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P0-MS4: Part 287: Final Testing, Debugging

by on Dec.10, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

In addition to some more final debugging, I have been working on some art concepts. I am mainly trying to improve my skills with interiors, and substance designer/painter. I am experimenting with some minimalist textures which use emissive properties and simple geometry to create, what should be, a decent-looking environment. I am still trying to […]

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P0-MS4: Part 286: Final Testing, Debugging

by on Dec.10, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

It seems that modifying the rotation system to allow the planets to rotate about their axes will be a lot of work. I probably won’t have time to do this in MS4. I will need to look at another solution to solve the AI pathfinding issues. I can’t use the Unity navmesh, but I could […]

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P0-MS4: Part 285: Final Testing, Debugging

by on Dec.10, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have spent a few days working on a concept for a conversational AI system for this project. I am currently using a simple AIML-powered bot, and I will probably still use AIML for actual data storage for the knowledge base, but the existing system has serious limitations. The main ones are that it is […]

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P0-MS4: Part 284: Final Testing, Debugging

by on Dec.10, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

Rotating the planets did not work as I planned, the planet chunk system breaks as the planets are rotated.   This could be a difficult issue to fix, but I intend to try to solve it over the next few days.  Being able to rotate the planets around the ship would simplify a number of […]

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P0-MS4: Part 283: Final Testing, Debugging

by on Dec.03, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have created a concept for a new rotation system for the large starships. Currently, I am rotating the actual ship objects, and their contents, but this causes some issues. Firstly, I cannot use unity navmeshes, which are more advanced than the system that I have created, and secondly, there are minor issues with rotating […]

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P0-MS4: Part 282: Final Testing, Debugging

by on Dec.03, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have begun what should be the last phase of testing and debugging before I move into the Alpha stage of the project. I have made improvements and fixed bugs in a variety of systems, although I have mostly been focusing on the AI at this point. The persistent server works well, it now stores […]

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P0-MS4: Part 281: AI Testing, Debugging

by on Dec.03, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added some new features to the in-game laptop objects. I can now browser the web using an in-game browser from within the laptop system, and I can also use the system in VR, using an onscreen keyboard for input. I have also added code to narrow the field of view of the camera […]

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P0-MS4: Part 280: AI Testing, Debugging

by on Dec.03, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am mostly focused on debugging at this point, I probably won’t add too many new features before the end of MS4. I have fixed bugs with the enemy AI and spawning system, and I have added a server side function, so that enemies are created and managed on the server. This is still very […]

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P0-MS4: Part 279: AI Testing, Debugging

by on Nov.26, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have uncovered, and fixed, quite a lot of additional bugs that were lurking within the AI system. It seems to be working ok now, but there is still quite a bit of work to be done before it’s good enough for this phase of the project. In addition to performance optimisations, I will need […]

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P0-MS4: Part 278: AI Testing, Debugging

by on Nov.26, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I believe that I have fixed the main issue with the AI. This took a lot of digging, but it turned out to be a simple bug with one line of code in the end. I also had a lot of other minor issues that I needed to fix. The AI system is extremely complex, […]

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