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Astral Realms

P0-B2: Part 1072: Improvements, Debugging

by on May.15, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

I have added hackable cameras (Which can be rotated, etc) and hackable doors and gates. This system is quite powerful, and I can extend it in the future to add even more features. I have also added the ability to highlight nearby objects that can be hacked, and the ability to enable/disable turrets. I have […]

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P0-B2: Part 1071: Improvements, Debugging

by on May.15, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

The turrets are now fully functional. I have also added the ability to hack and seize control of them. Not only can they be aimed and fired remotely, but the player can also see what the turret sees using a camera. I am now in the process of adding more objects that can be controlled, […]

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P0-B2: Part 1071: Improvements, Debugging

by on May.15, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

The turrets are now basically working. They will automatically scan for and attack the player when the player enters their range and arc of sight, etc. I have also added ballistic trajectories to the turrets. The current turrets that I am using (for starships, etc) don’t need gravity, but turrets operating on planets do. I […]

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P0-B2: Part 1070: Improvements, Debugging

by on May.15, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

I have created quite a few new art objects that I intend to use to create the concept for the hacking system. I intend to add cameras, automated turrets, and other objects that can be hacked by the player. The player will then be able to control the turrets manully, shut them down, or order […]

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P0-B2: Part 1069: Improvements, Debugging

by on May.08, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

The next major goal is to add new gameplay elements and features to give the player more to do. I will probably postpone the dynamic story element for a while, and focus on just creating a “sandbox” of possibilities. I can then use those features and possibilities to allow emergent gameplay and roleplaying to take […]

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P0-B2: Part 1068: Improvements, Debugging

by on May.08, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

I have been continuing with the debugging and improvements. I think the project, or at least the planetside part of it, is at a quite advanced stage now. The next major goal is to add more for the player to do, as well as work on story elements, etc.

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P0-B2: Part 1067: Improvements, Debugging

by on May.08, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

I have added a smaller radar system to the project. This is a common feature in most exploration games, but I haven’t added this feature to my project yet, because I wanted to emphasise exploration as much as possible. However, given how complex the project is becoming, a radar system like this is really necessary. […]

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P0-B2: Part 1066: Improvements, Debugging

by on May.08, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

I have added the ability to scan for distant structures to the project. This will make it much easier for the player to find interesting places and structures to explore, especially when travelling through dense forests, etc, where visibility is limited. I have also added several more improvements to the existing system, and I am […]

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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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