Spiritus Astrum [P0-B13]: p1539: Towards Early Access
I have completed more testing and debugging, mostly related to the campaigns. I have also added more features to the capital ship interiors, and fixed some bugs that I discovered, as well as improved the story triggers slightly. Finally, I have made some improvements to the campaign missions themselves. The next step is to do […]
Spiritus Astrum [P0-B13]: p1538: Towards Early Access
I have finished some more testing and debugging, mostly bugs that I discovered during the last test run. I have also made some improvements to the mission selection UI’s and logic for the third campaign, which makes it a lot easier to use and more reliable. There were also some new bugs that I discovered […]
Spiritus Astrum [P0-B13]: p1537: Towards Early Access
I have finished adding checkpoints to all of the campaigns in the game. There is still some work to be done here, but the now has a mostly functional checkpoint save system for the campaign, which integrates with the existing “free-roaming” save system. I also did some extensive testing, and fixed some bugs, and made […]
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, […]
