News

  • HUD Rework, Keybindings, Social Combat Sprint

    dcfedor's picture

    Hey Folks! First off, sorry for yesterday's missing news post. I was on a dev conference call that was pretty productive, and that ran long (into dinner).

    That said, we have made some decent progress in the past few days. Front and center is Michael's latest feature: custom key bindings!

    He changed the way we handle hotkeys in the game so we could allow the user to re-

  • Audio Integration, Debug Jumper, and Other Fixes

    dcfedor's picture

    Hey Folks! Bit of a mixed bag today, as I tackled a variety of unrelated things to both unblock others and make things run smoother.

    As you can see in today's screenshot, the status indicators are mostly filled-in with first draft info. Pretty much every basic stat is covered here, much like NEO Scavenger. For now, it's limited to stuff we can feel immediately. Things like hot

  • HUD Overhaul, Audio, Debug Info, and Nav Shortcuts

    dcfedor's picture

    Hey Folks! My apologies for the missed news yesterday. We devs had a conference call at the end of the day, and it ran a bit long.

    However, it was a productive chat! We all fired-up the game, and talked about how the salvage game loop felt. Each of us started in the same save file, in a salvage pod docked with a derelict. No starting tools, so first step was to board the derelict in

  • Lamps, Inventory, Hacking, and Accounting

    dcfedor's picture

    Hey Folks! Got a little bit done on the work lamp today. Chris tried out a hacking effect. Michael's updated the inventory grid. And administrivia strikes again!

    The work lamp now support a power toggle action, so it can be found in an "off" state, switched on, and used around dark places. Still no battery usage or anything, but it's getting there!

    Chris

  • Work Lamps, and Locks vs. AI

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Mostly relaxing here, and discovering just how little insulation our old house's walls have :)

    Back at work, I set about fixing the way AIs interact with locks. Previously, they could just grab anything they wanted from any container. But now that we have locks, that won't do.

    Instead, I added code to selectively control

  • K-Leg Shopkeepers, Inventory UI, and Bug Fixes

    dcfedor's picture

    Hey Folks! Busy day today, as we continued to smooth out the salvage experience.

    K-Leg station got a bunch of upgrades to shore-up the process of offloading and buying loot. There's now a dedicated hardware store and shopkeeper, from whom we can purchase tools to salvage, or sell tools we find. I also adjusted the forbidden NPC zones so the shopkeepers would stay in their store.

  • Looting a Derelict!

    dcfedor's picture

    Hey Folks! Today I tackled a few remaining bugs, so that I could finally test the stuff we've been working on: looting a derelict!

    The first order of business was to fix the velocity calculations in the celestial bodies. After Chris upgraded a lot of the code to honor Sir Kepler, the velocities were no longer accurate. We chatted a bit about it yesterday, and he suggested we

  • Data Cards, UI Clean-Up, and Celestial Precision

    dcfedor's picture

    Hey Folks! Some more progress to show today on both locks and UI, plus a small fix to celestial mechanics involving precision.

    The main thing on display today is data cards, which are sort of a stopgap I've added to cover our data/info item needs. Each PIN lock needs a unique code, so the first thing I did was to setup ship initialization to assign one to each lock when finished.

  • Cutting and Bashing Crates, Interaction Upgrades

    dcfedor's picture

    Hey Folks! Wall-to-wall busy today adding new interactions with the crate, and upgrading the interaction system.

    First task of the day was to make it possible to use a laser torch on a crate. And this actually went really smoothly and quickly. Within minutes, I had crates breaking into scrap parts and spilling their contents on the floor with my trusty laser torch. A few bug fixes are

  • Locks and Grids

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Since this is Canada's Thanksgiving holiday, but we're living in the US, we celebrated "Fakesgiving" yesterday. We had friends over, and a feast that left us all eager for leftover o'clock :)

    Back at the office, Michael has his latest updates checked-in, and you can see them in action in today's screenshot.