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P0-A6: Part 707: Inventory System, Art

by on Mar.15, 2020, under Art and Designs, Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

Almost all of the art for the survival and exploration part of the project is done. I have added various tools and items, and additional functionality to the inventory. The next step is to integrate all of these items, and their functionality, with the main project so that I can begin using them.

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P0-A6: Part 704: Inventory System, Terrain System

by on Mar.08, 2020, under Art and Designs, Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have finished most of the testing and debugging with the inventory system. The next objective is to add the actual art for the tools and items for the next part of the project. I have also decided to smooth out the terrain more, resulting in a flatter appearance. This terrain doesn’t look at good […]

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P0-A5: Part 664: HDRP

by on Dec.08, 2019, under Art and Designs, P-0, P0_A5, Software and Games, Spiritus Astrum

I have been working with the new shadergraph in the HDRP to try to replicate my terrain blending shader. I am trying to blend multiple textures using the height of the vertices to select a texture, so higher vertices would have snow, lower ones would have grass, etc. I have achieved a very simple proof […]

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P0-A5: Part 655: Art

by on Nov.24, 2019, under Art and Designs, P-0, P0_A5, Software and Games, Spiritus Astrum

I have been experimenting with various texture techniques, and I have created a simple art piece to demonstrate how to apply one texture to multiple objects. The clock that I have made is actually several unique objects, the each of the hands, body, etc, are all different. That is how I was able to connect […]

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P0-A5: Part 652: AI Improvements

by on Nov.17, 2019, under Art and Designs, Astral Realms, P0_A5, Software and Games, Spiritus Astrum

I have spent quite a bit of time on adding combat mechanics to the new AI ships in the game. The AI ships and the player can target each other and fire missiles at each other, and can sustain and inflict damage which disables and destroyed various systems on both ships.

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P0-A2: Part 456: Static Ship Integration

by on Oct.21, 2018, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I seem to be making some progress with the rotation and translation of the planets around the player. There is still quite a lot to do, but I think I am close to a solution. There are a few issues making this more difficult, including 32/64 bit precision, and the fact that the entire world […]

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P0-MS5: Part 358: Debugging, Optimisation

by on Apr.22, 2018, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have fixed quite a lot of long-standing bugs, and added some stability improvements and some new features. I have also replaced all of the legacy text in the project, to prepare for an update to Unity 2018.1 (which should be out this month). Most of the major debugging is done now, but I have […]

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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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