Author: Daniel

  • Home
  • Articles Posted by Daniel
  • (Page 6)

Weekly Dev Update – September 4th, 2015

Adam Hello there fellow cosmonauts! This week, I spent some time working on an intro sequence for the game, as well as fleshing out the prototype for an updated version of character creation. Once complete, character creation will now also incorporate Daniel's blendshaped faces for portraits and will provide a...

Weekly Dev Update – August 28th, 2015

Adam Hey everybody! This week was another one for admin, project management and the like! I did manage to squeeze in a bit of AI work, but I'll have more to say on that next week. See you then! Daniel Hi Guys. This week I've spent working on the procedural...

Weekly Dev Update – August 21st, 2015

Daniel Hi Everybody! This week I've mainly spent working on the faces more. Specifically their procedural textures. Additionally I've had a first stab at our LODs. Level Of Detail meshes automatically switches a mesh for a lower resolution version of it when the camera is far away. Sadly the computer...

Weekly Dev Update – August 14th, 2015

Adam Hey there space cadets! This week was more AI goodness as I moved forward with the behavior tree implementation. The core code is mostly done and I've been spending some time putting together a simple visual editor that will allow us to easily hook up AI logic. I'm thinking...

Weekly Dev Update – August 7th, 2015

Adam Hey there fellow Spacers! This past week, I changed gears and took another look at crewmember AI. I'm writing what's known as a Behaviour Tree implementation to allow us a little more flexibility in how we define AI decision making. Things like syncing up dinner schedules with other crew...

Weekly Dev Update – July 31st, 2015

Adam Hey everyone! I finally managed to get connectors added and done. I also started looking at AI again to get us sorted for Early Access. While the first iteration did a valiant job with most situations, some special cases (like reserving seats for later for social/dining areas) could not...