Worked a bit on my UQM project map/system generator. It used my own RNG and is procedural. Added a bias feature which pushes probabilities towards some given habitable parameters (e.g. Earth-like worlds)... this will be used for making the alien & quest systems. It's not guaranteed to succeed, but a few rerolls does the trick (bias feature simply minimizes rerolls). Systems are not saved, but (re)generated upon entry (along with time-based planetary positions).
In this system, a human habitable gas planet moon appeared. The reason I'm not hard-coding in habitable worlds is because I want to get unusual results from the generator, so I'd rather hit a few duds with the generator and then evaluate for planetary bodies which match the search parameters. This means entering a habitable system might force rerolls behind the scenes, though it's of course pretty much instant.
UQM project ships. I had some idea here that the player starts on (finds) a distant Mmrnmhrm starbase (a bit like ME's Citadel, with the Mmrnmhrm as Keepers). Player gets a powerful upgradeable cruiser of some sort (no Precursor tug). Perhaps this cruiser can be one of several different races (who are on the station), selected as a starting character class of sorts. The old UQM ships are perhaps available as cohort ships, and occur as scouts in the sphere of influence.
Noodled a bit on some alien concepts for UQM project. Wanted to do some kind of friendly xenomorph as a joke. The Roop are some kind of goldfish Orks. Oorp? The rest are kinda random rejects.
I wrote some code for this, but I've yet to develop an idea of how to handle the ship action stuff. I kind of like the slower paced approach in Starflight over more hectic super melee. Might even go for a turn-based approach, which could accommodate multiple ships on each side.
Some of the frogs have ascended to the next realm of existence. So tiny. With the algae bloom over, I can see that there's over two hundred spawn in the pond. The spawn (tadpoles I guess) seem to eat anything. Just fed them vegetarian minced meat and left over fish beef. They nomnomnom, almost like crazed movie Piranhas. Not sure what these new landlubbers eat though. I built a parasol to provide shade as one died in the heat already. They'll probably all die, I'm guessing.
Looking at some old star system random generation code. Been pondering how to make the specific habitable systems I need. I could re-generate until one shows up , or force the generator with additional code. The former is good for getting unexpected results (e.g. habitable moon).
If I force, it's going to add code clutter and I need to communicate the forcing parameters consistently, persistently since I never save anything.
If I search I might actually come across the same habitable system seed for several of my races since they're generated in a chained sequence by a simple xor shift RNG. Therefore it might be better to pick the best fit planet/moon from the initially random system, and alter it. But that requires new "backwards" logic which knows how to artificially make planets which fit the parameters, and that's work. Maybe I could combine... try nudging best candidate, if a no-go, regenerate. Gee.
Did some more colour block-in. The "Space Cruiser" size and geometry is inconsistent, but seems quite big according to a few scenes. Apparently needs a ramp for entry at the top. I suppose there could be a butt elevator of some sort. They land and on an asteroid (dumping trash!) and it's unclear how they get out... falling and jumping might not be an issue though. The drive is a reaction-drive spewing fire. The UFOs in the story have a photonic drive that appears to be complete nonsense.
@foone I stored my HDs with my DDs and only the DDs survived, even – or especially – the older ones. Not sure why the HDs are so bad, but it's perhaps a combination of density, mass production cutting corners in the mid-late 90s, and PC HD drives being less reliable. IIRC, cassette tape media can vary quite a bit quality too and now we only have the worst stuff available.
@nyrath Not sure if all instances work like this, but if you add a website using the profile editor thing, mastodon will search that page's main index source for <a rel="me" href="YourMastodonAccountURL">TextActuallyNotVisible</a> and the link on your profile will become sort of verified. It just proves your account here can edit the html page at that URL.
Updating some old pieces.
Not really sure what the exact sprite capabilities this Amiga 1001 would be, but the chip might suitably be called uh... squints Scheherazade.
@efi Heh, I thought for a while that the right path for the Amiga would've been getting a chunky 256 colour mode so it could do Doom-likes, flightsims and fancy gui, but by then it was perhaps too late (too close to mid '90s and the texture poly spec race). C= needed something earlier, by 1990-1991 I think, and sprites were dominant then. Many Amiga users actually did light gaming and then moved onto other machines. The rare people who stayed, like me, likely focused more on productivity/dev.
@foone Strange issue. I don't think I encountered it myself, but looking at my code now I see that I added a 5ms delay out of sheer paranoia, also adding a comment about cable length capacitance and being worried about two scan lines somehow being active at the same time. I don't think I tested without the delay. I used an Atmel MCU with internal pullups and 1n4007 diodes (had in stock).
As for schematics, I like to dupe labels so I don't cross the beams.
"I am a caricature representing the political views that the author dislikes!", a suspicious thin-lipped smelly man shrieked whilst kicking a dog, farting on an orphan and ruining society.
"And I am conveniently proven right by a surreal deus ex machina", winks the chisel-faced main character, his steely eyes glinting attractively.
"I started out as a kickass self-reliant fighter but lost all agency immediately after meeting the main character.", female sidekick blushes with a natural beauty.