Art and Designs
P0-A6: Part 733: AI, Dynamic Story, Items
I am very close to finishing Alpha-6.
I have added some improvements to the Item and Inventory management systems, to allow for more complex functionality.
I have also made improvements to the AI, etc.
I have a lot more testing to do, and some additional features, but I am making good progress with this.
P0-A6: Part 732: Art
I have finished the Color ID mapping and UV unwrapping, and all preparatory work for the art piece that I am working on. I am hoping to get it properly textured this month, and then I intend to take some 3D renders from it.
I may look into post-processing those renders too, to improve the quality or add image effects.


P0-A6: Part 728: AI, Art, Dynamic Story
I have made some additonal improvements to the AI, as well as the inventory and item management features.
I have also added a system that hides the terrain surface when the user enters a building that protrudes below the surface of the terrain.
The next part of the project is to work on an AI dialog system, to allow for voice and text best communication with an AI entity. I want to be able to use voice output for immersion, but have text output as a backup.
The user should also be able to use voice input and output too, and allowing the user to choose between dialog options visually will require some changes to the controls of the game.
I have also done a little work on my art project. I intend to finish this in the next week or so.

P0-A6: Part 718: Debugging, Modelling, Physics
I believe I have mostly fixed the stair climbing physics changes.
I actually used a combination of techniques. First, I used a trigger to disable the gravity while the player is on the stairs, this prevents the player from sliding back down the stair ramp, and allows them to easily climb the ramp (since there’s no gravity preventing them).
Then, I used raycasting to keep the player aligned with the stair surface (since, without gravity, the player would float in midair).
This worked reasonably well, but there was a problem: without gravity, there was no friction, so when the player would stop moving their character, the character would glide or float some distance before finally stopping. This was awkward and unrealistic.
So, to solve this, I simply added back in gravity, but this time, I changed the gravity vector to the inverse of the surface normal that the player was walking over.
So, essentially, instead of gravity pulling the player straight down, it was pushing the player into the surface they were walking on.
Both of these solutions together seemed to work well. I also made sure to use local space vectors, so that this system works regardless of the orientation of the staircase, and the player, which was necessary for a game like mine, where the up vector is arbitrary.
I have also mostly finished the modelling for the missile base, I just need to unwrap and texture it.

P0-A6: Part 709: Inventory System, Art
The integration is going reasonably well. There are still some bugs and issues, and also some performance problems and framerate issues (which would be exacerbated by running the game through the editor), but the system seems to be working well.
I have also made changes to the various buildings in the game, to add an offset, so that they don’t appear partially below the terrain.
The next step is to improve and continue testing the inventory and item system integration.












P0-A6: Part 708: Inventory System, Art
I have made more improvements to the inventory system. I fixed some bugs, and added some additional functionality, and I created new inventory objects.
I have also begun integrating the system into the main part of the game, by adding item datablocks to the various trees, plants, and objects the the player will be able to interact with.

























