P0-A8: Part 809: AI, Testing
I have added a comms gui to the game. This allows for interaction with other NPC ships, and allows the player to negotiate, threaten, etc, during combat situations, as an alternative to escaping or fighting. This gui also updates the player on the status of various ships, and displays requests from other ships for assistance, […]
P0-A8: Part 808: AI, Testing
The AI is now, largely done. I will spend another week or so on this, I want to do a lot of testing and cleaning up of the code, as well as add some other minor improvements. This system is quite complex, and there are several features that need to be tested extensively before I […]
P0-A8: Part 807: AI, Testing
Most of the issues with the AI NPC’s are now fixed. There are still a few minor bugs, but I am making progress on fixing these too. I now have quite a powerful system that allow for NPC and player movement at extremely long ranges and extremely fast speeds. This will be the basis for […]
P0-A8: Part 806: AI, Testing
I am continuing to improve the AI system. I have made several improvements, and fixed several bugs, with the current AI system. The AI can now reliably intercept, and chase, attack, and retreat, from players regardless of the distance and speeds involved. The next step is to add support for NPC ships, and add interactions […]
P0-A8: Part 805: AI, Testing
The AI work is going well. I still have a lot of refactoring to do, but the testing that I have done so far has not uncovered any major problems. I have also added random AI ships to the project which can be tracked and intercepted by the player. This, again, seems to work fine. […]
P0-A8: Part 804: AI, Testing
The next major goal is to test, and improve, the AI Ships that can spawn at various times. I have spent some time testing this already, and the solution that I have works reasonably well, but it is very rough, and can no doubt be improve a lot. I also want to add support for […]
P0-A8: Part 803: Lighting, Testing
I have made improvements to the lighting used in my project. I am using a combination of directional and point lights, and the background colour changes depending on the colour of the nebula that the player is in. I have spend some time adding and customising various light sources, and setting the layers and exclusion […]
P0-A8: Part 802: Razer Chroma/Phillips HUE lighting integration
I have finished the integration for the Phillips HUE lighting. The system works quite well, although it needs some slight tweaking in some areas. I can sync the lights with the sunlight, and the nebula light colour, this is the easy part. I have also added a distance-based system that will change the light colour […]
