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P0_B3

P0-B3: Part 1156: Story, Improvements

by on Nov.20, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

The story improvements are working well. I have added support for timers (to advance story events after a specific time period) and the ability to spawn enemies and structures at specific locations. I have also began adding the key events for the main story, and the supporting logic that ties them together. I have also […]

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P0-B3: Part 1155: Story, Improvements

by on Nov.20, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

I am now working on implementing and improving the story system. There are several small improvements that I need to make to add the necessary functionality to allow stories or player objectives to be represented properly. These changes will be used for static stories now, but will be available to dynamic stories later, once I […]

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P0-B3: Part 1154: Story, Artwork

by on Nov.13, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

The artwork is basically done, apart from some minor tests with the collision geometry, etc. I need to make sure that the player can’t get stuck on any of the geometry. The next goal is to add the first major story mission to the project. This shouldn’t be too difficult, since I have the core […]

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P0-B3: Part 1153: Story, Artwork

by on Nov.13, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

Most of the integration for the art objects are now done. There were some issues with automatic placement of objects on ringworld. The mathematics for placement on ringworlds was slightly different, and I had to make some changes here, but this is now working. I have also added the collision geometry and other minor things […]

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P0-B3: Part 1152: Story, Artwork

by on Nov.13, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

The artwork is almost finished. I have been experimenting with tiling textures, and I have made some progress with these. The geometry will need to be modified to properly utilize the tiling textures though, which I don’t have time to do now. I am also in the process of adding the control logic to the […]

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P0-B3: Part 1151: Story, Artwork

by on Nov.06, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

Doors and elevators are now fully animated and working, and the artwork is basically finished. The next goal is to look at concepts for improving texture resolution using tiling textures, etc, and then add more interior objects, decals, lighting, and volumetric effects. The art will still look very basic, but this is fine for now, […]

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P0-B3: Part 1150: Story, Artwork

by on Nov.06, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

The base texturing is basically done now, and all of the gaps and minor graphical issues have been completed. I will add a small amount of detail work, and some interior objects, at this stage, but I don’t intend to spend too long on it. The main goal is to create simple concept art for […]

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P0-B3: Part 1149: Story, Artwork

by on Nov.06, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

I have started the texturing for the artwork that I am working on. It will be quite basic for now, but th egoal is to learn how to properly texture large objects in this project. I need to look at things like texture density, multiple UV’s, multiple models, etc. Finally, I will need to add […]

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P0-B3: Part 1148: Story, Artwork

by on Oct.30, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

The modelling of the interior that I am working on is now done. I have run several test exports of the model, and it looks ok. The next step is to divide it up into sections and unwrap and texture them. I can then set up the model in unity, and add lighting effects, decorate […]

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P0-B3: Part 1147: Story, Artwork

by on Oct.30, 2022, under Astral Realms, P-0, P0_B3, Software and Games, Spiritus Astrum

Most of the structure of the interior is now done, and most of the detail work is complete too. I have decided to go with a minimalist approach, with large, but open, rooms and corridors. I have done some testing with different texture options and room layouts, and I think I have arrived at something […]

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