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P0_A9

P0-A9: Part 895: Art, Improvements, Etc.

by on Apr.18, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

The modelling for all of the new objects is now done. I have not yet textured the models, but I will do this next week. I am mainly planning to increase the variety of artwork in the game, and add more city types and random building types for the player to explore. In the next […]

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P0-A9: Part 894: Art, Improvements, Etc.

by on Apr.18, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have been working on some additional artwork for the project. I am going to create some new random building types, and some new city types. The current artwork that I am working on is modular, and in the future, I could possibly add the ability for complex buildings to be constructed from simple elements, […]

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P0-A9: Part 893: Art, Improvements, Etc.

by on Apr.18, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have spent quite a lot of time adding a large number of additional resources to the project. It is now possible to harvest, store, and trade a wide variety of resources, both in space and on the planet surface. I will extend the trading and harvesting system in the future, and allow trading between […]

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P0-A9: Part 892: Art, Improvements, Etc.

by on Apr.11, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

The client-side code for the mining and scientific research is done. It is very simplistic at the moment, but it is proof of concept. The next step is to add the server side code, which will involve changes to the database.

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P0-A9: Part 891: Art, Improvements, Etc.

by on Apr.11, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have created several simple models of minerals, and I have added them randomly to the project. Each planet type has different minerals native to it. The next step is to allow the player to harvest and mine the different minerals to gain resources. In future, the player will be able to use these resources […]

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P0-A9: Part 890: Art, Improvements, Etc.

by on Apr.11, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have completed the models and support code for a mining drill to be used in the game. I have also made improvements to various other items, including flares and the scanner. It is now possible for (flaming) torches and flares to be used to heat the player in cold environments. The next step is […]

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P0-A9: Part 889: Art, Improvements, Etc.

by on Apr.11, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have finished the new binoculars item. It has an integrated night-vision mode, which can be turned on and off at will, a zoom feature, and a rangefinder. The night vision effect in particular works very well, and should be much more useful than navigating with the torch at night and in dark areas. I […]

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P0-A9: Part 888: Art, Improvements, Etc.

by on Apr.04, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have begun working on the new objects, starting with a binoculars that will have a night vision mode and rangefinger. This will be designed to help with navigaion within the world, especially at night.

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P0-A9: Part 887: Improvements, Debugging

by on Apr.04, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have fixed some last minute bugs with the snow system and ground cover. I have also run a successful field test. So far, everything seems fine. The next step is to create some art for the project and add some new usable items and some critical new features.

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P0-A9: Part 886: Improvements, Debugging

by on Apr.04, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

The ground cover issue is finally fixed. I spent several days working on it, and I am now basically out of time for the current debug phase, but it is done. The issue was caused by the snow system in the project. I think the snow shaders weren’t being properly loaded, and that was causing […]

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