News

  • Walls, Auto-Tile Fixes, and OOO

    dcfedor's picture

    Hey Folks! Just a short update today, as I had a work call most of the afternoon.

    I managed to figure out the weird edge cases I was getting on the auto-tiling conduits, which turned out to be due to the way material instances are named. I had to force each new sharedMaterial to have a more sensible name, so that it would re-use the correct one when choosing. Conduits seem to be

  • Auto-Tiling Conduits

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Ours was very, very outdoors. And I've got my vitamin D quota for a long while, I think.

    Back at work, I set about a minor task I've been meaning to do: add auto-tile ability to certain items. Namely, conduits and walls.

    Up until now, if you placed a conduit, there were two pieces. A 2-way pipe, and a 4-way junction. I once

  • Social Combat, Dismantling Ships, Health Effects, and New Art!

    dcfedor's picture

    Hey Folks!

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

    So what's new?

    More art! Belly landers vs. tailsitters! A new conversational UI, dismantling ships, and heat stroke!

    Social Combat, Dismantling Ships, Health Effects, and New Art

    In this video, we take a look at Michael's latest work on social "combat," the

  • New Video Tomorrow!

    dcfedor's picture

    Hey Folks! I apologize for the lack of news yesterday. I ended up running a bit long and had to leave before I could write anything up.

    However, I'll be covering that work and more in tomorrow's video! I'm way overdue on the next newsletter/video, so I spent the day today recording game footage and talking about the stuff we've been up to since early June. It's

  • Social Combat UI, and Room Effects

    dcfedor's picture

    Hey Folks! With the entire list of ship equipment able to be installed/uninstalled at a basic level, I decided to check-in my work and get Michael's latest work on the social combat UI. And you can see its progress in today's screenshot!

    Some of you might remember the last time I showed a peek at it, and visually, it's still pretty similar. The difference now is that it

  • Sub-Floor Fuel Canisters

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Relatively quiet family time here, so I'm feeling a bit more refreshed.

    Today, I resumed the fuel canister work from last week. And I decided on a 7x7 canister that sits below the floor, with a 3x3 protrusion above the floor. Today's screenshot shows how they look installed, plus the grid requirements around the one in the top right

  • HVAC Items, Fridge, and Fuel Next

    dcfedor's picture

    Hey Folks! Short update today as I have to run.

    Basically, more of the uninstalled versions today. This time, heaters, coolers, fridges, and toilets. All of which are pictured in the upper half above except the toilet. They can all now be uninstalled and reinstalled, which basically means almost everything in the ship can be dismantled in-game.

    One outstanding item is the docking

  • Door Reskin, and More Installables

    dcfedor's picture

    Hey Folks! Got a fair amount done today, in addition to a lot of emailing. So let's take a look!

    The biggest visible difference has probably got to be doors. I finally did a reskin to make them a bit more interesting to look at. They still lack the green/red pressure light I'd like them to have, but adding logic for that is a lot more work. But for now, you can see the new

  • Item Install UI, and Reactor Installs

    dcfedor's picture

    Hey Folks! Still a bit of admin to do in the first part of today, but it was back into the code this afternoon!

    In today's image, there's a UI across the bottom showing different items. This is the bit I was working on Monday and a bit today, and it basically auto-generates buttons in this UI for every installable thing I define in the data. So my install/uninstall auto-

  • Project Planning

    dcfedor's picture

    Hey Folks! Not much to show today, as I tried to map out what gets done when, and by whom, for the foreseeable future.

    It was a useful exercise, as it forced me to identify dependencies and bottlenecks. It also showed me which parts of the project have room to be flexible for scheduling. In it, I assume an early access launch sometime in November 2019.

    Unsurprisingly, reaching