P0-A8: Part 817: Art, Improvements
The next goal of the project is to balance the various gameplay variables, and the day and night cycles of the planets. I will then focus on making the game, and gameplay mechanics, playable. I think I have made enough progress now for the game to be basically functional. I will then add new features […]
P0-A8: Part 816: Art, Improvements
The terrain smoothing is effectively done for now. I haven’t integrated it yet, but the proof of concept works. I had some issues with moving ground cover objects, such as trees, etc, when the ground beneath them was smoothing. In the end, I decided to simply remove the trees from the smoothed area, since the […]
P0-A8: Part 815: Art, Improvements
The terrain smoothing is going very well. I had some issues with getting the terrain to smooth properly across terrain boundaries, I had to make some significant changes to how my solution worked. However, I have solved this issue, although my solution isn’t hugely efficient. There are still some minor bugs to fix and features […]
P0-A8: Part 814: Art, Improvements
The next objective that I am working on is to add the ability to create flat areas on steep terrain. I want to be able to place structures anywhere on the terrain, and I want to be able to create larger cities, etc, and to do this I need to be able to create perfectly […]
P0-A8: Part 813: Art, Improvements
I have been working on some improvements for the Database system, although these are not complete yet. There is a bug in the current code that sometimes causes database errors when multiple queries are executed at the same time. This is intermittent, but at some point I will need to add some kind of message […]
P0-A8: Part 812: Art, Improvements
In addition to fixing some minor bugs in the project, (Such as some issues with AI characters getting stuck on obstacles). I have also been working on some art concepts. I wanted to create a very simple model to explore a slightly different art style. I generally make my textures quite complex, (often using smart […]
P0-A8: Part 811: AI, Testing
I have finally fixed a few last minute bugs within the current system. These were mostly related to combat, and to AI behaviours of various different AI types, etc, in the game. There were also some issues with radar tracking when enemies were destroyed or removed from the game, and with some of the weapons […]
P0-A8: Part 810: AI, Testing
I am now in the final stage of testing of the current code. I have uncovered quite a few bugs, including on in an unrelated system, but all of these have been fixed. It seems that all of the core mechanics so far are working. There is quite a lot of polishing and improvements to […]
