Meridian
P0-B4: Part 1234: Debugging, Improvements
I have fixed almost all of the remaining design flaws with the story system.
There were some issues with objects spawned by the story system being placed over water, or not being placed at the correct distance from the player, etc, these issues seem to be fine now.
I have also run several tests on the story, the multiplayer system, and other systems, and made several minor improvements and bug fixes.





P0-B4: Part 1233: Debugging, Improvements
I have added the ability for the player to create multiple characters with multiple character files.
This was possible on the server previously, but the persistent variables on the client were not instanced, they are now.
This will effectively replace a conventional save/load system: Instead of the player having separate saves, they can have separate characters. This should be more immersive, and create higher stakes for the players decisions, but still allow them to experience different parts of the game.
I have also made more minor changes and improvements to various systems within the game.





P0-B4: Part 1232: Debugging, Improvements
I have been making extensive improvements to the entire project, specifically the core mechanics for the story sequences.
I have fixed almost all of the issues with the story, although there are a few remaining design flaws that I need to work out next.
I have also done some network testing, which worked very well, although the network component has not been extensively tested.





P0-B4: Part 1231: Debugging, Improvements
The vast majority of the bugs are now fixed.
There are a few minor bugs left, and one major one, but the core mechanics of the story generator system are now much more stable and reliable.
I will spend a few more days fixiing the remaining bugs, and then I will retest the story from the beginning to make sure nothing else is broken.
P0-B4: Part 1230: Debugging, Improvements
Most of the major bugs are fixed now.
I am stepping through the story one objective at a time, and fixing all bugs in order.
There is only one slightly larger bug left, and a few minor ones.
The minor issues are mostly related to spawning characters in the world, sometimes the height offset position is wrong.



P0-B4: Part 1229: Debugging, Improvements
I have fixed several serious bugs on the server. These bugs were related to a function which determines the random layout of each solar system without actually creating any gameobjects.
The random algorithm was slightly different on the server than on the client, which was causing some systems to appear to have, for example, earth like worlds, when in actual fact they didn’t.
There were several issues here, but these have now all been fixed.



P0-B4: Part 1227: Debugging, Improvements
I have completed a full test of the first story mission for the game.
This story mission is designed to show off as many of the games features as possible, so it is basically a stress test.
There were quite a few minor, and some major, bugs found, however there was nothing fundamentally broken.
The next goal is to fix all of the bugs that I discovered, and maybe add some small optimisations.






P0-B4: Part 1226: Debugging, Improvements
I have made more incremental improvements to the project.
I have adjusted the times for the random weather, and the weather transition time, as well as improved the perks and attributes system.
I have also added additional item combinations to the inventory.
I have also fixed some more issues with the crafting and harvesting system.
The next goal is to test the main story (The Tutorial stage) completely, and fix and minor bugs that I can find.
Then, I want to add separate character data files for each character, so that the player can login and play as multiple characters at will. Currently, only the server data is instanced per character, the client data shares a single prefs file, which means it is overwritten when a new character is created.


P0-B4: Part 1225: Debugging, Improvements
I have improved the “sleep” system in the game. Previously, sleep was an action that could be performed instantly, (It did not take any time) which was unrealistic.
Now, the player needs to sleep for a certain percentage of the day length. However, the sleep state has persistence, so if the player logs out while sleeping, their fatigue stat will continue to decrease (on the server) until they log back in.
This provides a good balance between realism and gameplay: By adding realisitic sleep times but not forcing the player to sit still and wait for their fatigue stat to drop in real time.
In addition, the player can “rest” in the game, which also reduces their sleep stat, but at a slower rate. However, with resting, the player can craft items and use their menus at the same time.






