Spiritus Astrum [P0-B13]: p1536: Towards Early Access
I have spent a lot of time adding in a checkpoint save system for the third campaign.
This allows the player to quit and resume the game at the most recent checkpoint.
The system is quite basic, and needs a lot of testing, but the core methodology is working.
There is one intermittent bug that occurs when the player returns to their capital ship, but I have not yet been able to track this down. This only seems to occur during checkpoint loading.
I also fixed a few minor bugs that I found when working on the checkpoints.
There is still quite a bit to do. The next goal is to add checkpoints to the other campaigns. This should be easier, since they are more procedural and less objective based.
Spiritus Astrum [P0-B13]: p1535: Towards Early Access
The modelling improvements and changes are essentially done, for the moment.
I have fully integrated the art changes with the game, and fixed some issues that occurred.
I have also spent some time improving the AI enemies, and making other improvements, etc, to the game.
In addition, I have tested the campaign with the new artwork, and fixed all issues that I discovered.
The next goal is to add more checkpoints/save points to the story missions in the game, and test them.
Spiritus Astrum [P0-B13]: p1534: Towards Early Access
The vast majority of the new modelling and texturing is now done. The artwork is simple, but it should, hopefully, be ok for early access.
I am using a combination of repeating textures and static textures for the artwork.
I have also added most of the lighting and prefab decorations to the scene, but there is still quite a bit of work to do here.
I made some changes to the mission triggers too, as well as some story and dialog changes.
The next goal is to add enemies and more code changes for the mission triggers, and test everything.
Spiritus Astrum [P0-B13]: p1533: Towards Early Access
I have made some changes and improvements to the new UI camera system, in order to fix some bugs that I found.
I also discovered a long standing issue with the ground cover rendering when on planets. Under certain circumstances the grass renderer was being applied twice, breaking grass exclusion, and no doubt causing additional framerate hits.
This has now been fixed too.
I have just a few major objectives left before I can enter early access.
The game is still in a relatively unfinished state, but I can leave a lot of the final work until after the EA phase.
The only major goals left are to add more artwork to the first and third campaigns, and add and test a checkpoint system.
Then the only goals left are lots of testing, more and better artwork, and more story improvements, etc, etc.
I have started work on the remaining artwork now.
Spiritus Astrum [P0-B13]: p1532: Towards Early Access
I am continuing my deep-dive testing, and I have fixed some issues with the floating origin system as well as rewritten some of the Persistent NPC spawning code (There were issues with the seeds being reset, resulting in different NPC’s being spawned on differen runs).
I have also added more functionality to the NPC system, as well as tested and improved the AI companion system.
I have added a new UI camera system which renders world space UI’s above all other objects. This prevents grass, etc, from rendering on top of the UI. This system is still being tested, and I am not sure if I will stick with it, there are some bugs and unintended behaviour.
Finally, I have completed another deep dive of a complex feature in the game. This one was easier than the previous one, there were only a few minor bugs found. I even had time to add some new features to the system.
There is still quite a lot left to do here though.
Spiritus Astrum [P0-B13]: p1531: Towards Early Access
The most recent updates are some changes/improvements to the AI, especially while engaging in combat (There were some things that I missed here), and some improvements to the weapons.
I have also started a new, intensive run of tests.
So far, I have discovered quite a few bugs while doing this (It is a deep dive in to a series of complex systems), however these bugs were relatively minor, and I should, hopefully, be mostly finished with this now.
The main issues that I ran into so far involved the floating origin system. I am testing the code to scan for objects at very long ranges, where the game objects themselves have not spawned in yet.
I am also testing dynamic loading of NPC’s on board vehicles, etc.
Spiritus Astrum [P0-B12]: p1530: Towards Early Access
I have added support for persistent enemies to the game. Now, when an enemy dies (Or surrenders) their body will remain in the world across multiple runs. Their inventory/loadout will also remain.
I have also made improvements to the client/server system for persistent objects.
AI Companions now have the ability to draw weapons and engage in combat with enemies, provided that they have a weapon with ammo in their inventory.
Finally, I have made improvements to the GUI system so that the GUI renders over all objects, including grass, etc. There was an issue here before.
Spiritus Astrum [P0-B12]: p1529: Towards Early Access
I have recently completed a lengthy process of debugging and improvements. I was focusing more on legacy bugs that had been on my bug list for a long time, and I managed to finally fix a large number of them.
I made some improvements to the AI system, and the dynamic character creation system.
I also fixed some bugs and made some improvements to the weapons. There were some issues with non-raycasted weapons (Such as bows, etc) not correctly scoring a headshot on enemies.
There were also some minor issues with persistence when spawning AI enemies using the new material system, which I fixed.
I also spent some time adding some new audio ambience to the game, as well as correct triggers for enabling/disabling the audio. I need to spend a lot of time on the audio in future though, it is an area of the game that I have not spent a lot of time on.
I tested the build and ran some performance profiles, which were generally ok.
I also fixed an issue which was preventing the position of AI Companions from saving correctly in the world, and I fixed another issue where enemies were spawning in areas that were supposed to be safe.
Finally, I added new options when looting corpses of enemies, and I added an “ultra” graphics preset.
The next step is to add persistent enemy corpses. Currently, when the game quits, all enemy bodies disappear, meaning if the player has not looted them, they will not be able to again. Once this is done, I want to add the ability for the players Companion AI to be able to fight in combat with enemies.
Spiritus Astrum [P0-B12]: p1528: Towards Early Access
This week, I made very extensive improvements to the character creator and spawner systems.
I added the ability to not only randomise the clothing that NPC’s can wear (Which was already a feature) but to randomise the materials for each clothing object.
This was extremely tedious, since I had to completely redo the data sets that stored the art objects to add a list of materials as well. This had to be done for each object.
However, this has resulted in far more clothing options being available to the NPCs.
There were some significant issues getting this to work, since the system to load characters dynamically in Spiritus Astrum is complex. I am using an older version of the Morph3D character system, and I am using addressable assets and dynamic loading as well.
There are still some minor bugs with the system, and some improvements that I would like to make, bug generally, it works very well. One limitation is that it is difficult to add “matching” content sets (For example, each faction of group has their own distinct clothing style), but this is something that I can add later.
I also added the ability for all “Companion” characters to change their outfit dynamically.
This was complex as well, since the verson of MCS I am using lacks some of the necessary functions (These were added in later versions), but I was able to eventually figure this out.
This will be a vital part of the project going forward.
Spiritus Astrum [P0-B12]: p1527: Towards Early Access
I am still working on debugging and improvements.
I have made some improvements to the planet generation system, as well as fixed some GUI issues, and improved readability when the background highlight effect is turned on.
I have also added a very simple concept test of a third person camera to the game. It is now possible to view the players character from a third person view.
This actually works quite well, although if I implemented it fully I would need to change a lot of UI elements, aiming, selecting weapons, etc. I doubt that I will add it as a standard feature, but it may be useful for screenshots, or for during conversations, etc.








