This week is a little bit different. We’ve been hard at work getting features and content into the game for quite some time now. Last week, we reached an important internal milestone, which felt great! After delivering a bunch of new features and solving a ton of bugs, we were way overdue for some feedback.
With the prospect of releasing it to be tested by people who aren’t us looming over our shoulder; we decided that we’d best do some more focused playtesting on our own before we have others spend their time testing it.
Making this week Internal Playtest Week.
So far it’s going very well. We’re running into a lot of bugs, issues, and annoyances. Things which we will turn into tasks for bug-fixes, changes, and new features to get through. Some before we have our first external testers get their hands on them, some for later depending on how important they are and how they fit into our overall schedule.
This is great as the more things we can figure out need fixing on our own the less rough and unintended edges the early testers will get snagged on.
The Astrobase Command Team
This week I wrapped up the last bit for missions with a placeholder mission reward system, yielding resources on return. I spent the rest of the week wrapping up the current milestone by knocking out a bunch of problematic bugs and minor features. This should allow me to incorporate personality traits into our crew AI as well as station events like reactor fires.
This week I worked on the big design doc that covers traits and their inner workings. Hopefully it will result in a clean/presentable spreadsheet I can hand off to Adam for the station events.
This week I finally finished up the section lights. Check out the video to see what it ended up looking like.
Demonstration of some light states for the Astrobase modules.
I spent the better part of the week wrapping up the mission planning program. This allows us to plan the different components of a mission as well as navigate active and complete missions. Not only do we get the basic details of the mission (planet, start time, mission leader, mission controller, etc.) but we also have a full list of mission reports received from the mission leader on the ground.
With this in place, ABC is finally looking like a full game! I’ll be back on AI over the next few weeks so I look forward talking some more about that!
This week I’ve worked more on the Section Lights. I finished most of the programming (theres one more feature in it to figure out) but I needed to go through and populate the existing sections to cover the already implemented features in order to figure out how to best make the last one. This had me lighting every section several times, which for just one section isn’t too much work but when you start multiplying it by 40 or so you end up spending days getting through them all. With that done it really does feel pretty sweet to for example turn on the emergency lighting, not just as in “cool it works” but it drastically changes the mood of the station.
Happy Canada Day!
This week I’ve been doing my final (fingers cross) trait-naming pass, which is kind of a giant word puzzle because it intersects with the word themes in the word bank, and also all the ways in which traits are connected to each other.
This week I’ve kept at it with the light system, it’s getting pretty close to finished but there’s no point in showing it off to you guys until it’s fully hooked up to the gameplay.
Nous ne pouvons manquer cette occasion pour souhaiter une bonne Saint-Jean-Baptiste à toutes et à tous!
And now for something completely different:
This week was dominated by yet another move, as well as a bunch of urgent admin work. I did spend a bit of time on mission planning with the selection of constellations, systems and planets, but more on that later.
This week I continued work on the section lights script. Still nothing to show you, maybe next week. For those who celebrate it, happy midsummer!
I finished going through my wordlist and putting all the words “on the board” so to speak, and now I’m finalizing my traitflag definitions by associating them with wordthemes.