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 […]
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 […]
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 […]
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 […]
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, […]
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 […]
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 […]
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 […]
