Underspace

December 2021 (Week 5)

+ Modeled out more bosses
+ Modeled out tilesets for locations.
+ Finished writing some quests now that I’ve got some fucking internet.
+ Implemented tracking tech for whether or not the player has used certain moves in game.
+ Added new dialogue station controls for changing cameras and such.
+ Fixed issue where trigger script commands wouldn’t work under some conditions.
+ Began work on the Us trading system and refining controls for generic dialogue trees.
+ Factions can now define what items they offer for sale.
+ Master Object Table can specify trading price overrides for normally low-vale items.
+ Began work on the ship service system and fixed pricing and dialogue for this system to work.
+ Added additional pricing calculations and requirements for ship repair, service, and trading stuff.
+ Fixed issue where idling ships wouldn’t initially set a point to go to.
+ Fixed issue where you could use your orbital camera while in formation or queued up.
+ Added dialogue requirements based on what you’re in formation with.

December 2021 (Week 4)

+ Redid donut asteroids with higher poly models.
+ Adjusted some static asteroids on bases.
+ Adjusted field thicknesses and settings.
+ Replaced low poly asteroids on bases with high poly versions.
+ Redetailed some pirate bases.
+ Added booster ring models and allowed for boosters to unlock ship speed temporarily.
+ Replaced old skyboxes in interiors with new, proper skyboxes.
+ Stations inside nebulas display as being inside nebulas.
+ Wrote up even more sidequests but my god there's so many

December 2021 (Week 3)

+ Added some exteriors of quest locations.
+ UIs that can update now with more detailed information about what they’ve acquired, and so on.
+ Wrote up tons of sidequests.
+ Added new active stat trackers because I don’t know.
+ Added even more new dialogue requirements for stuff.
+ Optimized the heck outta space bonefields and fixed some issues where nebulas were suppressing godrays they weren’t meant to.

December 2021 (Week 2)

+ Added a player customization UI.
+ Added the ability for the player to customize their character.
+ Game now saves unlocked ship vanity items.
+ Cockpit customization no longer fucks up when switching tabs.
+ Fixed issue where monitor states on ships weren’t properly being applied.
+ Fixed memory leak from old cockpits not getting cleaned up on savegame loads.
+ Fixed issue where players couldn’t open cockpit stuff initially.
+ Added some more sound juice to the customization UI.
+ Added stationInteractionRestrictors, which do exactly what you think they do.
+ Redid the graphics in some systems, lighting and starboxwise.
+ Added planetary shield generators in places.
+ Fixed issues with various legendary effects for storms.
+ Fixed issue where shield downing animations wouldn’t play
+ Fixed issue where storm disruptions happened too often.
+ Added rotational effects to all planets.
+ Adjusted job traffic and spawning bubbles in the Ijuni homeworld.
+ Spent the day importing and adjusting materials on things.
+ Adjusted how cooldowns in encounter zones work to make things less fucky.
+ Added missing encounter zone ownerships to locations and purged encounter zone ownership objects to save space.
+ Adjusted how ship idling behaviors work to be more… not spasticy crap.
+ Optimized NPC movement.
+ Optimized and fixed major issues with jumpgates adding somehow 100k polygons a gate.

December 2021 (Week 1)

+ Took stock of all sidequests and which ones were in what stage.
+ Fixed issue where courier and exploration missions were being offered wrongly.
+ Missions no longer get offered to take you to identical stations.
+ Fixed issue where solar loot boxes had odd descriptions of things.
+ Added amber forests.
+ Added coral forests.
+ Added mushroom forests.
+ Waypoint efficiency doesn’t run in lanelines anymore.
+ Optimized certain minefields in places.
+ Modeled out and built up some more campaign stuff.
+ Added snaking rock spires.
+ Added harvest tree jumpgates.
+ Finished the first draft of every single in-game vignette.
+ Created an animation tree that can animate ships based on states.
+ Game now saves campaign quest markers.
+ Lowered the frequency of combat chatter and separated defensive/death chatter and normal combat chatter into two channels.
+ Fixed issue where manual docking values misaligned with actual manual docking values.
+ Restored multiplayer functionality of frienddrives.
+ Began reworking one of the bosses in the game that I felt wasn’t working well.
+ Added additional conversation chatter opportunities during combat.
+ Added various campaign stuff and level bits.
+ Scripted group and volume activators can now stop or play particle systems.
+ Added laneline closure indicators.
+ Added nascent jumpholes and collapsing cores.

