Week 14 - Customization!


Lots of progress this week! And my artist gave me her first iteration of the map's rooms so hopefully I have will have a preview of the map soon!

  • Weapons! You can swap out a characters primary, secondary, and accessory slots. Weapons will have an impact on the character's shooting and melee stats. 
    • You can also see your entire selection of all weapons in the Resources tab.
  • Clothing Swaps! You can change an entire teams outfit. I'll also add changing individual crew member outfits as well, but who doesn't like a matching squad?
  • Scheduling Missions in advance! Schedule a mission at any point in the future. Useful for establishing regular trade routes.
  • Mission Details - See the planet, basic information, and your currently selected crew. 
  • Mission Probes - Get a small amount of info about the planet before you send your Crew into danger.
  • Changing Crew Work/Break/Sleep times - its functional but I don't love how it works. Will keep messing with this one. 
  • Missions - tweaked the code on mission so it targets the entity of "Away Team 1" or "Away Team 2" instead of the current members of that team. This fixes a bug where if you swapped Crew Members around before the mission launches, the mission will never actually happen. 
    • In the same vein, you can no longer access a Team or change Crew Members of a team that is currently on-mission. You know... cause they're in another solor system and whatnot. 
  • Figured out how  the Crew members can figure out which object is closest to them, while taking into account any obstacles they may need to avoid. This will be useful in coding the base movement. For example: GoToNearestOpenBed, the soldier won't be tricked bed that is close as-the-crow-flies, but is on the other side of a wall that will require a long walk around. 
  • Lots of little tweaks to make things run a little better. I'm bad at taking notes as I'm working so I may have missed something, but this includes all the flashy stuff.

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