Atmo Pump 1 is Go. Atmo Pump 2 Is Go...

Hey Folks! I think I've finally got the GUI system behaving as it should. I had to make a few more changes so each item could list more than one copy of a GUI type at a time, as well as some code to make sure each GUI's settings were being saved and restored correctly. That goes for both changing scenes in-game, as well as saving out to a file and loading again between sessions.

Coupled with a minor fix to the unique ID system to avoid creeping IDs between scenes, and I was finally able to edit, save, load, and use GUIs!

Unsure what to do next, I decided to fire up the ship editor and start tinkering with it. And after a little bit, one thing was clear: it is really easy to misjudge how big a ship needs to be.


"We're going to need a bigger boat."

The ship above was just a shot in the dark outline that I then tried to fill with rooms and equipment. Not a lot of room once you start filling-in walls and equipment! As I started to visualize where the HVAC and conduits could go, I decided the next thing to work on might be an interactive control panel:


16 switche- Okay, only 7.

This might be a good stepping stone for working my way towards full ship controls. With toggle switch UIs, I could wire-up things remotely and have AIs control them from one room. And assuming that works, I can try something a bit more complex.


matsy's picture

Could have a default ship layout. Wouldn't even need to be a full ship just to give the user an idea straight away of the scale. I guess a dimmed blue print could do that.

Probably something that would come towards the end of the games implementation but saved layouts that players could reuse. I think it only came to Prison Architect after the guys who did their Console port added it.

dcfedor's picture

I'm thinking the game will probably need some default ships anyway, if not for the player's benefit, then for NPCs to use. And likely, the player will be starting off in a junker they need to repair or similar, to give them the hang of fixing and running a ship before they try to build one from scratch.

Dan Fedor - Founder, Blue Bottle Games