working in games since 2007
formerly Gaslamp Games, currently mostly Starsector
https://www.dgbaumgart.com/
https://dgbaumgart.itch.io/
Get it here -> dgbaumgart.itch.io/hex-and-tile...
(Guess I should tag stuff,) #gamedev and #indiedev I think.
Today: among other things, shifting around locations to fit adjustments to how bridges work (they need two sides) in order to fit in the ending of the tutorial scenario on Troll Bridge, West.
(I should not have drawn the map so detailed so early, argh!)
Today: among other things, shifting around locations to fit adjustments to how bridges work (they need two sides) in order to fit in the ending of the tutorial scenario on Troll Bridge, West.
(I should not have drawn the map so detailed so early, argh!)
But the product of writing isn't words, any more than the product of justice is prisoners, or the product of love is weddings. The product of writing is meaning.
But the product of writing isn't words, any more than the product of justice is prisoners, or the product of love is weddings. The product of writing is meaning.
Whew: NPCs having interlude conversation without player involvement during a phase after the player's turn ends.
Playing with a viewpoint allowed to fly around (vs. the fairly strict player-character dialogs of Starsector).
("Meanwhile..." is straight from Monkey Island :D )
Whew: NPCs having interlude conversation without player involvement during a phase after the player's turn ends.
Playing with a viewpoint allowed to fly around (vs. the fairly strict player-character dialogs of Starsector).
("Meanwhile..." is straight from Monkey Island :D )
Zero said "yes." Most said it made their job harder.
I learnt a lot about concept artists. You should too!
Zero said it did. Most said it made things harder.
thisweekinvideogames.com/feature/conc...
Zero said "yes." Most said it made their job harder.
I learnt a lot about concept artists. You should too!
Gonna parrot this-- when I was teaching, I would tell my students to not look solely at what other concept artists/popular illustrators were doing to inform their own designs. Go to your local museums and galleries, look at different mediums and fields, broaden that reach.
Gonna parrot this-- when I was teaching, I would tell my students to not look solely at what other concept artists/popular illustrators were doing to inform their own designs. Go to your local museums and galleries, look at different mediums and fields, broaden that reach.
It provides a polished-looking average of visual solutions from by the averaged infringement of all of artstation.com - management with no training loves it.
It provides a polished-looking average of visual solutions from by the averaged infringement of all of artstation.com - management with no training loves it.
My approach: play the game until I hit something that breaks or annoys me, or hit a spot that still needs to be written.
We're up through stealing the turnip (though need more fail cases), and now the NPCs aren't triggering their events (which will probably explode, also).
My approach: play the game until I hit something that breaks or annoys me, or hit a spot that still needs to be written.
We're up through stealing the turnip (though need more fail cases), and now the NPCs aren't triggering their events (which will probably explode, also).
Ugh, what a mess.
Well, whatever. It's all one arc anyway.
Ugh, what a mess.
Well, whatever. It's all one arc anyway.
Calling in friendly fleets to help resupply or for combat support, and: a side bonus of pawning off all that useless metal to a scavenger.
fractalsoftworks.com/2025/12/08/s...
Calling in friendly fleets to help resupply or for combat support, and: a side bonus of pawning off all that useless metal to a scavenger.
fractalsoftworks.com/2025/12/08/s...
Got a couple shots, and:
- set up framework for dialog text styles that can be set via script, here used to add tutorial text
- drew portraits for Farmer Grubb and his Large Son, who will appear in the tutorial
- (the farm background illustration is still, however, not done!)
Got a couple shots, and:
- set up framework for dialog text styles that can be set via script, here used to add tutorial text
- drew portraits for Farmer Grubb and his Large Son, who will appear in the tutorial
- (the farm background illustration is still, however, not done!)
Shameful!
Shameful!
Was going to show something cool, but realized inventories need to store items by slot position index (and those must save/load!)
Lots of overhauling. Then, while testing, found that SOME scripts aren't loaded after certain strings in prev. script lines! oof
(Bear with me.)
Was going to show something cool, but realized inventories need to store items by slot position index (and those must save/load!)
Lots of overhauling. Then, while testing, found that SOME scripts aren't loaded after certain strings in prev. script lines! oof
(Bear with me.)
Easy morning: messed w/ visual effects & story script review.
Set up "vibes mode" button that turns off the UI so you can just hang out in a location and chill. Thank you to @mesotronik.bsky.social / soundcloud.com/mesotronik for the sound loop!
vid: youtu.be/17diA0A4kzw
Easy morning: messed w/ visual effects & story script review.
Set up "vibes mode" button that turns off the UI so you can just hang out in a location and chill. Thank you to @mesotronik.bsky.social / soundcloud.com/mesotronik for the sound loop!
vid: youtu.be/17diA0A4kzw
Or rich people, at all. *distant look*
Anyway, back to actually making art!
"absolutely no genAI in games" is the middle ground.
"how many years in jail should Sam Altman get for knowingly stealing all data ever" is the somewhat more extreme stance I personally adopt.
www.videogameschronicle.com/news/surely-...
Or rich people, at all. *distant look*
Anyway, back to actually making art!
Look: it says "Continue Last Game" at the top of the main menu and the button *works* (at this point,) with the one save slot.
(... Except for map fog and character status effects. Sorting those out.)
Also: untangled a lot of turn state and UI state logic for save/load, whew.
Look: it says "Continue Last Game" at the top of the main menu and the button *works* (at this point,) with the one save slot.
(... Except for map fog and character status effects. Sorting those out.)
Also: untangled a lot of turn state and UI state logic for save/load, whew.
(If you're bored when testing, you miss stuff!)
(If you're bored when testing, you miss stuff!)
Save/load backend basically works, yay!
Then! In testing I discovered gaps in UI display vs state when transitioning between turn state modes over time ie fading in or out. Oof.
OK, root issue: turn state handler only hackily supported transition times. Fixed that up. Now: testing!
Save/load backend basically works, yay!
Then! In testing I discovered gaps in UI display vs state when transitioning between turn state modes over time ie fading in or out. Oof.
OK, root issue: turn state handler only hackily supported transition times. Fixed that up. Now: testing!
(And yes, you can also bring this to Arroyo if you want to give him a headache.)
(And yes, you can also bring this to Arroyo if you want to give him a headache.)
Doing some "boring" save/load infrastructure, though it's a good re-entry into all the data structures.
(no fun pictures however)
Doing some "boring" save/load infrastructure, though it's a good re-entry into all the data structures.
(no fun pictures however)