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Spiritus Astrum

P0-MS5: Part 356: Debugging, Optimisation

by on Apr.15, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have fixed and improved many bugs and issues with the AI system. I am planning a major update to the AI system in the next stage of the project, where I will, amongst other things, be replacing the existing navigation system, and improving a lot of the core logic. Currently, I have just been […]

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P0-MS5: Part 355: Debugging, Optimisation

by on Apr.15, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The build is working very well. There are some minor errors in the dev console, but these don’t seem to be affecting gameplay. Running the project as an exe (as opposed to in the editor) allows me to test the GUI’s in high resolution, and, thankfully, they work very well. I was concerned that the […]

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P0-MS5: Part 354: Debugging, Optimisation

by on Apr.15, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The debugging is continuing to go quite well. I have fixed a number of long standing errors in the radar system, and added some new features, such as the a numeric distance value to each object. I have also created a build of my project, which I have yet to test. There were some minor […]

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P0-MS5: Part 353: Debugging, Optimisation

by on Apr.08, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I believe I have most of the issues with the AI and Dynamic Paging system worked out now, although a lot more testing is needed. I have also fixed some other long standing issues that I was having, and identified some key areas that I intend to optimise when Unity 2018.1 comes out (such as […]

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P0-MS5: Part 352: Debugging, Optimisation

by on Apr.08, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

Having solved most of the major issues with the AI system for the time being, I have moved on to create a dynamic paging system for the project. I have paging systems already in place for ground cover objects like trees, etc, and grass, but I don’t have one for complex objects like Ships, Space […]

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P0-MS5: Part 351: Debugging, Optimisation

by on Apr.08, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

With the art concept basically done, I have decided to begin final debugging  before the project enters the Alpha phase. I have decided to postpone a lot of the optimisation for now, since Unity 2018.1, which should be out quite soon, contains some extensive performance optimisation features, including a “Job System” that allows for multi-threading. […]

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P0-MS5: Part 350: Art Improvements, Concept

by on Apr.01, 2018, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I believe I have finally finished the art concept that I have been working on. I intend to continue making changes and improvements to it, adding rooms, etc, and eventually create an entire, fully-functional, ship, with working controls, etc, which I can then use in the Main game. For now, it’s just a graphical demo, […]

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P0-MS5: Part 349: Art Improvements, Concept

by on Apr.01, 2018, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have been doing a lot of experiments into emissive lighting in unity. I have successfully enabled baked lighting, which looks great,but it won’t work on dynamic objects. I have also managed to get light probes to work, but unfortunately, as far as I can tell, light probes don’t work if all of the objects […]

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P0-MS5: Part 348: Art Improvements, Concept

by on Apr.01, 2018, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have imported and set up all of the objects that I textured in Substance Painter in my Unity scene. After some adjustments of the settings, etc, I think I have managed to get the textures looking relatively close to the way they look in Substance Painter. I was previously having issues with this, but […]

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P0-MS5: Part 347: Art Improvements, Concept

by on Apr.01, 2018, under Art and Designs, P-0, Software and Games, Spiritus Astrum

The interior objects are now all done for the art concept that I am working on. They seem to have come out ok, and I have learned quite a few new techniques for adding detail in substance painter. I now need to load all of these assets into Unity and add the textures, and then […]

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