News

  • 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.

  • Admin Day

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Yesterday was Labor Day here in the US, so it was a long weekend. Friends, nice weather, good food...a nice mini vacation!

    Back at the office, it was mostly catch-up today. Emails, contracts, planning, phone calls...I had just enough time in-engine today to snap the screenshot you see above. And to verify that the thing I need to resume

  • Hauling Starting to Come Online

    dcfedor's picture

    Hey Folks! Managed to get hauling to limp along today, though it still has some flaws to overcome.

    A lot of the early work today involved fixing the haul job filtering so it only targeted appropriate items (and drop zones). But once that was done, I was able to paint haul tasks on items around the ship, and then designate a zone to haul them to, and have the AI ferry things over!

  • Hauling Tasks

    dcfedor's picture

    Hey Folks! A little bit of progress today between admin stuff. Focusing on the hauling task.

    My initial attempts to solve hauling involved writing code to search for storage zones, and do special handling whether there was a matching item to stack on, or empty space in the zone. It involved generating special interactions to fetch the haul item and direct it to the destination stack, or

  • Lighting Update, and Admin

    dcfedor's picture

    Hey Folks! Sorry for the missed post yesterday. Late phone call, then had to run and help with dinner. And unfortunately, both yesterday and today involved a lot of admin type tasks. So I didn't get much development done.

    Fortunately, someone else did!

    Chris has been working away on a revamped lighting model, and was able to get it checked-in today. And lucky you, you get to

  • Hauling vs. Spawning Loot/People

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Pretty low-key here, but that was a welcome break.

    Back at the office, I unfortunately had a lot of admin tasks to do in the morning. And only got a bit of development time in the afternoon. However, I think I'm starting to form a picture of what I need to do next. And how to do it.

    I want to setup a way for AI to haul items to a

  • Uninstall Tasks

    dcfedor's picture

    Hey Folks! A bit better for progress today, as I added the ability to paint "uninstall" tasks around the ship, plus some other fixes and improvements.

    Getting uninstall to be paintable ended up requiring a small change to the code that auto-generates install/uninstall interactions. I added some extra data to each that describes which action menu item it relates to, so the