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P0_B3

P0-B3: Part 1136: Story

by on Oct.02, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

The mission log is now basically done. I am now working on the remaining features for the story system. This will probably take several weeks to do, there are quite a lot of support functions, etc, needed. A lot of these features are complex, but the project is at an advanced enough state that adding […]

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P0-B3: Part 1135: Story

by on Oct.02, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

The quest/mission log system is going well. It is quite simple at the moment, but it works. Players can keep track of missions and objectives, there is support for several different categories, and it is possible to view the history of a particular missions objectives. This is all, of course, saved persistently too. The next […]

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P0-B3: Part 1134: Story

by on Oct.02, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

The next goal with the project is to add a quest or mission log. It should be possible for the player to see which missions they are currently working on, as well as missions that they have completed. It should also be possible to see the progress of a mission, which objectives are active, which […]

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P0-B3: Part 1133: Story

by on Sep.25, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

The artwork and animations are now done. There are a few other minor things that I need to work on, but I am ready to move ahead with the next phase of the story elements. The initial story quest should be about 3-5 hours long, in total, not including side quests and additional story quests.

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P0-B3: Part 1132: Story

by on Sep.25, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

I am still working on fixing the bugs with the story system. There were some issues with the floating origin system integration, as well as setting the control objects and setting up the player correctly when they first spawn into the game. This is now working. The next goal is to add some new artwork, […]

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P0-B3: Part 1131: Story

by on Sep.25, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

The new features that I am adding to the project in order to support the story elements are complex, and are taking a little more time than I thought. I have made extensive improvements to these features, however, as well as several bug fixes. I now have the ability to land the player at any […]

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P0-B3: Part 1130: Story

by on Sep.18, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

The story elements are working well. It is now possible to spawn the player close to a planet with a specific set of characteristics. I am now working on the new features and mechanics that I will need to actually advance the different story elements.

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P0-B3: Part 1129: Story

by on Sep.18, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

Most of the story elements are working ok, but there are some minor issues. I made some minor improvements to the character creation system, and I am now in the process of improving and debugging the initial spawning code. I need to improve the pseudorandom generation algorithm to make it possible to predict, in advance […]

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P0-B3: Part 1128: Story

by on Sep.18, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

The next step is to add combined story, tutorial, and introduction to the game. This will also be a good test of the games mechanics, and a chance to develop whatever additional mechanics, features, and improvements, that I need for the story elements to work. So far, I am working on improving the random generation […]

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P0-B3: Part 1127: Debugging, Improvements

by on Sep.11, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

Most of the core features that I need for the story elements are now working. I can create navigation objects within star systems and on planets, etc, that can guide the player to specific locations, and I can create objects at those locations, aligned properly with the terrain, when the player gets close enough. With […]

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