Dev Blog- Colonial Sea Trader- More extensible with Lua

I’ve decided to finally make the plunge into a higher level of modability, and start working with Lua code. This came as a result of my mission XML code, which looks something like this at the moment:

Note that in order to do the math, I have a “mult” section and an “Add” section. It is just too complex. I showed this to a few people, who suggested I work towards adding full scripting support for these variables.

After looking around at the options, I decided to go with Lua for coding support, and specifically MoonSharp. I haven’t done a whole lot yet, but it is coming along. I’ve managed to execute some code, and get it to return the name of a city. I’m still very much trying to decide how to make it work, but it is coming along.

I’ve had this on my todo list for some time. The conditions and tutorial stuff have been something I’ve wanted to have scripting support to enable for a while. I’m going to start with missions, but slowly over time allow for other things to use the Lua scripting, as I will have the base support to allow for it easier.

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- Updated missions

I’ve started to work on the updates to the missions I’ve been hinting at for a while. I can’t believe it’s taken me so long to do in the first place! The current code for missions has a lot of switch/ enum/ hard coded things, that has been something I’ve been trying to remove or simply not do in the first place, yet the missions functionality has been in place for a long time, with little change.

Here’s a brief description of what my plan is for customization for missions.

  • End City- Can specify the city issuing mission, or some kind of criteria for selecting a city.
  • Reward- How much is the reward? May depend on distance and hold type used, and likely the amount of time it took to complete the mission.
  • Completion Criteria- What set of criteria must be done for the mission to be considered a success?
  • Accept Criteria- What criteria must be met to be able to accept the mission? This is beyond having the room to accept the cargo.
  • On Accept Action- What will happen when a mission is accepted (May take people or cargo from a city)
  • On Complete Action- Aside from the reward, what other actions will be done upon completion
  • Failure Criteria- What criteria determines failures?
  • On Failure Action- What will happen upon the failure of a mission?
  • Cargo Size- What size of cargo is required?
  • Label- What is the visible to user label?

I’m still trying to work on exactly what this will end up being, but this should be a decent blueprint.

I’m really hoping to have more time to work on Colonial Sea Trader this week compared to previous weeks. That being the case, I’m quite hopeful I’ll have a working prototype of the new missions function, along with some of the UI changes required to support it. Stay tuned for more!

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- Crew detailed statistics

This week I continued to work on my ship detailed statistics by giving crew statistics.

Some of the key things are the moral, along with the number of days of food, water, and cash that you have on board. I’m not really happy with the layout for this, I’ll have to think over it a bit more as to what I’m actually going to include on the panel. For now it will do, but…

Next up is pretty clearly the mission panel, the only one panel that doesn’t have any information there yet. As previously mentioned, that will take a re-write of the mission system, which I will start to work on soon.

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- Ship Info

It isn’t well supported now, but right now I have a number of ship types, each of which can have several configurations. It isn’t well supported at the moment, you can only upgrade the configuration if your ship is completely empty, which is very rare, but I will be adding more capabilities for this in the short term future.

In support of this, and continuing with the theme of configuring your ship, I’ve added this kind of information to the ship display.

This includes the model, configuration, and the number of hold units which are contained there, which should give good reference. Note that I also fixed the display so it shows the number of barrels of food/water used, and not just the total units.

Next up is a bit showing the status of the crew. It will show how happy they are, how long they can survive on their present rations, money, etc, and overall give some good information. That will be the top right panel. The bottom right will be the missions display, which as I previously mentioned is put on hold until I have rethought how I am storing the missions.

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!