News

  • O2 Sensor and Pump Working!

    Hey Folks! Think I finally got the O2 system working. Finally!

    I tried one more thing this morning to get the more generalized system working, but just kept hitting the same roadblock from different directions. The GUI and the Pump code just cannot see each other reliably enough. So as an alternative, I made the UI specific to the air pump. Doing this let me add some code to update the

  • Simpler Pieces

    Hey Folks! Still struggling with the pressure-controlled air pump. It's starting to get a bit disheartening, but I also know that's partially due to being mentally exhausted at the end of the day.

    Previously, I tried to make one single item that could detect multiple gas partial pressures, switch pumping on from separate inputs, and switch on and off based on supplied power.

  • Crazy Complex Air Pump

    Hey Folks! I managed to get the sensor-linked pump running. Well, mostly, anyway.

    As of right now, the pump will start "off," and if enough power is supplied, it switches to "standby" mode (green light). It then starts sampling the atmo for N2 and O2 partial pressures, and if either are below safe levels, switches to "pump" mode and begins flooding the room

  • Atmo Regulator and Complexity

    Hey Folks! Spent a lot of time in the gas/atmo systems today, gearing-up for some sort of regulated air pump to keep life support atmo at reasonable levels.

    The first block of work was cleaning-up a lot of the old code to handle gas exchange, gas pumping, gas respiration/conversion, and gas containment. This was all hard-coded in such a way that every object in the game had functions

  • She's Dead, Jim

    Hey Folks! Hope everyone had a good weekend. Had some grow-up playtime on Sunday as we caught-up with friends over a game of Pandemic Legacy. Refilling our social contact stats, so to speak.

    Back at work, I had a bit of admin work to catch-up on, then I wanted to try and get the ball rolling asap on making the game playable. So I decided to tackle two long-standing shortcomings: death

  • Character Creation Video!

    Hey Folks! I was able to record that video of character creation today, so I'll let it do the talking for me!

    Hope you enjoy, and have a good weekend!

  • Character Creation: Launch

    Hey Folks! Sorry for the short news today. Running a bit late. The main thing to report today is that players can now proceed from character creation into the game!

    Today's image includes a new "Launch" area in the chargen station, where the player can choose to confirm their background choices and start the game in the selected ship. I ended up having to add a few more

  • Main Menu Update, and Save/Load Works on Chargen Now

    Hey Folks! As you can see from the image today, new art to show! Saving and loading working now, too.

    Emily's latest revision is looking quite good, and I think we're just about where we need to be now. She spent some time cleaning-up a lot of the perspective lines, rendering surfaces, and generally smoothing out the distracting kinks in the older versions. She also detailed

  • Saving Chargen Data

    Hey Folks! Still sorting out the bugs in character creation, focusing on the ability to save and load data generated during that process.

    Now that chargen is creating social networks for the captain, career history, and other data, I need to bring the save file up-to-speed so it has that info, too. And that means a fair amount of code changes for reading/writing json data.

    Json

  • Socializing, Saving, and Admin

    Hey Folks! Hope everyone had a good weekend. Pretty quiet on this end, as we mostly stayed in. Which I think worked in my favor, as I actually felt motivated to get back to work today.

    Today was a little bit of everything, ranging from code, to design, to taxes and office stuff. As such, not a lot to show visually. Though you can see two of Michael's newest interactions in the log