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TIGSource ForumsCommunityDevLogsSPACR - Space Mechanic Adventures - food, friends, exploration
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jarnik
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« Reply #40 on: September 10, 2017, 07:05:25 AM »

For a past week, I've been working on a new quest system.

The original solution for writing quests and interactions consisted of 3 parts:
1) LUA scripts attached to GameObjects
2) custom YAML-based dialogue tool, that looks like this:


3) dialogues written in Verbal, my custom dialogue editor:


It was all plain text without any syntax checks, easy to make typos.
The whole system was pretty unwieldy, incomprehensible and pain to work with.

After discovering Ink and successfully using it in [urlhttps://forums.tigsource.com/index.php?topic=61150.0]Cynical 7[/url] demo that I'm now working on, I've decided to switch SPACR to Ink, as well.
Quests, dialogues and scripting is now done purely through Ink, script looks like this:


Pros:
- Inky editor manages some basic syntax checks
- Ink scripts are quite readable and can handle nice things like visit counts, redirects and conditions
- most of the logic can be done and stored in Ink, Unity scenes only contains static objects and triggers

So if you're searching for quest or dialogue solution, definitely check out Ink!
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SPACR - Space Mechanic Adventures - food, friends, exploration
jarnik
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« Reply #41 on: September 13, 2017, 09:12:56 AM »

Made a nice new planet map!
No more "skipping the travel thanks to pre-alpha magic" in the demo!  Cheesy
Yes, the huge blocky thing is a planet, because everything is blocky in the world of SPACR Grin
 
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SPACR - Space Mechanic Adventures - food, friends, exploration
jarnik
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« Reply #42 on: September 16, 2017, 01:02:36 AM »

New food-mode intro screen to present a delicious food you're about to dig in  Hand Knife RightWell, hello there!Hand Fork Left
 
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jarnik
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« Reply #43 on: October 01, 2017, 04:17:35 AM »

New top-down bot visual with some hand animations, because it was hard to tell those moving bags were supposed to be robots :D

Also a popup showing their face, so that you don't need to switch to chat mode.

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SPACR - Space Mechanic Adventures - food, friends, exploration
Pixel Noise
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« Reply #44 on: October 02, 2017, 05:46:38 AM »

The chat pop-ups are a nice addition! Also that Pumpkin Soup splash screen REALLY makes me want some pumpkin soup.
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Pixel Noise - professional composition/sound design studio.
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« Reply #45 on: October 05, 2017, 08:55:51 AM »

Inventory and chat controls were a tough design decision for me. In SPACR, the player can trigger a lot of different actions at any moment, sometimes up to 5. I've always struggled between either having a button for every specific action, or limiting possible actions contextually. In the end, the combination of both approaches seemed to be the best solution.

Learn from the masters, they often say! I studied a number of games with great user interfaces - MGS V, Watch Dogs 2, Zelda: Breath of the Wild and more! Most of them differentiate between object-related actions (pushing or opening a box) and general actions (opening an inventory, switching a weapon).

After many iterations, I decided to use a similar scheme and put the object-related actions on the 4 main gamepad buttons and the general actions on the D-Pad.
Looking back, such a solution might seem obvious now, but crawling through a maze of various possibilities and design decisions was tough. All in all, I couldn't be happier that I'm through it! Grin
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jarnik
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« Reply #46 on: October 19, 2017, 07:46:23 AM »

New shadow casting gives a nice feeling of depth to all the objects. Hey, sunflowers!

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jarnik
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« Reply #47 on: October 21, 2017, 02:33:08 AM »

When it gets dark, grab your bedroll, set up a camp and sleep under the stars.  Yawn

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« Reply #48 on: October 24, 2017, 07:09:34 AM »

Sketching the intro sequence - humans before and after splicing.


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« Reply #49 on: November 05, 2017, 01:06:41 PM »

Working hard on the new intro. There's gonna be pudding!

« Last Edit: November 06, 2017, 11:03:07 AM by jarnik » Logged


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jarnik
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« Reply #50 on: November 11, 2017, 02:32:27 AM »

Eating pudding, when suddenly... feels?

« Last Edit: November 11, 2017, 05:14:02 AM by jarnik » Logged


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nathy after dark
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« Reply #51 on: November 11, 2017, 01:08:58 PM »

I love the first person emotional eating. Those tears.
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jarnik
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« Reply #52 on: November 12, 2017, 04:37:32 AM »

first person emotional eating

Great tagline. Seriously, thank you!  Smiley
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jarnik
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« Reply #53 on: November 18, 2017, 10:19:01 AM »

Tugbots pulling my ship towards the boost gates. Fasten your seatbelts, put down your drink, you're about to get kicked across the galaxy  Who, Me?

This is going to be a part of the intro.

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« Reply #54 on: November 21, 2017, 11:41:38 AM »

Created a new set of facial expressions for Tin, the talking backpack.

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Pixel Noise
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« Reply #55 on: November 22, 2017, 05:00:11 AM »

Haha! I really like the last two on the top row, and the middle two on the bottom row. I'd like to see a shifty eye face >.> for when Tin is either being evasive, or subtly insulting, etc Smiley
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Pixel Noise - professional composition/sound design studio.
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 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
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« Reply #56 on: November 22, 2017, 08:33:58 AM »

Awesome, thanks for the tip!  Gentleman

Also I realized he's missing a sad/cry face  Cry
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« Reply #57 on: November 25, 2017, 10:48:40 AM »

Mid-intro establishing shot - switching a perspective from top-down to side view.

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« Reply #58 on: November 30, 2017, 02:16:38 PM »

Made a more bulky, squarish, technical SPACR logo.

Top or bottom? Help me, lovely peeps.

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« Reply #59 on: December 09, 2017, 03:20:41 AM »

Trying out a new title screen that merges different concepts of the game:
- starfield background for the space setting
- a table setting with utensils, because there is eating
- top-down view is used in most of the game (first-person and bird's-eye view)
- a wrench and a screwdriver used in the device fixing puzzles

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