November 2021 (Week 4)

+ Added ships to all stations with shipyards across the star system.
+ Added some missing elements to some stations.
+ Redid some other elements on stations that needed details or shaping to flow better.
+ Rewrote some quests a bit after having shifted their locations.
+ Added billboards to most star systems, particularly ones that needed them.
+ Quest objectives can now parse for various values.
+ Loading up save files will initially sort by dates now.
+ Game now saves after the opening cutscene.
+ Fixed various small bugs relating to public group and grouping in multiplayer.
+ Players can now search for and join public groups.
+ Worked on and got working the time traveling shipwreck in the Chonos system.
+ Added a new ancient container type for certain instances of things.
+ Fixed issue with the best buying price guide. Again.
+ Fixed issue where missions against storyline enemies were offered.
+ Damaging fields can now work through colliders.
+ Added a death cube.

November 2021 (Week 3)

+ Ad transitions work properly now.
+ Trying to dock or goto a target that already has that as its goal cancels the dock command.
+ Fixed the goto command not acknowledging non-default dock distances.
+ Fixed some material issues on advertisements.
+ Interaction UI hides itself when paused, in dialogue, etc.
+ Added some missing UI sounds.
+ Fixed some broken model materials.
+ Created variations for wrecked lanelines.
+ Added some missing cargo box spawners to capship wrecks that were missing it.
+ Generic Destructibles can be destroyed by projectiles and ambient creatures now inherit from them.
+ Solars can now specify shield energy type overrides and projectiles affect them. This includes lanelines.
+ Shield Energy Types now specify what value their generic value is, not stuff.
+ Fixed small issues with engagement checks and a new one based off engagement names.
+ Party member default lines are now collections, rather than one line.
+ Optimized gun code to only operate only in combat for NPCs.
+ Redid graphics on planet Variom.
+ Redid graphics in Dead Argon.
+ Fixed issue with lanelines throwing errors in abandoned systems.
+ Added hazards to all large ship wreckage.
+ Fixed issue where NPCs could control the player’s input stuff.
+ Nebulas can now just not override sunshafts and instead make their color change gradual.
+ Redid wreckage materials to look slightly better.
+ Proximity explosives can now be dragged into other things.
+ Added large asteroids around the galaxy.
+ Added asteroid miners across the galaxy.
+ Fixed issue where asteroid mining lasers had the wrong render queue.
+ Fixed issue where storm ambiences would override in non-stormed fields.
+ Fixed some broken UI elements, including price calculations.

November 2021 (Week 2)

+ Wrote up more sidequests.
+ Prepped the demo for deployment.
+ Worked on modeling a few backer bosses.

+ Added orbital boss attacks that are used in a variety of things.
+ Added a generic destructible thing.
+ Worked on sidequests and organizing those better. Final sidequest and questline quest count: 58.
+ Modeled out a spacetrain.
+ Fixed issue where some quests events would repeat.
+ Fixed issue with duplicating ads.
- Accidentally posted last week's progress instead.

November 2021 (Week 1)

+ Wrote up more sidequests.
+ Prepped the demo for deployment.
+ Worked on modeling a few backer bosses.

October 2021 (Week 4)

+ Began a bit of work on a template system, mostly for modding.
+ Reworked the orbital camera to not have jitter when moving.
+ Added ships to shipyards.
+ Redid LOD system slightly.
+ Reworked laneline LOD system.
+ Reworked billboard LODs, improving performance in places.
+ Reworked a few effects for the fishing ships, in an attempt to expand them, slowly.
+ Added new graphic effects and textures for the fishing ship’s cranes.
+ Redid ad shaders to look better and got rid of old unused ads.
+ Redid tutorial dialogue to be shorter and more to the point.
+ Reworked ad code completely to be collection based, and have requirements and be able to change during the story.
+ Added some more encounter zones to the demo area.
+ Emails can now have requirements.
+ Added fishing ships to all star systems that’d have them.
+ Fixed issue where laneline LODs were improperly set.

