Week of July 27, 2014
Posted: Mon Jul 28, 2014 3:48 pm
Sunday, July 27, 2014
Quick log today folks, as the code is on fire (both the LTSL and the C++!!)
Content: Ship Algorithm
Spent many more hours on the (LTSL) ship generator today. Things are looking great. I'm more enthusiastic than ever about the various tricks that I'm starting to develop. The best part is how guilt-free I feel about it all, now that I'm writing it in script. I'm seeing some better ships today than I've seen in quite some time, but, as usual, there's still a ways to go. No worries - I'm confident that we'll get there.
At this point, I've grown bottle-necked by the lack of custom type support in LTSL. To push further, I need to start defining data structures to help me get fancy with geometric manipulations and pattern creation within the ship structure. Just going to have to cave and do an LTSL user-defined type implementation sprint for a few hours one of these days. Maybe I'll steal some of my sleep hours tonight to do that
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That's all I'm going to write today, because it's all I really care about right now. I'm also still working on warp tunnel graphics, but I just can't seem to find the right look for them. Right now they still appear lackluster compared to the rest of the world Just need more time I guess? On top of that, the colony item generation situation is killing me. I keep going to write the code, and then I end up taking several more hours to think about it. I'm just torn on exactly how I want to do it. Specific type of colonies producing specific types of goods (simple but economically-limiting), specific types of colonies producing goods with specific flavors (not as simple, not very conceptually-interesting), specific types of colonies producing goods with specific value distributions (simple, perhaps more conceptually-interesting?) At this point I feel like the task of finishing LT is just one massive dependency graph and I'm having trouble solving it for the right entrypoint. I keep feeling like colonies are that entrypoint, but then, they've got a dependency on a load of other conceptual baggage related to items and the economy. Rawr...
Been pulling some pretty crazy hours lately and I'm not looking to stop that trend with only a few days left in the month! Still very excited about what the end will bring
Hang in there!
Quick log today folks, as the code is on fire (both the LTSL and the C++!!)
Content: Ship Algorithm
Spent many more hours on the (LTSL) ship generator today. Things are looking great. I'm more enthusiastic than ever about the various tricks that I'm starting to develop. The best part is how guilt-free I feel about it all, now that I'm writing it in script. I'm seeing some better ships today than I've seen in quite some time, but, as usual, there's still a ways to go. No worries - I'm confident that we'll get there.
At this point, I've grown bottle-necked by the lack of custom type support in LTSL. To push further, I need to start defining data structures to help me get fancy with geometric manipulations and pattern creation within the ship structure. Just going to have to cave and do an LTSL user-defined type implementation sprint for a few hours one of these days. Maybe I'll steal some of my sleep hours tonight to do that
---
That's all I'm going to write today, because it's all I really care about right now. I'm also still working on warp tunnel graphics, but I just can't seem to find the right look for them. Right now they still appear lackluster compared to the rest of the world Just need more time I guess? On top of that, the colony item generation situation is killing me. I keep going to write the code, and then I end up taking several more hours to think about it. I'm just torn on exactly how I want to do it. Specific type of colonies producing specific types of goods (simple but economically-limiting), specific types of colonies producing goods with specific flavors (not as simple, not very conceptually-interesting), specific types of colonies producing goods with specific value distributions (simple, perhaps more conceptually-interesting?) At this point I feel like the task of finishing LT is just one massive dependency graph and I'm having trouble solving it for the right entrypoint. I keep feeling like colonies are that entrypoint, but then, they've got a dependency on a load of other conceptual baggage related to items and the economy. Rawr...
Been pulling some pretty crazy hours lately and I'm not looking to stop that trend with only a few days left in the month! Still very excited about what the end will bring
Hang in there!