These are the finaglings of our programmer for last week. He is a very busy math Wizard.
Here is the devlog with cool gifs and images.Fixed Bugs:
With incorrect change of path traversing status for tiles during the separation of a location;
Error with activation of quest timer for the gravity brakes;
Critical error with visualization for the micromanagement map level of one location, when opening the micromanagement map level of another location;
With incorrect curvature of sprites inside the lens effect;
With incorrect task finding by a NPC which is a member of a squad;
With incorrect searching for task type “to treat”;
With incorrect searching for task type “to build technics”;
With extra calculations for a NPC’s pathfinding;
With the incorrect checking of a target technic’s availability for a NPC;
With incorrect calculation of rotation axis for a location;
With cancelation during a search for a map area with oxygen while moving through a door;
With incorrect visualization effect for exit from warp;
Curvature of sprites inside the lens effect was corrected;
Connection scheme between a NPC and its target technical object was corrected;
Checking scheme was modified for technic objects, NPCs, items, light sources, environment objects, which are all located on a tile;
Algorithm of oxygen consumption was added for NPCs without spacesuits;
Logic behavior was added for NPCs without spacesuits, they avoid map areas with low oxygen levels;
Algorithm was added for flames burning oxygen, as well as fire dampening when the oxygen level is too low;
Additional program was created for easier generation of a background’s textures;
Warp background on the local space map level was changed;
New textures were added for the ship’s visualization on the local space map level;
Backlight was added for NPCs which are a part of the selected squad;
Algorithm optimization was performed for location separations and for deleting all technics from a location;
Optimization was performed on calculations for sprite coordinates, which are visualized by the GPU;
Correction was added for task finding by NPCs which are part of a squad;
Skeletal animation was added for running technics like “3D-printer”;
For technic objects and NPCs we added a parameter - “quest object”, as well as a connection between those objects and their appropriate quests;
New class of objects - “quest points” - was added, as well as the connection between those objects and their appropriate quests;
A system of containers for a few types of technics were modified;
Ability to save quest points and quest parameters into the ship’s template was added;
New types of triggers for mission performance were added;
Work continues on the first official project's teaser;
Work continues on storyline and gameplay of the technical demo;
Our Warp animation is coming along nicely as well