Archive: Dev Blog

June 23rd – Making sure you feel welcome!

Hi guys! I continued work on the Outpost today. I’m afraid I don’t have a huge amount to announce, as I’m continuing at my usual pace (including my tendency to obsess over small details). As I’m currently focusing on creating a large number of rooms for the outpost to draw on, I dedicated today to loading the dungeon with numerous lobbies for the game to choose (while carefully incorporating rules to prevent very specific combinations from being used). Since these are going to be the first rooms players pass through in most outposts, I felt it important that they give off a welcoming vibe.

Outpost Lobbies

Tomorrow I’ll be continuing in this fashion. I’ve still got security, storage, dorms, and dining areas to tackle. After all the small rooms are done, then it’ll be on to the layouts, which should result in some much greater variety than you’re currently seeing in the nightly builds.

Until next time!

June 21 – Saturday Bonus Update

After dusting off the wiring system and fixing those old bugs yesterday, I decided to keep the momentum going and properly implement some more long overdue features. Kyren fixed the setLightColor Lua binding, and I’ve now scripted all of the tiered lights to be properly switchable:

These lights can be turned on or off directly through interaction or by using wires, so I also configured all of the tiered switches to work properly:

Jun 20, The Trifecta

Omni has demanded that I also post an update so we can get the rare 3x complete dev collection post combo.

Lately I’ve been working on mostly the AI interface.  I’ve been working on mostly technical things behind the scenes to hook up different bits of functionality to the AI like repairing your ship, but also one kind of neat feature: giving the AI interface a different speech scheme.  Now, when the AI has something to say, it will say it within individual screens, and each screen will have its own “emotion” attached to it.  For example, the AI might start by talking at its normal rate, and then when you hit next, it might get very agitated and the text and animation might speed up, as well as showing an animation for a different emotion.  Think Phoenix Wright.

I’ve done a couple of other odds and ends, like helping metadept fix the wiring bug, as well as adding some capabilities to do custom object collisions.  I’ve also fixed several rendering bugs in our CanvasWidget (fixes glitches with the nav ui) and our text renderer.

Also we have decided because of the positive feedback about the glitch AI that we should make every ship AI a different animal, all with boobs.