October 2021 (Week 3)

+ Fixed shader issue in the shield code.
+ Fixed issue where hazard sounds would double-play in situations.
+ Console commands send error messages when stuff fucks up.
+ Storm hazards now activate on stations and won’t reactivate when launching.
+ Rearranged how IDs load for encounters to prevent errors.
+ Fixed issue where the console would prematurely do stuff.
+ Game search system works again.
+ Navmap won’t refresh every single time for an item.
+ Finding a searched for item will select it on the map, if you’re in the same system.
+ Worked on some coral and mushroom stuff.
+ Worked a bit on trying and failing to eliminate gun rotational twitching.
+ Added instant hitscan beam guns, not really gonna be used except for sekrits.
+ Missions and waypoints don’t give missions and waypoints in restricted systems.
+ Mission descriptions now are updated to show proper names for exploration and courier things.
+ Fixed issue where station trade buttons would display on non-commodity items.
+ Added more party member dialogue and places to the initial starting areas.
+ Added exception code to help with instances where the player would load in no-longer existent areas.
+ Fixed issue where party member warps wouldn’t work.
+ Prepped everything for demoday.

October 2021 (Week 2)

+ Fixed issue where best prices were calculated incorrectly on stations and in the UI.
+ Made some small graphical elements read better on the UI.
+ Optimized some internal pricing code.
+ Fixed issue where closing on stations with the escape button produced predictable input errors.
+ Fixed issues where submenus wouldn’t close in inventory.
+ Simulation systems can warp players back to systems instead of stations, and don’t affect levels.
+ Station activators can have activation requirements now.
+ Room warps can have activation requirements now.
+ Added the ability for rooms to have unique icons and specific names.
+ Name displays can be restricted on systems and stations, and instead get displayed via script commands.
+ Group activators can now specify data passed in, for reasons.
+ Redid shield effects entirely to have both downtime animations, skinned hit effects, and more. Much more optimized, ironically.
+ Improved room warps, allowing for no sudden sound transitions and better fading.
+ Repair services on stations now take into account storms for their pricing.
+ Added smaller wrecks and named them throughout the entirety of the galaxy.
+ Added clearings for all smaller wrecks.
+ Added descriptions for all smaller wrecks.
+ Removed some things that didn’t need to be referenced on resources, in the interest of saving space.
+ Encounters will now load and spawn based on ID, again further improving memory and disk size.

October 2021 (Week 1)

+ Worked on writing up some smaller sidequests.
+ Worked on player group mechanics more, to properly hook them up with NETCODE.
+ Player can now rename, promote, and disband groups.
+ Players can now whisper to each other.
+ Fixed issue where the new multiplayer netcode wouldn’t re-enable multiplayer stuff.
+ Fixed issue where Contextual UIs wouldn’t work in the main menu.
+ Removed some old multiplayer buttons that weren’t working.
+ Fixed a bunch of naming and texting errors on the main UI.
+ Servers now acknowledge their names and such.
+ Fixed issue where multiplayer players wouldn’t report their name and level properly.
+ Added sounds and descriptions to all capitalships.
+ Started redoing the player trading UI from the ground up.
+ Added more shadowing to background stuff.
+ Began optimizing resource files to hopefully avoid the dumb shit that’s happened already.
+ Cried over assetbundles.
+ Redid some small models and effects in the opening cutscene to match their new in-game models.
+ Greatly reduced the game’s overall filesize and mildly reduced load times.
+ Added some UI background panels to places.
+ Fixed issue where the first person camera in cutscenes had some issues.

September 2021 (Week 5)

+ Modeled out some campagin stuff.
+ Modeled out some more bosses.
+ Coded out Mighty Hydrix and the Cannonfiend a bit.
+ Played more with Substance Painter.
+ Coded up rock stuff for a quest involving rocks, because they rock.
+ Added persistence nodes to help with stuff that can only be looted or shot once that isn’t a boss.
+ Added some missing descriptions to starship wreckage.
+ Created a separate NPC table for NPC ships. Not sure what to use it for, but hey.
+ Fixed issue where duplicate NPC ids on the normal table wouldn’t be added.
+ Created a player ship cloner, for reasons.
+ NPC override rules can specify overrides for voice types, or just remove them outright.
+ Fixed multitudes of missing ships from the ID table.
+ Made group UI checking a bit more efficient.
+ Redid the server UI to hold more info and be up to date with the rest of the UIs.
+ Began work on redoing the player party UI to fit in with the rest of the UIs, and add new features such as public party posting and active monitoring.
+ Stripped out more of the old shitty multiplayer code.

