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P0_A8

P0-A8: Part 841: Debugging, Testing

by on Dec.27, 2020, under Astral Realms, P-0, P0_A8, Spiritus Astrum

I have started the next phase of the project, which will mainly be preparations for the beta phase. I have a lot of testing and debugging to do, in addtion to multiplayer work, and tutorials, guis, etc. I also want to add a simple character selection menu and a more complex in-game story feature to […]

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P0-A8: Part 840: Debugging

by on Dec.27, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

I have spent some time testing the multiplayer functionality on multiple computers. There were some minor network issues, but these seem to have been fixed, and there doesn’t seem to be any issues with the multiplayer components (despite UNET being deprecated in Unity). I intend to look into multiplayer testing a lot more in the […]

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P0-A8: Part 839: Debugging

by on Dec.27, 2020, under Astral Realms, P-0, P0_A8, Software Engines, Spiritus Astrum

I have made some more improvements to the text to speech system in the project. I have added a new voice from Cereproc, this can be selected as a possible voice for the characters in the project. All character voice settings are now persistent throughout the game, and so it is a simple matter to […]

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P0-A8: Part 838: 2020.2 Port

by on Dec.20, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

The port is now basically done, but I do need to do some more testing. I have a minor ongoing issue with the voice recognition keyword recognizer. I am getting an error, but the system works, so this is not a priority. I had some more serious errors with the shaders for my weather asset, […]

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P0-A8: Part 837: 2020.2 Port

by on Dec.20, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

Unity 2020.2 is now out, and I have spent the last few days porting my project to it. So far, it has gone relatively well, but I have uncovered some issues. UNET is still present and working in 2020.2 (it is slated for removal at a later date), which was a relief. However, I had […]

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P0-A8: Part 836: Debugging

by on Dec.20, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

Debugging is continuing to go well. In addition to debugging, I have added more features to the crafting/building menu, and fixed some bugs with it. It is now possible to destroy crafted items. In future, I intend to add a more complex crafting menu, but the basic system works quite well now.

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P0-A8: Part 835: Debugging

by on Dec.13, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

The variable time of day code is now working. This took a lot of time, but it worked out well, and seems to be reliable. It also adds a lot of realism to the project. I am now working on more bug fixes and improvements. I have also fixed some issues with the velocity limiter. […]

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P0-A8: Part 834: Debugging

by on Dec.13, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

I have now moved on to some final debugging for this phase of the project. I have fixed various issues with the text display, lighting, and AI. I have also added various other improvements, such as colour coding for text, and other minor improvements. I am currently working on adding variable day lengths to planets. […]

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P0-A8: Part 833: AI, Navigation

by on Dec.13, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

I have been working on adding the complex nav meshes to the dynamic structures, so that the AI characters can automatically transition to and from interiors. This was quite difficult to get working properly, but it now works. I have also made changes to the AI action code so that the AI can perform a […]

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P0-A8: Part 832: Art

by on Dec.06, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

The structure is now basically done, and the player can interact properly with it, move and rotate it, and customise the interior by moving objects around, etc. This will be the basis for much more complex crafting and customisation features that I will add later. I am now working on adding dynamic nav meshes to […]

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