News

  • Tickers Ticking, Optimizations Continue

    dcfedor's picture

    Hey Folks! Better dev day, today. I managed to solve yesterday's bug in a matter of minutes this morning. Sometimes walking away for a bit really does help!

    Turns out the problem I was having was a bad timer calculation. I was decrementing the head ticker by the wrong variable each frame. Instead of the amount of time since the last frame, it was the amount of time since the last

  • Ticker Edge Cases

    dcfedor's picture

    Hey Folks! Bit of a rough day, today. Working with this ticker/timing code seems fraught with peril, as several edge cases broke down, and even pinned the game in endless loops.

    The good news is that yesterday's hypoxia bug seems to be a simple typo. While I was testing something else, I noticed that my data had a few stats still using the old ticker system on top of the new one,

  • New Stat Tickers Running

    dcfedor's picture

    Hey Folks! Hope everyone enjoyed their weekend! Yesterday was a stat holiday here, so no news from Monday. Should be back to normal schedule now, though.

    I actually spent most of today in the code, which was a nice change. After testing the ticker system on sleeping successfully, I began switching all remaining stats over to the new ticker system. For reference, this is a prelude to

  • Scavenging Derelicts, and Timer Performance

    dcfedor's picture

    Hey Folks! Made a concerted effort to do a bit more dev work today, despite the heavy PR load. I managed to get about half a day's worth of coding done, but I suspect that'll improve over time as chatter simmers down a bit.

    I think one of the biggest questions I'm seeing is, "how will this play?" And I'd like to get at least some core gameloop running so I

  • Ostranauts PR, and Getting Back to Work

    dcfedor's picture

    Hey Folks! I'm gradually clawing my way back out of the pile of notifications since launch. Between the various news posts, community sites, social channels, and my inbox, it's been hard to keep up. I'm trying to keep a personal touch, like I did with NEO Scavenger. I think fans appreciated it, and it's nice to know the creator of a game is human, too.

    As for the

  • Announcing Ostranauts

    dcfedor's picture

    Hey Folks!

    I'd like to tell you about my latest game, Ostranauts.

    Eight years ago, I began work on NEO Scavenger. And after five years of updates and ports, it was time to begin working on a new game. That game started as simply "space prototype," but has turned into quite a bit more.

    So what is Ostranauts?

    Well, if you have a minute, here's a teaser

  • Tomorrow's Announcement Day!

    dcfedor's picture

    Hey Folks! Development took a back seat today as I mostly focused on reviewing announcement material one last time before tomorrow. Pretty much as soon as I get to work tomorrow, it's all cylinders firing to get the word out.

    That means new subforums, new discord channels, getting twitter and reddit accounts ready. News posts crafted and ready to go. I put together a couple of gifs

  • Sleeping, Docking, Editing

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. We appear to be experiencing snowpocalypse here in Seattle, and there is no end in sight yet. For reference, the typical snowfall here is maybe a few inches 1 or 2 days over the winter. And the snow removal budget/plans for the city are set accordingly.

    So far, we're in week 2 of what would pass for a normal winter in snow country. At

  • Sleep Trouble

    dcfedor's picture

    Hey Folks! Doing some more work on the sleep system today, as I'm realizing some of the limitations it implies for crew work/shifts.

    One of the big problems I ran into was that my circadian rhythm setup was wrong, and it was causing a new rhythm to begin each time the crew finished a ~1.5 hour sleep cycle. Basically, they'd never wake up. Furthermore, I couldn't really

  • Sleeping Improvements

    dcfedor's picture

    Hey Folks! Still in the process of getting crew management to work. Shifts, in particular.

    My first task was to get the basic training I mentioned yesterday added. This was fairly simple to do, as I just had to add a few lines of code when crew spawns to give them basic knowledge. Later, I will probably make this data-driven. But I was anxious to keep momentum, so I started testing. And