the office, it was time to dive into the AI preferences and threshold changes I mentioned last week. It was a bit of a slog, as a fair amount of data needed rewriting, and some inevitable bugs from the refactor needed squashing.


  • AI Needs and Command

    dcfedor's picture

    Hey Folks! After a short bug fix to restore ship damage, I started revisiting the AI needs system, and figuring out how to expand that. Also, how will that affect command?

    All of the AI has a set of needs right now, a lot like those found in NEO Scavenger. Some are physiological, like hunger, and others are emotional, like a sense of security. As the AI putzes around, these needs change

  • New Anims, Roles, and Drafting

    dcfedor's picture

    Hey Folks! A bit of new animation today, Michael's plan for roles and jobs, and the ability to draft crew now working.

    Michael sent me his rough outline for crew roles, and I think it's sounding good! Some details are still up in the air, but the rough idea is that there are several roles on a crew, and each crew can be in zero or more roles at a time. And there can be more

  • Crew Control and Drafting

    dcfedor's picture

    Hey Folks! Michael and I had a chance to talk today, and spec out some of what we can tackle next. And I did a bit of crew selection reworking during the rest of the day.

    One of the next things we might tackle is crew "doing their job," so to speak. There are things they need to do to keep the ship running, and setting things up so they do them when appropriate is the first

  • Portraits Revisited, and Community Group Admin

    dcfedor's picture

    Hey Folks! Michael and I are still due for a chat, and I'd like to see how that goes before I decide on my next gameplay change. We both have some ideas to kick around, and it makes sense to coordinate.

    So in the meantime, I decided to look into portraits again to see if I could make them a bit more stable. I tried to tweak one of the expression anims a few weeks back, and noticed

  • Crew Management Loop

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. We had company visiting, so most of our time was spent catching up and sight-seeing. And eating, of course.

    Back at the office, I had to apologize to Michael for missing some files in my last version control check-in. He unfortunately had to waste time figuring out what I missed. But he was able to, and at least we're getting back on