September 2021 (Week 4)

+ Added interval activators that activator things at an interval.
+ Added pulse damagers. When they activate, the player takes damage based on different states.
+ Began work on the obligatory annoying collection quest.
+ Worked on meshes for lodestones.
+ Dissolve controllers can now turn on or off during start.
+ Began learning substance painter.
+ Scannable items have activators.
+ Generic group activators can activate at start.
+ Cargo items can now specify if they’re vanity items.
+ Started work on the vanity purchasing… thing. The UI or system, you know.
+ Trader NPCs can now have line clip collections for a variety of things.
+ Created some very small basics of the campaign star systems.
+ Worked on some effects for the campaign.
+ Ship trading rooms can now view without having to do stuff.
+ Worked in some stuff to prevent null references from override sales.
+ Worked a bit with squid variants.
+ Began redoing multiplayer UIs.

September 2021 (Week 3)

+ Did more with those beam connectors. You know the ones.
+ Fade out planes can now specify colors.
+ Added an auto-station/system teleporter with some frankly, overengineered aspects.
+ Wrote significant portions of the main campaign, finally finishing its first draft!
+ Rigged and animated Ballden eyes. Also learned how to rig and animate bones.
+ Took the plunge to start learning Substance Painter.
+ Added a generic activator that can activate other activators, which is so generic it ends up having an oddly large amount of uses.
+ Optimized textures and effects in one of the game’s secret raids.

September 2021 (Week 2)

+ Coded up some parallax shaders.
+ Created a space mirror.
+ Added tracking sensor tech to hazards, and generally anything.
+ Scanners can now have and report different kinds of hazards or revelations.
+ Added a ship-to-ship resolver that gets the NPC equivalent of existing player ships.
+ Progress tracking items no longer appear offscreen when they shouldn’t.
+ Line connectors can now connect directly to the player, instead of another connector.
+ Added proximity activators, which are overengineered to hell but can execute code on players who meet their requirements.
+ Switching between UI windows is far faster.
+ UI windows now highlight which one is open.
+ Can toggle UI window on and off by pressing the button, bringing it line mechanically with the rest of the UI.
+ Moved best prices window over to the description window.
+ Stations can now display best prices.
+ Best price displays now clamp their prices.
+ Line connectors can be dragged by the player and connected to other stuff, as well as gradually reach out.
+ Checked up on some beam lasers.

September 2021 (Week 1)

+ Wrote up all flavor text for wrecked capitalships.
+ Added a dedicated activator for activator cargo items.
+ Improved the squid a bit more with things.
+ Fixed issue where mimics weren’t properly invincible at points.
+ Finished writing up some longer questlines.
+ Improved cargo spawners to spawn groups of mimics that now properly respect chances.
+ Mimics improved with wakeup abilities, ambient sound, and better effects.
+ Fixed issue where non-ship entities couldn’t override music in clouds.
+ Reorganized a few old effect scripts here and there.
+ Recoded color grading zones to allow for multiple zones and to handle zone magnitudes, rather than trigger volumes (though it’s still an option).
+ Beam effects and beam hazards are now linked and allowed to be on an independent and potentially random interval.
+ Floating objects can also now have modulated size bubbles, usually used for hazards.
+ Added proximity mines that function differently from normal mines.
+ Added effects for radiation hazard bubbles.
+ Redid collision code for beam hazards to be far more accurate and work with the modern collider disparity.

