skymandr: Have fun overseas - beware of bell-bots with an attitude!
It was back home to my birthplace of Australia, so I had more pressing concerns of avoiding the drop-bears :) I've been back now for three weeks, and hard at work trying to fix the remainder of the star control puzzle, and I'm now getting really close to finishing it.
The first major hurdle, ironically enough, was getting the rotation effect that occurs when you first click on a star to travel to it. Just getting all the calculations correct for all the matrix transformations involved was a real beast. Took me nearly two weeks to gradually trace through all the code and fix all the minor calculation errors. It was such a relief to finally get it working. After that, the movement to star destinations turned out to be fairly easy to fix.. previously it was going way beyond the destination. Debugging the original, it turns out that the game divides movement to a star destination into 32 segments, each with their own fractional "movement speed", using a calculated powers table. Turns out, I'd accidentally gotten the base and exponent mixed up when calculating the values, so my star trip was vastly overpowered, which is why it kept overshooting the destinations :)
With that done, I've spent the last week finally working on the actual puzzle part of the starmap. Some bugfixes were needed when first inserting the reference photograph, but nothing major. Most of the work involved getting both the crosshairs to show when stars are selected, as well as the markers for selected stars to show correctly in the starmap. A lot of it was previously unnamed classes, so it was nice to figure out what those classes actually did. I also needed to fix some problems with the marker bulbs in the PET area.
At this point, it's getting so close to completable, it's almost palpable. All that's left is to fix locking onto the stars so all three points can be defined. Not to mention the custom movement classes that kick in when you have some points defined. Whilst I hope that none of them will give me any challenge, I'm realistic enough to expect that it may take me a couple of evenings at least until they're all done. Then the game will be completable. \o/
What's next after that?
Well, the game can still do with some testing and polishing. My first step will be to play my way all through the game again, to make sure nothing new has been broken. After that, I'll do some further experimentation with the conversation parser. Most of my testing effort with it so far has been focused on the minimum topics needed to complete the game. So it can with some further general testing to make sure nothing is broken. Finally, there a few rare places in the game that use Indeo 4 encoded videos with transparency; notably, the SGT stateroom. I haven't yet figured out how to properly decode the transparency information - I'm currently just doing a best guess based on which parts of a frame have pixels, so the objects in the bedroom have jagged bits of black around the edges. It would be nice to fix that.
So, overall, I'm in the home stretch. Expect a call for testers sometime in the near future :)