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P0_A6

P0-A6: Part 735: Debugging, A7 Plan

by on May.03, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have been trying to solve a long-standing bug in this project, and I have run into some issues with it. This bug causes a texture seaming issue when I bake the space environment into a cubemap for use with the atmosphere renderer. Fixing it may involve updating some of the assets within my project, […]

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P0-A6: Part 734: Art

by on May.03, 2020, under Art and Designs, P-0, P0_A6, Software and Games, Spiritus Astrum

I have completed my art piece for the Android, which I think looks quite good. I did a very small amount of post processing in Photoshop, but it is almost all rendered from the iRay renderer in Substance Painter. A6 is now basically done, I will be starting A7 shortly.

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P0-A6: Part 733: AI, Dynamic Story, Items

by on Apr.27, 2020, under Art and Designs, P-0, P0_A6, Software and Games, Spiritus Astrum

I am very close to finishing Alpha-6. I have added some improvements to the Item and Inventory management systems, to allow for more complex functionality. I have also made improvements to the AI, etc. I have a lot more testing to do, and some additional features, but I am making good progress with this.

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P0-A6: Part 732: Art

by on Apr.26, 2020, under Art and Designs, Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have finished the Color ID mapping and UV unwrapping, and all preparatory work for the art piece that I am working on. I am hoping to get it properly textured this month, and then I intend to take some 3D renders from it. I may look into post-processing those renders too, to improve the […]

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P0-A6: Part 731: AI, Dynamic Story

by on Apr.26, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have added several actions and new features to the AI system. The AI can now use the new dialog system to interact with the player. Their dialog will change depending on various events and variables, such as whether enemies are present, the temperature, weather, and what the state of the current story or objective […]

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P0-A6: Part 730: Art, Items, improvements

by on Apr.26, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have added some new items to the project, including weapon items and navigation items. The weapon has the ability to apply context-sensitive damage (using sendmessage) to the objects that they hit. The navigation items allow the player to locate objects in the world by using relative bearing angles. If the player is facing the […]

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P0-A6: Part 729: AI, Dynamic Story

by on Apr.26, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have created an interactive dialog system for the project that allows the player to receive text and voice messages from AI entities, and, optionally, respond to them. The system is relatively simple, but has support for message queues, works in world space, and can be displayed while the player is performing actions without interrupting […]

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P0-A6: Part 728: AI, Art, Dynamic Story

by on Apr.19, 2020, under Art and Designs, Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have made some additonal improvements to the AI, as well as the inventory and item management features. I have also added a system that hides the terrain surface when the user enters a building that protrudes below the surface of the terrain. The next part of the project is to work on an AI […]

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P0-A6: Part 727: AI, Dynamic Story

by on Apr.19, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

The AI navigation system seems to finally work. There is still a lot of testing to be done, in particular with regards to rotation of the world axis, etc. There is also a bug with the direction that the AI is facing when they are moving towards a target location that is above or below […]

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P0-A6: Part 726: AI, Dynamic Story

by on Apr.19, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

After much work, I have managed to fix most of the concept issues with the AI navigation. The issue with the graph transition was caused by the AI’s internal graph reference not being updated after they transitioned, so they were looking for a path on the old graph, after they had moved to the new […]

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