P0_A6
P0-A6: Part 725: AI, Dynamic Story
by PhoenixGames on Apr.19, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum
I have made some progress with the AI system. The AI is now capable of walking up and down complex stairs, and navigation confined spaces, and I can generate graphs in real time. I am still having issues with transitioning to the graph, however. I believe the issue has something to do with the floating […]
P0-A6: Part 724: AI, Dynamic Story
by PhoenixGames on Apr.19, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum
The improvements to the AI system have proven very complex to implement. What I am trying to do is to dynamically load an AI navigation graph when a complex structure is created in the world. I then want the AI to be able to transition onto and off of that AI navigation graph seamlessly. I […]
P0-A6: Part 723: Art
by PhoenixGames on Apr.12, 2020, under Art and Designs, Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum
I have finished most of the concept art for the 3D model that I am working on. I have some more work to do on it, and I can then prepare it for texturing.
P0-A6: Part 722: Art, Improvements
by PhoenixGames on Apr.12, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum
I have added a state-machine system for the dynamic story. It doesn’t yet have support for branching storylines with multiple outcomes, but it does handle dynamic stories. The next goal is to add complex improvements to the AI system that can hook into the dynamic story. I have also improved the item and inventory system, […]
P0-A6: Part 721: Art, Improvements
by PhoenixGames on Apr.12, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum
I have added the ability to dynamically spawn objects anywhere on the terrain. I am using this ability to spawn buildings close to, but out of view, of the player. This will be the basis for the dynamic story system. I have also added the ability to randomly spawn items, such as tools, etc, within […]
P0-A6: Part 720: Art, Improvements
by PhoenixGames on Apr.12, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum
I have made some minor improvements and bug fixes to the stairs script in this project. I have also started working on improvements and additions to the dynamic story system. I am working on stories that can be automatically triggered at random points in the game, when certain conditions have been met. The story will […]
P0-A6: Part 719: Modelling, Art
by PhoenixGames 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.
P0-A6: Part 718: Debugging, Modelling, Physics
by PhoenixGames 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 […]
P0-A6: Part 717: Debugging, Modelling
by PhoenixGames 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 […]
P0-A6: Part 716: Debugging, Modelling, Animation
by PhoenixGames 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 […]