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P0-A11: Part 967: Server, Improvements

by on Oct.10, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

I have made improvements to the character creation system. It is now possible for users to create their own character from the client (Previously an entry in the database needed to be made by an admin first). Secondly, each new character that is created will be placed at a random location in a random system. […]

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P0-A11: Part 966: Item Manufacturing, Improvements

by on Oct.10, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

The Manufacturing system is now basically working. I am quite pleased with the result. The gui interface is quite simple, but it allows the player to see how many items of a given type are stored on the ship, and create/destroy these items (Using the ships energy reserves as a resource). Players can also take […]

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P0-A11: Part 965: Item Manufacturing, Improvements

by on Oct.10, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

One of the last improvements that I need to make before the end of the Alpha phase is with the Manufacturing system in the project. I want players to be able to manufacture and store items on their ship (using energy as a resource) and then remove and replace these items to/from the ship and […]

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P0-A11: Part 964: Debugging, Improvements

by on Oct.03, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

I have made some improvements to the NPC AI system. The NPC’s in cities will now travel between work, home, and entertainment buildings. The home and work buildings are chosen randomly, and assigned to each AI, so each AI has a unique workplace and home. This system can be improved massively in the future, but […]

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P0-A11: Part 963: Debugging, Improvements

by on Oct.03, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

The city generation algorithm improvements are now basically done. The city generation is much more realistic, and I have tested the AI generation, and made sure that critical buildings only spawn within contact with a road. There are quite a few things I could do to improve this in the future, but I think these […]

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P0-A11: Part 962: Debugging, Improvements

by on Oct.03, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

The city generation algorithm is going well. There are still some issues to solve, but I have a concept working for a more realistic street generation system. I will need to test this with the AI graph generation, and I will need to make sure that essential buildings that the player can enter all have […]

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P0-A11: Part 961: Debugging, Improvements

by on Oct.03, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

I have begun working on the city generator algorithm, and it is going well. I have fixed some scaling issues with the city buildings, which means that they fill up more of the available space. This results in the city looking much more realistic. I am now working on modifying the algorithm to improve realism. […]

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P0-A11: Part 960: Debugging, Improvements

by on Sep.26, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

I have fixed a few more minor bugs, and added some minor new features. The only new things that I want to add in the Alpha phase now are some improvements to the city generation system, and some improvements to the NPC AI system. I may also work on some server improvements and some improvements […]

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P0-A11: Part 959: Debugging, Improvements

by on Sep.26, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

I have looked into multithreading the scanning algorithm that I was working on, and this will take more time than I thought, so I will postpone it for now. I am continuing on with testing, etc, in preparation for a transition into the Beta stage for this project. I have fixed some issues with the […]

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P0-A11: Part 958: Debugging, Improvements

by on Sep.26, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

I have made good progress with the algorithm to detect cities and structures. It turns out that there was in fact a bug in the code that was generating pseudorandom chunk seeds for the terrain chunks, and this was causing the locations of the detected cities, etc, to be incorrect. I have fixed this bug, […]

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