August 2021 (Week 4)

+ Finished writing up several sidequests.
+ Worked on the giant squid’s territory and related quest.
+ Made it so that mimics awakening can’t be killed before fully awakening.
+ Added item activation tech to let players use things to activate things via things.
+ Added a treasure pather, which shows the path to premarked things, provided it exists.
+ Worked more on some new pirate quests.
+ Worked a bit on the hardpoint upgrade system.
+ Implemented some squid.
+ Worked on some squid related quests.
+ Wrote flavor text for various wrecked battleships everywhere.

August 2021 (Week 3)

+ Fixed issue where events wouldn’t process proper requirements.
+ Lowered stats on initial campaign ships to be even weaker and created super weak variants of shields.
+ Added single-fire flags to system dialogue triggers.
+ Worked a bit on fixing up some multiplayer issues.
+ Re-implemented some lost multiplayer aspects.
+ Wrote up some more sidequests.
+ Adjusted hazard distances for storms.
+ Added more transition colors for storms.
+ Added an optional requirement field for storm hazards.
+ Player followers can now specify an offset.
+ Storms destroying their particles do so gradually instead of instantly.
+ Created the color variations for storms in various regions.
+ Enthickened the gas particles for ice clouds for better looks.
+ Fixed issue where teleportation wouldn’t properly set up storms.
+ Stormed nebulas now do subtle lightning flashes.
+ Fixed issue where unknown objects could still be reported on in the information window.
+ Fixed issue where storm based contacts would be duplicated.

August 2021 (Week 2)

+ Fixed some shading issues with planetary rings.
+ Wrote up some more smaller quests.
+ Modeled out some initial stuff for other bosses.
+ Did some more passing over of initial campaign missions to determine if things eased players in well enough.

August 2021 (Week 1)

+ Modeled out some furniture.
+ Added quests where your best friend will invite you back for drinks.
+ Added requirements that track whether you have an active campaign mission or not.
+ Added flyby tech and added the Hellmouth Prince’s projector gun to the game.
+ Added tech that a) prevents already grappled entities from being re-grappled and b) allows for gatemaking tech to only target non-grappled enemies.
+ Gatemakers can now persist, but not spawn new items.
+ Added tech to better apply tether systems to NPCs.
+ Created some variations of missile explosions.
+ Added a small amount of UI animations.
+ Wrote up first drafts of smaller, initial quests.
+ Fixed issues where jumping into a system would report the field, instead of the system.
- You saw NOTHING.

July 2021 (Week 5)

+ Added proper debris deletion values to all large ship debris.
+ Fixed issues where deleted debris wouldn’t properly process.
+ Added inconsistent flickering to debris that flickers.
+ Redid attacks for the Hellmouth Prince, as well as granted him a full conversation and generally finished all his mechanics.
+ Added animations to the Haywire Hulk.
+ Redid Haywire Hulk’s death corpse to be better.
+ Added full attacks to the hulk.
+ Haywire Hulk can now summon defenders, among other things.
+ Added better effects, better death animations, and more, to the Haywire Hulk.
+ Fixed issue where subfuses on ship explosions were wrongly placed.
+ Created giant-tier explosions for subfuses.
+ Fixed issue where guns on restricted angles would play sounds where they shouldn’t.
+ Added full explosions to Us transports.
+ Modeled out some offices.
+ Storms no longer spawn starchasers until they spawn the hazards in question.
+ Storms can now change your UI’s color.
+ Added fire to all large ships.

July 2021 (Week 4)

+ Adjusted ship styling values.
+ Created code for clamping all guns based on rotational angles and fixed rotational code that was malfunctioning and overcompensating.
+ Improved trail graphics on vulcaic guns.
+ Guns will no longer fire if they’re not within a specific angle amount to their target.
+ Guns on player ships curve towards their wanted aiming thing.
+ Added and adjusted firing restriction angles to all ships.
+ Removed audio doppler issues from big ships.
+ Synchronized non-shooting shots.
+ Wrote up a new zombie focused quest.
+ Added solar undocking restrictions for interiors.
+ Solar docking restrictions can now execute scripts.
+ Redid the scrap in more vignettes.
+ Did some optimizations to shipyard models.
+ Started work on large ship explosion scenes.
+ Fixed some code on ship debris variation stuff to make more sense.
+ Redid big ship smoke systems.
+ Redid big ship explosions using the new subfuse timeline system.
+ Added debris to all large ships.