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P0-A2: Part 442: Persistent Server Overhaul

by on Sep.16, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The next goal that I am working on is to overhaul and improve the Persistent Server System. I intend to debug it extensively, and refactor it’s code, making it more reliable. I also want to add some new features, such as preliminary multiplayer support, and greater persistence for the project. I have already made good […]

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P0-A2: Part 441: Unity 2018.2 Port

by on Sep.16, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have begun porting my project to Unity 2018.2, and have run into several issues. The main one is that the Text Mesh Pro asset has been replaced with a new version that requires the Unity package manager. Replacing and fixing the Text in my scenes has taken some time, and is still not fully […]

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P0-A2: Part 439: Procedural Structure Generator

by on Sep.16, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

After some effort, the collision detection is now done for the Procedural Structure Generator. It works very well, and I can generate random patterns of rooms, etc, with very simple initial settings. I now need to make the system work in 3D, with interiors, etc.  

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P0-A2: Part 438: Procedural Structure Generator

by on Sep.09, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added the ability to randomly generate more complex structures, etc, to the random generator. The issue now is collision detection. I can create and place simple 2D objects reasonably well, and the overall shape of the structure should look ok if I add 3D interiors instead of 2d objects. The problem is that […]

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P0-A2: Part 437: Procedural Structure Generator

by on Sep.09, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am making some progress with the procedural generator. I can create the core of a space station, with a variable number of nodes, corridors, platforms, etc. I am doing this in 2D only for now. I now need to create the actual rooms and compartments of the structure, and this will be the difficult […]

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P0-A2: Part 436: Procedural Structure Generator

by on Sep.09, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The first thing that I want to do in A2 is to create a procedural structure generator. The idea is to take a group of prefabs, made in a modelling tool, and construct a complex structure, like a space station or a large building, from those objects. I have done some preliminary testing, and it […]

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P0-A1: Part 435: Debugging

by on Sep.02, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have finished debugging for now. There were a few issues with the persistent server system and enemy AI that I needed to fix. I have prepared my plan for A2, and I should be ready to start that now. I am also developing and expanding on the backstory and “Lore” for the project. This […]

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P0-A1: Part 434: Debugging

by on Sep.02, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am almost finished with the debugging for A1, and I may be able to start A2 early, since there isn’t really anything else that I need to do. The project seems to be reasonably stable, and the primary game features all work correctly.

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P0-A1: Part 433: Debugging/Static Ship Concept

by on Sep.02, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have spent some more time on the static ship concept. I don’t have it fully figured out yet, but I do seem to be making progress. The intention is to use this system to keep the ship static, and move the world around it. This is something I will look at in early A2.

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P0-A1: Part 432: Debugging

by on Sep.02, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The debugging has been progressing quite well. I have fixed all of the issues that I can find with the Gravity System, and FTL travel and long distance travel, navigation, and ship movement and rotation. I will be overhauling a lot of the code in A2, and hopefully adding a better FTL system.

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