Spiritus Astrum
P0-B3: Part 1138: Story
It is now possible to place AI crew members during dynamic and static story missions.
I have also added basic support for the player to find or recruit crew members in the field, and have them added to the players ship.
This will be a much more extensive feature in the future, I have just added a very basic implementation of it for the moment.
I have also made improvements to the story system, and added more support functions and features that will make creating both static and dynamic stories easier.
P0-B3: Part 1136: Story
The mission log is now basically done.
I am now working on the remaining features for the story system.
This will probably take several weeks to do, there are quite a lot of support functions, etc, needed.
A lot of these features are complex, but the project is at an advanced enough state that adding them does not require extensive modifications to the base code.


P0-B3: Part 1135: Story
The quest/mission log system is going well.
It is quite simple at the moment, but it works.
Players can keep track of missions and objectives, there is support for several different categories, and it is possible to view the history of a particular missions objectives.
This is all, of course, saved persistently too.
The next goal is to continue with the core elements that I need for the story to work.
P0-B3: Part 1134: Story
The next goal with the project is to add a quest or mission log.
It should be possible for the player to see which missions they are currently working on, as well as missions that they have completed.
It should also be possible to see the progress of a mission, which objectives are active, which they have completed, etc.
Finally, the outcome of previous missions or previous choices should also be displayed, so that the user can see how a mission ended at any point in the future.
This system will be very simple for now, but it should be basically functional.
P0-B3: Part 1132: Story
I am still working on fixing the bugs with the story system.
There were some issues with the floating origin system integration, as well as setting the control objects and setting up the player correctly when they first spawn into the game.
This is now working.
The next goal is to add some new artwork, and some simple animations, and I can then continue with the story elements.
P0-B3: Part 1131: Story
The new features that I am adding to the project in order to support the story elements are complex, and are taking a little more time than I thought.
I have made extensive improvements to these features, however, as well as several bug fixes.
I now have the ability to land the player at any planet or system in real time.
The game will handle entering the atmosphere, searching for a good landing site, and landing at the correct velocity and direction, etc.
This is all quite complex, but it seems to work well.
P0-B3: Part 1129: Story
Most of the story elements are working ok, but there are some minor issues.
I made some minor improvements to the character creation system, and I am now in the process of improving and debugging the initial spawning code.
I need to improve the pseudorandom generation algorithm to make it possible to predict, in advance (before the stellar objects are created) what the exact initial conditions of each planet will be.
For example, a planet might be “Earthlike” but it could have very little land, or may be entirely mountanous, which would make survival very difficult.
I want to spawn the player randomly within the universe, instead of manually creating a planet for them (Although I could also do this) so some improvements are needed to the procedural creation system.




