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P0-MS5: Part 356: Debugging, Optimisation

by on Apr.15, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have fixed and improved many bugs and issues with the AI system. I am planning a major update to the AI system in the next stage of the project, where I will, amongst other things, be replacing the existing navigation system, and improving a lot of the core logic. Currently, I have just been […]

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P0-MS5: Part 355: Debugging, Optimisation

by on Apr.15, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The build is working very well. There are some minor errors in the dev console, but these don’t seem to be affecting gameplay. Running the project as an exe (as opposed to in the editor) allows me to test the GUI’s in high resolution, and, thankfully, they work very well. I was concerned that the […]

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P0-MS5: Part 354: Debugging, Optimisation

by on Apr.15, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The debugging is continuing to go quite well. I have fixed a number of long standing errors in the radar system, and added some new features, such as the a numeric distance value to each object. I have also created a build of my project, which I have yet to test. There were some minor […]

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P0-MS5: Part 353: Debugging, Optimisation

by on Apr.08, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I believe I have most of the issues with the AI and Dynamic Paging system worked out now, although a lot more testing is needed. I have also fixed some other long standing issues that I was having, and identified some key areas that I intend to optimise when Unity 2018.1 comes out (such as […]

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P0-MS5: Part 352: Debugging, Optimisation

by on Apr.08, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

Having solved most of the major issues with the AI system for the time being, I have moved on to create a dynamic paging system for the project. I have paging systems already in place for ground cover objects like trees, etc, and grass, but I don’t have one for complex objects like Ships, Space […]

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P0-MS5: Part 351: Debugging, Optimisation

by on Apr.08, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

With the art concept basically done, I have decided to begin final debugging  before the project enters the Alpha phase. I have decided to postpone a lot of the optimisation for now, since Unity 2018.1, which should be out quite soon, contains some extensive performance optimisation features, including a “Job System” that allows for multi-threading. […]

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P0-MS5: Part 346: Art Improvements, Concept

by on Mar.26, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

All of the interiors objects except for the last two are now done. I think my art skills have improved quite a bit since I started this art concept project. The on-screen graphics might look a little too busy, I may need to simplify them a bit. I will also need to eventually replace them […]

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P0-MS5: Part 345: Art Improvements, Concept

by on Mar.25, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have finished more of the interior objects. These are, again, mostly sci-fi style equipment racks, storage containers, etc. I have spent some time learning as many different techniques as I can, and I think I am slowly figuring out how to create decent looking sci-fi style textures. I have still not tested the models […]

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P0-MS5: Part 344: Art Improvements, Concept

by on Mar.25, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have textured the first few interior objects for the Operations room. These are mostly screens, control panels, and server/equipment racks. I think they came out relatively well. I am particularly satisfied with the emissive lighting maps, all of the screen graphics and icons have emissive maps for them, which should look great in Unity […]

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P0-MS5: Part 343: Art Improvements, Concept

by on Mar.25, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have textured the interior of the operations room. So far, it seems to be going well. There are still a few issues to fix, and some tweaks and updates that I want to make, and I have yet to export the new maps to Unity, but it looks ok when rendered in substance painter. […]

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