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I like pandas and stuff. I'm a musician now??? Pinball is pretty cool. Making a space game. Trans rights are human rights.

posts from @silveralicorn tagged #game development

also: #gamedev, #game dev, #gamedevelopment, ##gamedev

Well, I want to make sure I post something since it's the last day of the last weekend of cohost :( I'm going to work more today so I might have a mini update later.

Firstly, I've been working on basic crew logic. Using a finite state machine (big word I recently learned), they switch between different actions such as moving, conducting science experiments, unloading supplies and eating. It's pretty basic logic so far - every hour they randomly switch to a different science station, then every eight hours they take a meal break and relax socially for a bit. If there's no supplies in the core module, they're smart enough to go directly to one of the supply vessels. That's it! Today I'll be fleshing it out, giving them alternating sleep schedules (hot bunking for now), contingency behavior in case supplies run out, and I'll get started on the science/research system.

I also made a launch pad for the "Lepton" launch vehicle, in preparation of revisiting launch animations. I remember when I started this project, I thought launch animations would just be a wish list item, but now I consider them a core part of the game. Even if players are just going to press the "skip launch" button every time.

That's kinda it... hopefully I'll be able to squeak out one more dev update before cohost closes. I'll continue posting updates on The Main Website (cosmosporia dot com) as well as micro-updates on my Bluesky profile. Maybe I'll figure out an RSS feed sometime.



This took a very long time to figure out, since I didn't know much about vector math at first. Now I have a basic, basic understanding as pertains to game dev at least. Previously, if you tried to dock a craft at a port on the other side of the station, it would just phase right through the station. Now it'll find a path around, hooray. This is accomplished through using A* navigation and a bezier spline. I made a ton of mistakes on the way here, but I'm really happy with it now.

Next, I'm working on behavior for the 'nauts. I'm going to keep a "duty roster" on the station and 'nauts will randomly pick tasks to work on throughout their day. Sounds simple enough but we'll see.



silveralicorn
@silveralicorn

Hello new subscribers! Glad you like my 3D art. I'm making a game too! Progress is slow due to day job and avoiding burnout, but I'm sticking with it :)

Right now I'm working on making Nauts that are independent entities on the station. They will eat, sleep, perform experiments, exercise, relax etc. Not going to be as complicated as Rimworld pawns or Dwarves, but they'll have different skill levels at least.

For now, I'm just doing them as xray images because I haven't modeled any interiors yet. Gotta start somewhere though.


silveralicorn
@silveralicorn

OKay, there's not much to actually see, but I got the rudiments of the supply storage/consumption mechanic going. 'Nauts will automatically unpack supplies into storage as they use them. One step at a time!



Hello new subscribers! Glad you like my 3D art. I'm making a game too! Progress is slow due to day job and avoiding burnout, but I'm sticking with it :)

Right now I'm working on making Nauts that are independent entities on the station. They will eat, sleep, perform experiments, exercise, relax etc. Not going to be as complicated as Rimworld pawns or Dwarves, but they'll have different skill levels at least.

For now, I'm just doing them as xray images because I haven't modeled any interiors yet. Gotta start somewhere though.