dgbaumgart
@dgbaumgart
artist, game designer, art director, writer, independent game developer, he/him working in games since 2007 formerly Gaslamp Games, currently mostly Starsector
Happy #GoblinFriday! Put together some test builds, then dove into 1. making the game camera less terrible, which led me to 2. redoing a portion of player turn time-logic handling (related to camera movement) (ooof). Nothing fun to show for a bit except... some in-progress art for "the high road"!
Get yourself a man who knows how to handle a swivel gun! You'll need this energy when the English come to burn down your tiny fort. (Port Royal, NS back in July.)
Then did some rote stuff like making sure a few tooltips were aligned and more informative was available, fixed a minor save/load issue, drew an icon for an unimplemented status effect... then saw I had an art item outstanding to draw map tokens for all the hooman "heroes". Fun!
Happy #GoblinFriday! Decided to do a test run through first two scenarios to find if any recent work broke any old content, plus noted any UX things that annoyed me. Figured the first End Turn in the tutorial needed a bouncy arrow (this one is a bit too insistent, I did pull it back!):
#Starsector rulesmaxxing writing update: quantitative data only (I forget if @amosolov.bsky.social mentioned adding the ability to have more than one rules file, but that's a feature. Also: new writing is split between the files; size of new file is not indicative of size of that category of data.)
ALSO I did myself a favour and added a dev testing panel to let me add resources, reload rules, dump current memory to a text file, and so on. Very useful, I should have done this ages ago and it only took like 10 minutes. (& Maybe later I'll work on some background illustration.)
Doing some silly polish too: - Wormsy's dice reroll power now has a special, more intense visual effect on rerollable dice to signal when you get a free reroll! - I'm spending way too much time getting background transitions working better, ie. switching locations while in dialog. Still not working.
Happy #GoblinFriday! Finished most Troll Bridge dialog. Finnicky bits remain; I had? to add a null memory type for reasons. Copying a memory that doesn't exist should make it "false" - but not just a bool. So this is a universal false for almost all conditionals (vs. int, float, string, bool). Hm.
Also ha-ha still got this on my shelf because I paid like $500 for the privilege of liquidating the extra sellable office supplies and furniture.
So I wrote a debug logger that takes the last dialog rulestack executed and saves all debug info to file so I can figure out where the logic goes awry. Rule logic is a huge part of the game, so it's worth it. The problem: reading condition *target* keys from memory didn't exist! Now it does. 2/2
Happy #goblinFriday! Sorting out the Troll Bridge. Been here a while, I know - but it's helping debug dialog/rules logic. You can cross by offering 1d6 snax to the troll. If the troll rolls higher than your snax, the troll just eats them and you can't cross. It wasn't hitting the fail state! 1/2
Happy #GoblinFriday! Quiet day before a couple weeks off, so going through old locations to touch-up events and add new ones, mostly Dark Forest and Troll Bridge related (see shots). Found obscure bugs to fix (goblins love these). And the game camera is annoying me so might move up redoing it.
In the vein of "real concept art looks like crap", here are some #Starsector concepts for remnant/explorarium ships It's basically just dumping a bunch of shapes and colours and swapping bits around and seeing what hits the right vibe. (Some small ideas even get used way later in other places!)
Happy #GoblinFriday! Short day- more camping to do! Set up the "Haunted Pines" location - a foreboding, hostile area which will have lots of spirit interactions. Fixed annoying UI movement tweening interrupt error for certain buttons! Also: a coconut test shows the spirit affinity notification.
Alright, here's a first description encounter for the Wizard Tower. Includes a title block! This is going to be the stronghold of one of the main antagonists, so it's going to be a *very* dangerous place for an unprepared goblin. I want to structure 'delves' via a sort of "5 room dungeon" model.
Happy #GoblinFriday! I intended to work on the *Wizard Tower* location, but fell into fixing a list of annoying bugs. The good news is: they're fixed! Best bug: resource gains were limited by the pool of 'floating icons' I initialized at game start, just 20. Any gain over was lost to the aether.
Happy #GoblinFriday! Added interactions to another area today: the Windy Path (I love the double meaning. Could actually draw it to be windier though, come to think of it.) This location is a transition zone meant to be a moderately dangerous/costly place to linger. Encounters reflect this.
Happy #GoblinFriday! Did a trawl through my Jira TODO board and shoved all the tiny bugs + polish tickets to one side so I could focus more on mechanics & content to build up a feeling for the 'critical mass' of the gameplay. Here, a first look w/ sketchy background, at the Hilltop Tombs area.
Starsector for... I think @amosolov.bsky.social first contracted some spaceship sprites from me 16 years ago! Things have evolved a bit from there, just a bit. fractalsoftworks.com
Fixed: Orcus Rao would keep giving the player credits as a reward for serving the Hegemony in an infinite loop until the game crashed #starsector
Here's a good one- I got so many bonus dice that the dialog panel extended the conclusion button below where I can read it. Two notes: - when adding rows for bonus dice, scroll content if needed - ... also should be max 7 dice per row, not 5, so uh that's wrong
Happy #goblinfriday! Diving back in after some rather pernicious bugs (Goblins love bugs, and love to hide bugs), and... ugh, finally setting up a github repo. After being exposed to a decent git UI, my dumb-dumb system of backing up the dev folder manually has been confirmed as too annoying.
Follow your dreams y'all; circa ~2001 (I somehow conned this school program into giving me credit for making Counterstrike maps.)
Working on a dialog sequence related to the finale of the next #Starsector update. Don't screw this part up, captain!!!
OK, it works now! Reverted most fonts to Lato (for now!!) and started using Godot's theme system at all correctly now that I understand how it works. Same re. rebuilding UI layouts to work better across different resolutions now that I understand how all the pieces work & logic of the design!
I rolled so well that it broke the game. Turns out adding another row of dice to the layout isn't working because, um, I never tested it! Fair enough. (And still messing with fonts and unhappy with them. Free fonts just aren't great. Explains much about the sad state of text in indie games.)
Happy #GoblinFriday! I finally found the MSDF button & I'm trying to get my fonts in order, again. Tried some out (img): 1. goofy noir/steampunk game 2. way, way too twee 3. this might just be the one. A touch of whimsy + easy reading. 4. too serious 5. what I've been using all along, a little dry
Had a longstanding item to redo the "fog of war" feature, so I did that today. Had to wrap my head around just a little weird math and some shader coding. (And still need to make the location circles & connection lines go under the fog.) Also redid font rendering. Everything looks weird!
#GoblinFriday! Okay, so making dice contests (pictured) work wasn't hard, nor was building out tooltips. The "cool" thing today is hunting down rules condition error(s). Part 1: At some point I commented out the conditional token parser so everything got set to "equals". Part 2: another thing???