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Astral Realms

P0-A2: Part 442: Persistent Server Overhaul

by on Sep.16, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The next goal that I am working on is to overhaul and improve the Persistent Server System. I intend to debug it extensively, and refactor it’s code, making it more reliable. I also want to add some new features, such as preliminary multiplayer support, and greater persistence for the project. I have already made good […]

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P0-A2: Part 441: Unity 2018.2 Port

by on Sep.16, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have begun porting my project to Unity 2018.2, and have run into several issues. The main one is that the Text Mesh Pro asset has been replaced with a new version that requires the Unity package manager. Replacing and fixing the Text in my scenes has taken some time, and is still not fully […]

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P0-A2: Part 440: Procedural Structure Generator

by on Sep.16, 2018, under Astral Realms, P-0, Software Engines, Spiritus Astrum

The basic concept for the Procedural Structure Generator is basically done. It works in 3D, with interiors, and there are no visible cracks or gaps, etc. In the future, I will extend this system by adding textured objects, and more detail. I also need to fix some bugs, and add doors and panels to properly […]

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P0-A2: Part 439: Procedural Structure Generator

by on Sep.16, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

After some effort, the collision detection is now done for the Procedural Structure Generator. It works very well, and I can generate random patterns of rooms, etc, with very simple initial settings. I now need to make the system work in 3D, with interiors, etc.  

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P0-A2: Part 438: Procedural Structure Generator

by on Sep.09, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added the ability to randomly generate more complex structures, etc, to the random generator. The issue now is collision detection. I can create and place simple 2D objects reasonably well, and the overall shape of the structure should look ok if I add 3D interiors instead of 2d objects. The problem is that […]

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P0-A2: Part 437: Procedural Structure Generator

by on Sep.09, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am making some progress with the procedural generator. I can create the core of a space station, with a variable number of nodes, corridors, platforms, etc. I am doing this in 2D only for now. I now need to create the actual rooms and compartments of the structure, and this will be the difficult […]

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P0-A2: Part 436: Procedural Structure Generator

by on Sep.09, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The first thing that I want to do in A2 is to create a procedural structure generator. The idea is to take a group of prefabs, made in a modelling tool, and construct a complex structure, like a space station or a large building, from those objects. I have done some preliminary testing, and it […]

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P0-A1: Part 435: Debugging

by on Sep.02, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have finished debugging for now. There were a few issues with the persistent server system and enemy AI that I needed to fix. I have prepared my plan for A2, and I should be ready to start that now. I am also developing and expanding on the backstory and “Lore” for the project. This […]

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P0-A1: Part 434: Debugging

by on Sep.02, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am almost finished with the debugging for A1, and I may be able to start A2 early, since there isn’t really anything else that I need to do. The project seems to be reasonably stable, and the primary game features all work correctly.

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P0-A1: Part 433: Debugging/Static Ship Concept

by on Sep.02, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have spent some more time on the static ship concept. I don’t have it fully figured out yet, but I do seem to be making progress. The intention is to use this system to keep the ship static, and move the world around it. This is something I will look at in early A2.

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