I'm Back! Catching-up and Tiles

Hey Folks! Hope everyone had a good week. Our vacation was a welcome break, and we had plenty of time to catch up with the fam. Blistering hot, though, and we spent much of our time chasing the shade, wading in the creek, and occasionally ducking into places with AC. Also, I may be losing my ability to drink beer. It could've been dehydration from the heat, though!

Back at the office, it took most of the day to catch up on the various emails and forum activity. I doubt I'll ever be able to say I'm finished catching-up, but I think I'm back to normal now. A.k.a. peering into various communities, emails, and threads where I can. Steve's mobile port work continues, and he's gotten as far as a working main menu and the beginnings of the abilities screen, so that's moving along!

In the limited dev time I had, I decided to spool-up on the ship and crew sim prototype I left last week. Namely, I want to revisit the ship tile editor to see if I can get it to define more behaviors for the crew. The crew were getting tired of each other real fast, and that's partially due to poor AI, but also due to them having nothing else to do. No sleeping, eating, cleaning, or ship-piloting.

With that in mind, I've started investigating adding more gameplay properties to each tile. Things like physical/pathfinding properties, as well as rules for how they connect. Someday, I'd also like to define things like how they affect passage of gas, fluid, radiation, and other things, to make the ship simulation more interesting. (Reactor leakage, overheating, etc.) But for now, it'd be a huge step to be able to draw the ship without painstakingly choosing the right corner and side tiles everywhere.

Tomorrow, it's likely to be more of that! Have a good night, all!