The Power Is Yours! Also, Sale!

Hey Folks! Hope everyone had a good weekend. Pretty low-key, here. Yard work, a park visit, Skyping with family. Maybe a quintessential summer weekend?

Back at the office, Tiago's shared his latest mobile port work, and still looking good! One of the bigger features he's working on is a zoom lens for making it easier to interact with tiny objects/UI items on small screens (or for those of us suffering from "fat finger"). This will also be a chance to look at the context menu and pop-up tooltips for things, and hopefully make them all play nice together and make the users' lives easier.

On the space prototype, I've decided to try tackling power as my next task. Ship equipment is going to require power to work. And though the gas stuff I added has many similarities with power (drawing from a source, depositing in a destination, and changing status based on whether any is available), it's different enough to warrant a closer look.

The current thinking is that I'll be doing everything in Watt-hours (or kWh, or MWh), since that's a pretty universal measure of a machine's power needs. Batteries will store kWh, machines will consume kWh while running, and generators will create kWh while running.

That can all be done using the ICS stat system, so I'm not too worried. The trickier part, though, is transporting power from the source to the destination. How will a player be able to define which areas of the ship are powered? And how machines get their power from local surroundings? If a chunk of the ship is damaged, which things lose power?

For that, I need some more spatial code, like the gas stuff. And since power travels differently than a gas, it'll probably use separate (but similar) special code.

So far, I'm working on a system where objects can have two points specified: a point from where they draw power, and a point to which other, downstream things can tap for power. Only the first is required for powered objects. The latter will be optional. Sort of like this:

source A---object1---B A---object2

The source will generate power, object1 will grab power from point "A" which overlaps the source, and object2 will grab power from object1's point "B." I'm hoping that this allows for a variety of powered system designs. E.g. object1 could be a simple conduit with input and output points, or it could be a working machine that has a way to transmit power downstream, like a daisy chain or string of lights.

Or so goes the theory.

Also, in case you missed it, NEO Scavenger's on sale again. This time, at the lowest price since launch: -75% off!

IMAGE(http://bluebottlegames.com/img/screenshots/screenshot-2016-07-18.png)

And it comes with a Steam key!

When purchasing, you can choose how much to pay, with a minimum of $3.74 USD. You can also choose to give 10% of the purchase to the Child's Play charity. Plus, you'll be supporting Indie Game Stand, who are all-around good folks.

So as usual, if you've been holding out, now may be your time :)

Comments

Malacodor's picture
Malacodor

Does it cost something to hand out Steam keys for games that you sold outside of Steam, and if so, how much?

Ran around with a clown mask before it was cool

dcfedor's picture
dcfedor

Keys are free, though Valve has some rules about how they're distributed off-site.

Dan Fedor - Founder, Blue Bottle Games

Malacodor's picture
Malacodor

Thanks, that's good to hear.

Ran around with a clown mask before it was cool