News

  • Back In the Saddle

    dcfedor's picture

    Hey Folks! Hope everyone had a good two weeks. I had a wonderful time visiting with family, exploring nature, singing karaoke, and trying out new bourbons :)

    Back at the office, I've nearly clawed my way out of the email pile that accumulated. I still have a few things to reply to, forms to file, and tasks to finish, but I should be able to resume dev as soon as tomorrow!

  • OOO Until Oct 2nd

    dcfedor's picture

    Hey Folks! Just a quick update to let you know I'll be taking a break from development until October 2nd. I'll still be checking emails and doing my best to stay on top of stuff, but basically taking a break for two weeks to hang with the family.

    See you all soon. And until then, have a good one!

  • Lighting Upgrades, Interactive Career History, Job System, and New Art!

    dcfedor's picture

    Hey Folks!

    I'm waaay past due for another video, so here's what we've been up to!

    So what's new?

    We've got a new lighting renderer, choose-your-own-adventure character generation, AI job management system, and as always, new art!

    New Lighting, CYOA Chargen, Crew Jobs, and New Art

    In this video, we try out the new AI job management system,

  • Condition Reveals, and Audio Progress

    dcfedor's picture

    Hey Folks! My work doesn't have much to show today, so lucky you, you get a sneak peek into one of the latest concept art pieces! Can you guess what we're looking at?

    Most of my morning was spent on admin stuff, unfortunately. But I did get a little more work done on social UI revealing hidden conditions.

    My test case for this feature is a new interaction that asks a

  • Stat Reveals, World Sim, and Audio Work

    dcfedor's picture

    Hey Folks! A lot of activity today, though not a lot to show for it just yet. I spent a good half day or more working on stat reveals, while Chris and Bjørn talked next steps.

    Also, big news on the publisher front: we signed!

    Even though we announced our partnership a while back, we were still finalizing contract stuff over the past few. But we officially signed the paperwork

  • Crouching UIs, Hidden Conditions

    dcfedor's picture

    Hey Folks! More work refining the social combat UI today. I got the foundations of a hidden condition system setup, and made a series of other tweaks to improve the UI as I worked.

    The big change here was to upgrade the conditions on characters so that they are hidden/revealed a bit more like NEO Scavenger. Each condition now has params to define how it should display by default,

  • Social Combat Flow

    dcfedor's picture

    Hey Folks! More work on the social combat UI today. This time, getting it to respond to user input and start closing the loop.

    As you can see in today's screenshot, it's now listing all available interactions in the lower left, and selecting one updates the preview area. Right now, I've got it setup like a radio button. Choosing one deselects all others, so we only click

  • Social Combat Redux: Layout

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. We had a ton of rain here, which happens less than you'd think in Seattle during the summer. And rarer still, we even got quite a light show! We miss thunderstorms.

    Back at work, I mostly shirked my admin duties today to focus on dev work. And I'm happy to report that I got a lot done!

    Today's screenshot shows the new

  • Social Combat Redux

    dcfedor's picture

    Hey Folks! Didn't get a ton of time to produce anything today. Mostly admin work, feedback for folks, and testing a few things.

    I did, however, get started on my next task: social combat UI.

    Michael already prototyped this system a while back, and it's possible to social combat any NPC in the game once you hire them to your crew. And within it, you can interact with

  • Hauling Works!

    dcfedor's picture

    Good news, everyone! Hauling works now!

    I ended up figuring out where the tile's ship info was getting mixed-up, and now AI can haul loot from a derelict back to their own ship. It turns out the way I was looking for destinations to drop the loot was using the wrong ship as a search basis, and I had to attach some ship ID info to each zone so it could look in the right place.