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P0_A8

P0-A8: Part 811: AI, Testing

by on Oct.18, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

I have finally fixed a few last minute bugs within the current system. These were mostly related to combat, and to AI behaviours of various different AI types, etc, in the game. There were also some issues with radar tracking when enemies were destroyed or removed from the game, and with some of the weapons […]

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P0-A8: Part 810: AI, Testing

by on Oct.18, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

I am now in the final stage of testing of the current code. I have uncovered quite a few bugs, including on in an unrelated system, but all of these have been fixed. It seems that all of the core mechanics so far are working. There is quite a lot of polishing and improvements to […]

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P0-A8: Part 809: AI, Testing

by on Oct.18, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

I have added a comms gui to the game. This allows for interaction with other NPC ships, and allows the player to negotiate, threaten, etc, during combat situations, as an alternative to escaping or fighting. This gui also updates the player on the status of various ships, and displays requests from other ships for assistance, […]

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P0-A8: Part 808: AI, Testing

by on Oct.11, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

The AI is now, largely done. I will spend another week or so on this, I want to do a lot of testing and cleaning up of the code, as well as add some other minor improvements. This system is quite complex, and there are several features that need to be tested extensively before I […]

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P0-A8: Part 807: AI, Testing

by on Oct.11, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

Most of the issues with the AI NPC’s are now fixed. There are still a few minor bugs, but I am making progress on fixing these too. I now have quite a powerful system that allow for NPC and player movement at extremely long ranges and extremely fast speeds. This will be the basis for […]

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P0-A8: Part 806: AI, Testing

by on Oct.11, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

I am continuing to improve the AI system. I have made several improvements, and fixed several bugs, with the current AI system. The AI can now reliably intercept, and chase, attack, and retreat, from players regardless of the distance and speeds involved. The next step is to add support for NPC ships, and add interactions […]

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P0-A8: Part 805: AI, Testing

by on Oct.04, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

The AI work is going well. I still have a lot of refactoring to do, but the testing that I have done so far has not uncovered any major problems. I have also added random AI ships to the project which can be tracked and intercepted by the player. This, again, seems to work fine. […]

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P0-A8: Part 804: AI, Testing

by on Oct.04, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

The next major goal is to test, and improve, the AI Ships that can spawn at various times. I have spent some time testing this already, and the solution that I have works reasonably well, but it is very rough, and can no doubt be improve a lot. I also want to add support for […]

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P0-A8: Part 803: Lighting, Testing

by on Oct.04, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

I have made improvements to the lighting used in my project. I am using a combination of directional and point lights, and the background colour changes depending on the colour of the nebula that the player is in. I have spend some time adding and customising various light sources, and setting the layers and exclusion […]

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P0-A8: Part 802: Razer Chroma/Phillips HUE lighting integration

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

I have finished the integration for the Phillips HUE lighting. The system works quite well, although it needs some slight tweaking in some areas. I can sync the lights with the sunlight, and the nebula light colour, this is the easy part. I have also added a distance-based system that will change the light colour […]

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