P0-B3: Part 1173: Debugging, Improvements
The debugging is continuing to go well. I have fixed a somewhat serious issue with the grass rendering system that was causing grass to render twice in some cases. I have also fixed several issues with the AI code, and som eothe rissues with guis. I have also made changes to how the crafting system […]
P0-B3: Part 1172: Debugging, Improvements
I have spent some time testing and improving many of the systems within the game, including the inventory system, the navigation systems, and the groundcover/spawning system. There were several minor bugs that I needed to fix, and minor improvements that significantly help with gameplay and balancing. I have also spend a lot of time working […]
P0-B3: Part 1171: Debugging, Improvements
The playesting is continuing to go well. Most of the projects mechanics work, but there are quite a few small bugs, as well as minor game design issues that need to be improved. This will likely take some time, I will need to tweak and balance quite a number of elements, but the process is […]
P0-B3: Part 1170: Debugging, Improvements
The debugging is continuing to go well. I have fixed quite a number of minor bugs, many of which were in the project for some time. Most of the serious bugs seem to have been fixed, and I have now begun extensive play testing, with a view toward fixing the remaining minor bugs, and improving […]
P0-B3: Part 1169: Debugging, Improvements
In addition to fixing some minor bugs, I have identified some other issues that need improvement. There are some problems with setting the random seed for persistent objects. In some cases, the seed can be different between runs, which means that objects which should be persistent are in fact randomised. There are also some issues […]
P0-B3: Part 1168: Debugging, Improvements
In addition to some more minor debugging and testing, I have also fixed a major, long-standing bug with the AI. This was caused by the AI being rotated by the planets gravity while also being rotated by the navigation mesh that the AI was walking on. This caused a strange “tilting” every time the AI […]
P0-B3: Part 1167: Debugging, Improvements
I have spent some time modifying and refining the extents for the random generation system for earth-planets. During testing, I noticed that earthlike planets were often far too steep, or had far too little or too much foliage and ground cover, for the game to be playable. Earthlike planets need to be surviveable by the […]
P0-B3: Part 1166: Debugging, Improvements
In addition to fixing a bug with texture painting on non-earthlike planets, I have also been working on several fixes and improvements to the water for earthlike worlds. There was a long standing bug here which caused the wate to become invisible when the scene lighting was at a particularly high or low angle (such […]
