News

  • Audio Break

    Hey Folks! Switched gears today to to some audio work, as Michael's ATC script is making progress. Once he has that ready and we record the voiceover (VO), it'll be nice to be able to just drop that into the working system to get ambiance for the main menu.

    Having done some audio tinkering before when Josh and I tried procedural theme music, it wasn't too hard to get

  • Encounter Triggering

    Hey Folks! I managed to get two pretty significant features roughed-in today: starting an encounter via context menu, and encounter screens loading text and choices from data. Both were a bit nebulous to figure out, but I think now that they're in place, I should be able to build around them more safely.

    The first bit was a bit more abstract, since I wasn't sure how players

  • Encounters and Plots

    Hey Folks! Hope everyone had a good weekend. The zombie cough is still clinging to my lungs, and the cartilage pains continue their migration around my rib cage. But I'm still of the opinion it's "getting better." If I die suddenly before finishing this game, give the source code to the devs of Qud or Cogmind :)

    Today was actually pretty productive, as I cleaned up a

  • Encounter Coding

    Hey Folks! Still struggling a bit with this encounter system. I'm not a lot further along with it than yesterday, though I've had a bit more time to explore and test ideas.

    Ultimately, the problem boils down to me not knowing how to describe how this system should work. It's a really abstract idea that I can see pieces of fairly clearly, but I can't figure out how

  • Encounter Design and ATC Specs

    Hey Folks! More work today on designing the encounter system. Plus some more refinement of the air-traffic control chatter system.

    After mocking-up a rough mini plot about a betrayed bartender, I'm starting to get a picture about how the encounter system might work. As before, I think a lot of this can be handled with the interaction system, and maybe some pieces of the chargen

  • Encounter Complexity, and OOO Tomorrow

    Hey Folks! More work on the encounter system today, as I discover encounters seem like they should do everything. And that's hard to build.

    Yesterday, I managed to get the encounter UI displaying text, markup, and links in a pretty basic way. So the next step is to feed it some encounter data, test it out, and iterate. Except there's one problem: what does encounter data look

  • Lore Modals and Tooltips, and ATC Chatter

    Hey Folks! Hope everyone had a good weekend. Despite some severe coughing pain, we actually got quite a bit done this weekend. And I'm happy to report the cough may finally be on its way out.

    Back at the desk, I resumed work on the encounter screen. I was able to get a tooltip and modal lore UI added to it after learning a bit about TextMesh Pro's pointer intersection code,

  • Encounter UI

    Hey Folks! As mentioned earlier on, I'm eventually going to have to tackle some sort of UI for delivering situational text, conversation, and mission info to the player. The message log works for smaller bits of info, but there are going to be larger chunks of text in places, and/or the player will be expected to provide input to determine what happens next.

    Enter the Encounter UI

  • Main Menu Ready, Encounters UI

    Hey Folks! Main menu is ready to go now. All the same clickable bits as the old placeholder, but nicer-looking.

    Getting the shadows to pass in both directions in the hall was almost as easy as expected. There was a minor hiccup trying to flip the shadow billboard to face the other way, as I hunted down the correct setting. And getting the shadows to pass at more random-seeming timing

  • Main Menu Progress

    Hey Folks! Nearly got the main menu rigged-up, and it's looking pretty snazzy!

    I spent the better part of the morning working out how to handle the buttons, since this layout uses world-space meshes instead of Unity's GUI system. (My thinking was that it'd be easier to use parallax tricks and particle effects for the animations in world space.) The graphics are pretty