Spiritus Astrum [P0-B9]: p1468: Towards Early Access
I have added some new features to the story generator and dialog system for SpiritusAstrum.
It is not possible to have certain “locked” dialog branches that can then be unlocked as a result of the players actions. These dialog branches can also trigger in-game events, other dialog options, etc.
I have also added a simple text GUI to the game to allow the player to determine the stats of enemies that they are pointing at.
Currently, this GUI is only displayed when the user right-clicks on a target. This was done for immersion purposes, I want to keep the main screen as clean as possible. In future, I may add the option to always display the GUI.
In addition I have improved the combat system and random NPC spawning system in the game to allow enemies to spawn in more places. This means that random objects that previously could only contain friendly NPCs, can now also contain enemies too.
I have also tested and fixed some other minor issues with the AI system.
There is still quite a bit of work to do with improving the combat system, it still feels quite clunky. I may add more randomness to the AI’s stats, and possibly add different damage types, etc, etc, in the future.
Finally, I have discovered an asset HERE that allows LLM’s to be loaded into unity.
This functionality could open up powerful new possibilities for my project, particularly for NPC dialog, and random quests, etc, etc.
This is something that I intend to experiment with in the future.