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P0-A6: Part 719: Modelling, Art

by on Apr.05, 2020, under Art and Designs, Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

The art piece I am working on is going reasonably well> I used a model from Daz3D as a starting point. It is inspired by the Borg from Star Trek, as well as the Adjunct from Starcraft. It’s mainly an exercise to improve my skills, and develop new ones.

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P0-A6: Part 718: Debugging, Modelling, Physics

by on Apr.05, 2020, under Art and Designs, P-0, P0_A6, Software and Games, Spiritus Astrum

I believe I have mostly fixed the stair climbing physics changes. I actually used a combination of techniques. First, I used a trigger to disable the gravity while the player is on the stairs, this prevents the player from sliding back down the stair ramp, and allows them to easily climb the ramp (since there’s […]

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P0-A6: Part 717: Debugging, Modelling

by on Apr.05, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have made some minor changes and improvements to the item and inventory management code to allow the player to access (and store) items within other items. I plan to use this to add storage crates and supply crates within the world, such as within wreckage, etc, that the player can find and open. The […]

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P0-A6: Part 716: Debugging, Modelling, Animation

by on Apr.05, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have figured out how to use blend animations and avatar masks in unity. This basically allows me to play two animations on a character at the same time. I plan to use this to allow the AI to, for example, walk while carrying an item, or firing a weapon. I intend to improve the […]

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P0-A6: Part 715: Debugging, Modelling

by on Apr.05, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have started working on some 3D art for more story elements in the game, and I have been working on debugging various other features. In particular, there were some issues with the players inventory appearing in the wrong place when they entered a vehicle, and when playing some animations. I have also added the […]

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P0-A6: Part 714: Optimisation, Procedural Generation

by on Mar.29, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have been looking into optimising my project. The framerate is very low, at least when running it in the editor. The main issue that I can see is the large number of “instantiate” calls when I generate trees and ground cover objects. I am using a coroutine to break this up, but even so, […]

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P0-A6: Part 713: Art

by on Mar.29, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have added 7 additional art objects to the world. These are mainly wrecks of ships, escape pods, etc, that the player can find. So far, they can’t be interacted with, but this is definitely something I intend to add in the future. I also want to add the ability to spawn items, such as […]

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P0-A6: Part 712: Art

by on Mar.29, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have finished a model of an “escape pod”, and added it to the procedural creation system. It looks good in the world, and I intend to add it to the environment system later, so that the player can take shelter from adverse weather, etc, within the object.

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P0-A6: Part 711: Art

by on Mar.29, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

The inventory system is basically done, and my next goal is to add more art objects to the world. These objects will be created randomly as the player travels through the world, and can also be used for shelter and as part of the dynamic story generation system (Items may spawn in these objects, etc).

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P0-A6: Part 710: Inventory System, Art

by on Mar.22, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

The inventory and item/object system is still undergoing testing. There were a few issues with testing it on the surface of planets. For example the thick grass that most planets have would make it very difficult to see items that were thrown or dropped on the ground, and there were also issues with objects being […]

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