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P0-B2: Part 1096: Improvements, Debugging

by on Jul.03, 2022, under Art and Designs, P-0, P0_B2, Software and Games, Spiritus Astrum

I have made several additions, improvements, and bug fixes, to the transport system. I am also working on improving the random generator for the NPC’s. At the moment, there are a small number of preset NPC types that are chosen at random. This system is limited, so my goal is to extend this to generate […]

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P0-B2: Part 1095: Improvements, Debugging

by on Jul.03, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

The transport networks are close to being done now. The players companions can use them, and so can NPC’s. NPC’s are spawned at random when the user gets close to the transport. This system will need to be improved in the future, but it is an excellent first test of the terrain scanning system, which […]

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P0-B2: Part 1094: Improvements, Debugging

by on Jul.03, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

I have added the ability for NPC’s to also use the transport system, and travel within the world, even when the player is not present. This system works client side only for now, IE, the transport vehicles that spawn do not sync with other players, although this is a feature that I intend to add […]

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P0-B2: Part 1093: Improvements, Debugging

by on Jun.26, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

I believe I have fixed almost all of the bugs with the transport system. I have also added a gui so that the user can scan and select a destination to fly to. The next step is to continue testing, and improve this system to handle cities that are further away. I then want to […]

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P0-B2: Part 1092: Improvements, Debugging

by on Jun.26, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

I am making good progress with the transport links between cities. The transport vehicle has working animations, and the player can enter and leave the vehicle. It can also be elevated and lowered on a platform, in preparation for launch and landing. I have also added the ability for it to fly in the direction […]

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P0-B2: Part 1091: Improvements, Debugging

by on Jun.26, 2022, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added a “starport” object to every city in the game. The next step is to connect all of these starports together using transport vehicles, so that the player will be able to travel from city to city (with a certain range) without having to have access to their own vehicle. I also want […]

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P0-B2: Part 1090: Improvements, Debugging

by on Jun.19, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

The artwork for the transport vehicle and the landing pad are now done. I still need to add the animations and setup the model in unity, but this shouldn’t take too long. The artwork is very basic, but it is really intended to just enable the transport link feature to be added and tested. This […]

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P0-B2: Part 1089: Improvements, Debugging

by on Jun.19, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

I have spend more time debugging the project, and I have fixed some long-standing bugs. I haven’t discovered any bugs in the core mechanics for some time, which is good. The next step is to begin adding in the transport links, and related support code. First, I need to create some models for a vehicle […]

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P0-B2: Part 1087: Improvements, Debugging

by on Jun.19, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

I have spend a substantial amount of time this week fixing and improving a feature which allows terrain blocks to be subdivided from another thread. Because this system is multithreaded, it effectively has zero performance cost, and so it allows me to scan a huge amount of terrain blocks without lowering FPS. This means that […]

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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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