News

  • 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

  • Job's Done! And New Avatar, Too!

    dcfedor's picture

    Hey Folks! Michael and I managed to finish each of our respective tasks this week, resulting in a fresh build on the server where we can queue jobs for AI, and see the new avatar in action!

    I boarded a derelict, and went out of the way in the back to cannibalize a bunch of floor tiles, conduits, and wall. And the AI just lined them up one after the other. As I waited for them to finish

  • Avatar Upgrade Progress

    dcfedor's picture

    Hey Folks! The new avatar is actually coming along pretty nicely. I did quite a bit of tweaking today, as well as further code integration, and it's almost ready for prime time.

    A good chunk of the work was redoing the UV maps on the mesh. The hack job I did was a decent placeholder, but there were a lot of seams and misaligned pixels as a result. And since I was trying to use a

  • Get Up, Aaron. Job UI Progress. Also, Admin Stuff.

    dcfedor's picture

    Hey Folks! Bit of a short update today, as a good chunk of it was spent on some business-y emails. But we do have a bit of progress to talk about!

    First of all, Aaron. Always lying down on the job. Ripe for some discipline, he is.

    Actually, that's the first screenshot I have of the new avatar mesh and animations in the game! He's currently standing in idle mode, but

  • Alternate Crew Mesh and Anims

    dcfedor's picture

    Hey Folks! Decided to try something a bit different today: crew graphics.

    After posting a few videos, I've noticed a lot of folks get distracted by the crew graphics. I always figured I'd go back and refine them at some point, but sooner might be better than later if it's going to stick out like a sore thumb.

    So I spent a little overtime last night, plus the better

  • Job System, RCS Plotting, Reactor Batts, and Headlamp Fixes

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Nice weather all around for us, plus some good meals and visiting friends. Still couldn't escape some yard/house work, but thankfully less strenuous than weeks past!

    Michael checked in his latest work on the job system today, plus I managed to fix a few trickier, long-standing issues involving RCS plots, reactor batteries, and headlamp

  • Save File Bloat, and UI Cleanup

    dcfedor's picture

    Hey Folks! A bit more behind-the-scenes work today, and I tried to tackle bloat in the save file, and did some minor UI cleanup.

    Yesterday, while working on the IMB build, I noticed that my save file was 40MB. This is a plain text, json file, with over 1.3 million lines of text! As I was checking-in the file to version control, I thought to myself, "this is going to be a problem.