I have begin working on the logic for the new quest.
I have already made improvements to the quest logic and the main game logic, and so far things are going well.
It is now possible to change zones and travel to distant stellar objects without being in a capital ship or shuttle. Any object can function as a “control object” for long distance travel now.
This allows greater options for storytelling, and traversing through the world, but there are quite a lot of bugs and a lot of testing to do here.
The modelling and texturing for the next phase of the quest system is done.
It is extremely basic, but it should be enough to get the concept for the quest working.
The main goal is to add more features to the quest system, and further develop its capabilities, so that I can use this system to add more quests and story features in the near future.
I am now working on the artwork for the next quest.
It is taking some time, since there are some technical requirements that the artwork has to fulfill, but it is going ok.
The entire quest will take some time to do, and there will then be an extensive process of testing, etc, however the modular quest system is working well, so I am confident that I can add more content to the game relatively quickly in future.
I have made some improvements to the artificial gravity system in the game.
There was an issue when the player landed on a small, non-spherical stellar object (Such as a small asteroid or a space station, etc), where the gravity vector would point them toward the center of the object, but this wouldn’t be the correct up vector.
I have made huge improvements here, although there is still a very minor glitch that occurs when the gravity vector updates itself.
It is possible for the player to walk all the way around an object with the gravity and upvec still being correct all the way around, which is a vital feature in this project.
I intend to make use of this much more in future parts of the project.
I have now started working on another new quest for the project.
The goal is to have a large number of quests, with different starting and ending conditions, that the player can participate in.
It should also be possible for the player to transition from one quest to another under some conditions.
I am still in the process of designing this quest.
Once I have enough content, I should be ready to start thinking about releasing the project (into beta). I will probably start by releasing a demo first.
I have made some minor improvements to the survival mode (On earthlike planets) in the game, and I have also written and uploaded a EULA (Which is required by steam before publishing).
I have also made some GUI changes to make it easier for the player to set their initial conditions for the modular quests.
The new quest is going very well. I have added several new features to the quest system for this quest alone.
I also fixed several minor issues with the new quest system.
I have also made changes to the procedural content creation system that allow cities to be created on non-earthlike planets. These cities are more rare than on earthlike worlds, and survive within a shielded dome.
This was done to make non-earthlike worlds easier to survive on for players.
I still need to make adjustments to the probablities, etc, with procedural content creation system to keep things balanced.
I am now working on creating additional “quests” and content for the player to perform.
I am creating a series of modular quests that are influenced by the players initial character creation options.
There will also be the possibility for the player to transition from one modular quest to another, depending on their actions and various events going on in the world.
The current goal is to modify and improve the existing quest system to allow for this modular system to work.
I also have to modify the character creation system to properly respond to the initial conditions.