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P0_B1

P0-B1: Part 1065: RingWorlds

by on May.01, 2022, under Astral Realms, P-0, P0_B1, Software and Games, Spiritus Astrum

The concept for ringworlds is complete. There is nothing that shuold prevent me from adding the ringworlds to the system. I had to make some minor changes, and there are some minor issues, but they are mostly working fine. The prolbem now is integrating them into my code. I would need to change quite a […]

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P0-B1: Part 1064: RingWorlds

by on May.01, 2022, under Astral Realms, P-0, P0_B1, Software and Games, Spiritus Astrum

I have been looking into the possibility of adding RingWorlds to the project. The SpaceExplorationEngine, which I am using for the generation of planets, the floating origin system, etc, does support RingWorlds, but I have up until now assumed that I would not be using them, so adding them in would require extensive changes to […]

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P0-B1: Part 1063: Improvements, Debugging

by on May.01, 2022, under Astral Realms, P-0, P0_B1, Software and Games, Spiritus Astrum

I have made several improvements to the state variables and status effects system in the project. All of the status variables (Various injuries, temperature related effects, etc, etc) now have their duration stored on the server as well. This means that it is much easier to remove these variables when the effect expires. Previously I […]

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P0-B1: Part 1062: Improvements, Debugging

by on May.01, 2022, under Astral Realms, P-0, P0_B1, Software and Games, Spiritus Astrum

The debugging is continuing to go well. I have not discovered any more major bugs, and I have fixed some pre-existing ones. There is one minor bug with the rotation of AI characters which I cannot fix, but I can look at this in the future.

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P0-B1: Part 1061: Improvements, Debugging

by on Apr.24, 2022, under Astral Realms, P-0, P0_B1, Software and Games, Spiritus Astrum

The debugging is still going quite well. I have fixed a very long standing bug in the navigation system that was causing the navigation objects to flicker. This was caused by the fact that I was using raycasts to determine the placement position of the nav objects, but the rays were being fired from within […]

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P0-B1: Part 1060: Improvements, Debugging

by on Apr.24, 2022, under Astral Realms, P-0, P0_B1, Software and Games, Spiritus Astrum

I have been continuing with the testing and debugging. I have fixed many minor issues and bugs, and added some minor improvements, such as new AI dialog and interaction options, the ability for the AI to point out enemies to the player and to sprint, and various other improvements and quality of life updates. I […]

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P0-B1: Part 1059: Improvements, Debugging

by on Apr.24, 2022, under Astral Realms, P-0, P0_B1, Software and Games, Spiritus Astrum

The position issue has been fixed! This was a difficult bug, since it was within a complex core system, but I was able to solve it. The solution turned out to be quite easy, the difficult part was finding it. I am hopeful that the number of bugs in the core mechanics of the project […]

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P0-B1: Part 1058: Improvements, Debugging

by on Apr.17, 2022, under Astral Realms, P-0, P0_B1, Software and Games, Spiritus Astrum

During my testing, I have discovered quite a serious bug with the position system. I thought I had fixed all issues with this system, however there is one bug that only occurs in some situations, which is why I didn’t notice it before. Delving into this system is complex, and this will likely take some […]

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P0-B1: Part 1057: Improvements, Debugging

by on Apr.17, 2022, under Astral Realms, P-0, P0_B1, Software and Games, Spiritus Astrum

I have started a new run of extensive tests. I am starting by focusing on the AI system, since this hasn’t been tested in some time. There have been some minor bugs found, which I have fixed, but nothing major. I have also made several improvements to the system, and I have plans to make […]

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P0-B1: Part 1056: Improvements, Debugging

by on Apr.17, 2022, under Astral Realms, P-0, P0_B1, Software and Games, Spiritus Astrum

I have made extensive improvements to the inventory and gui systems. I have improved the way that “stackable” items, such as ammunition magazines, etc, work. I have also improved the way that items are equipped and dequipped between the inventory and the equipment slots. I have also added more information to the gui menu, and […]

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