Day 15:
Yesterday was a lot of travel, so I couldn't find a nice chunk of time for scrapbooking 😞
For today, to provide more structure and to prevent what occurred earlier this week (spending a whole three days on heat UI that I eventually deleted) from happening again, I worked on a detailed, day-by-day schedule for the project which should cover everything up until its completion.
Day 14:
Today was a day of much rearranging. While I was messing around with the heat system, I realized that, despite the fact that it works and offers a pretty complex simulation, it's not rewarding or useful, since there's nothing the player can do with it. I had to remind myself that this game is ultimately a prototype, which means I need to fight feature creep at every turn and just get the basics done. So I made the choice to axe the heat stuff. Onward we go! Meanwhile--here's a field group photo:
Day 13:
Another big day for heat work! A slight bug cropped up, that being that none of the modules appear to be transferring heat to each other, which is kind of a problem! But that will be fixed by tomorrow's me :happycat_thumbsup:. For now, enjoy the modules melting down as they refuse to pass energy to the radiators:Day 12:
I made good progress on the heat UI today! There's a lot of backend stuff that needs to be done, but since the heat UI builds off of the component UI that I was already going to make, it's like killing two birds with one stone. That checkmark is putting in the work as a placeholder sprite :happycat_thumbsup:
Day 11:
Today was a good day! I implemented the heat system for my game: modules will generate and disperse heat throughout the ship until it (hopefully) reaches a radiator/heatsink. There was a lot of heat/temperature/q = mcΔT fun stuff that had to be dealt with, which brought back some delightful thermodynamic memories from not-so-long-ago. Since there's not a good visual way to see if the system works right now, I'll probably work on the heat UI next.
Day 10:
Today was an uneventful day mainly filled with travel. I did some work on heat generation/dispersion for ship systems, and also wrote a few more of the weapon infocards (sprites coming soon!™)
Day 9.5:
Seems like I posted a little too early today to have it logged as Thursday's scrapbook, so here's some work I did on the next weapon in the roster, the Tealion Keystone!
Day 9:
Wrote up a document with all the weapons that will be in the game. I spent some time spriting up a few of them, so here they are! In the future, I want to make the distinctions between the corporations more clear, since right now it's a lot of blue...
Day 8:
Today I worked on the Defense screen and cleaned up the UI in general. Wrangling the UI is getting a bit tiring, though, so I think that I'll get into ship components/weapons tomorrow.
Day 7:
Hooray for one week! Here's a basic telemetry screen I made--and no, technically, it's not telemetry (because the data isn't being sent anywhere!)Day 6:
Started mocking up the ten UI panels that you'll need to manage this ship! The maneuver UI I talked about yesterday will end up on "2001 - NAV"Day 5:
Trajectory rendering is in! Next up is the UI for maneuver plotting (so we can actually go places!!!)
Day 4:
Finally got Unity up and running (if you can call it running) on my Mac. I was so happy that Unity cooperated that I just made a basic ship script and spent the rest of the time veering it around the solar system. You can see it in a really eccentric orbit around the Green Planet:
Day 3:
My Mac gets crushed under the weight of even small Unity projects, so there's not a ton that can be done today. Mainly touched grass and looked at Sebastian Lague's nice code for orbit rendering.
Day 2:
The solar system works! I also made a simple tracker script to switch the camera between celestial bodies. Rendering orbits is for tomorrow...Time to get to basics! I wrote up some quick code which renders into effect the sphere of influence of each body based on its mass and its distance to the "sun"brainstorming I did for something big in the works...
worked on a wizard-orpheus chatbot at #hacknight. turns out I made such a morally upstanding, firm-valued chatbot that none of the prompt engineering I tried could convince it to agree with my requests (which is great!)
a shrine to my beloved Unity, for #hacknight #boba.