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Visual Novel/Interactive Story System using AI-Generated Art

by on Dec.31, 2023, under AI, Software and Games, Software Engines

In addition to my main project, I have been working on a simple concept for a system (Using the Unity game engine) that I can use to create Visual novels, and interactive stories. Initially, this will use simple 2D art, sprites, etc, which means I can generate almost all of the artwork using AI-Generated art. […]

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P0-B6: Part 1351: Debugging, Improvements

by on Dec.24, 2023, under Astral Realms, P-0, P0_B6, Software and Games, Software Engines, Spirit of the Stars

The fishing action is now done. It is simple, but it worked out very well in the end. I have balanced the chances of catching large and small fish with the time that the user is performing the action, etc. Fishing now provides a realistic alternative to hunting for survival based life-paths. I have also […]

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P0-B6: Part 1335: Debugging, Improvements

by on Nov.26, 2023, under Astral Realms, P-0, P0_B6, Software Engines, Spirit of the Stars, Spiritus Astrum

The space walk event now works well. I have also spent some time testing the build, and fixing some minor issues that cropped up since the last build test. In addition, I have been working on the “cosmetic” features of the game. I intend to add more dialog and prompts and guis to tell the […]

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P0-B5: Part 1271: Debugging, Improvements

by on Jul.02, 2023, under Astral Realms, P-0, P0_B5, Software and Games, Software Engines, Spirit of the Stars, Spiritus Astrum

I have mostly finished the artwork for the new city apartment building, as well as some new inventory items. I spent some time trying to figure out the correct way to texture large objects. In the end, I decided to use a combination of techniques. Firstly, split the large object up into smaller objects when […]

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P0-B5: Part 1270: Debugging, Improvements

by on Jul.02, 2023, under Astral Realms, P-0, P0_B5, Software and Games, Software Engines, Spirit of the Stars, Spiritus Astrum

The next step is to spend a few weeks improving the cities in the game. In particular, I want to add new artwork, and add more procedural decorations to make the cities feel more “lived in”. I also want to add the ability for the player to earn credits by performing various tasks and jobs. […]

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P0-B2: Part 1086: Improvements, Debugging

by on Jun.12, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Software Engines

I have been continuing on with the debugging and testing for the eproject. I have made some further improvements to the AI system, and I have also improved the grass exclusion system, although there are more updates needed here later. I have also added the ability to save and load the game while the player […]

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P0-A8: Part 839: Debugging

by on Dec.27, 2020, under Astral Realms, P-0, P0_A8, Software Engines, Spiritus Astrum

I have made some more improvements to the text to speech system in the project. I have added a new voice from Cereproc, this can be selected as a possible voice for the characters in the project. All character voice settings are now persistent throughout the game, and so it is a simple matter to […]

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P0-A2: Part 440: Procedural Structure Generator

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

The basic concept for the Procedural Structure Generator is basically done. It works in 3D, with interiors, and there are no visible cracks or gaps, etc. In the future, I will extend this system by adding textured objects, and more detail. I also need to fix some bugs, and add doors and panels to properly […]

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Roomscale VR Demo

by on Apr.09, 2017, under Astral Realms, P-0, Software and Games, Software Engines

I have decided to try to create an immersive city demo for the Oculus Rift. I want to see if I can capture the sense of immersion that I often feel while playing other VR games in a game that I made myself. This is a very difficult thing to achieve, since playing a game […]

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Unity: Evaluation Part 3

by on Sep.11, 2016, under On Game Development, Software Engines, Tutorials

I have just spent a little over a day working on the scripting side of Unity, and I have achieved something that I feared would take weeks to complete. Not only did I successfully implement raycasting, but I was also able to create a polygon from code, texture it, and apply a collision mesh. These […]

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