News

  • 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.

  • IMB Entry Done, Bug Fixing

    dcfedor's picture

    Hey Folks! Finally finished my Indie MegaBooth entry today. Took most of the day wrapping-up the video, checking the build for bugs, fixing the bugs, checking it again, and then writing a massive ReadMe.txt in case anyone gets lost...I really worry about what someone is going to think if they pop this build open and get lost. There's just so much going on.

    It got me thinking,

  • IndieMegaBooth Entry, and Some Usability Work

    dcfedor's picture

    Hey Folks! Mostly non-dev stuff today, as I get ready to submit an application for the IndieMegaBooth at PAX West. There's a whole whack of stuff needed for the application, which includes a build and a 3-minute raw gameplay video. So most of my day was spent putting that together.

    Unsurprisingly, it's turning into quite a challenge to pack everything about Ostranauts into a 3

  • Ostranauts - Salvage, Trade, and New Concept Art

    dcfedor's picture

    Hey Folks!

    A bit overdue for another video, so I put together some more footage of the latest stuff we've been working on for Ostranauts.

    So what's new?

    A fair bit! More art, salvaging, trading, and other features:

    Salvage, Trade, and New Concept Art

    In this video, we take a look at new concept art for the Newcal aerostat on Venus, salvaging a derelict,

  • Lighting Bug Fix and Video Prep

    dcfedor's picture

    Hi Folks! Hope everyone had a good weekend. The usual yardwork for us, including a very stinky compost transport run in the car. Fortunately, we had a nice afternoon of games with some friends to relax a bit.

    At the office, it was a little bit of coding, admin, and prep for a new progress video.

    Once a few housekeeping tasks were done, I worked on a lighting bug that's been

  • Stacks, Trading, and Other Fixes

    dcfedor's picture

    Hey Folks! Shorter day today, as I had to run into town for a meeting. I did manage to square away the issues with trading and stacks, though. Plus a few other fixes.

    First order of business today was to get the trading UI to actually do something when the player hits "Submit." I guess I wrote all the code for that at some point, but forgot to hook it up. So that didn't