P0-A10: Part 895: Procedural Generation, Server Replacement, Debugging
I intend to gradually replace the existing server code over the next few weeks or months, it will be quite an extensive project. I also want to look into procedural mesh generation in an attempt to create procedural characters, etc, for the project.I am also working on extensive debugging and other improvements.
P0-A10: Part 894: Server Replacement
I am evaluating both Mirror networking and MLAPI for the server replacement. I have been working on both of these, and there doesn’t seem to be a direct replacement for the UNET functionality, in particular, register handler. It seems that I will need to rewrite a not insignificant part of my project to work with […]
P0-A10: Part 893: Vegetation System Improvements
I have made several improvements to the vegetation system in my project. Now, instead of the vegetation appearing randomly with equal distribution, I have added a dynamic density system, so that the vegetation appears in “patches” or clumps, this looks far, far better and much more realistic than the previous system.
P0-A10: Part 892: 2021.1 Port, HLAPI
I have ported my project over to unity 2021.1, and the port went fine, except for some issues with HLAPI. This has been deprecated by unity, but there is no official replacement yet, so I have still been using it. There are ongoing issues, which I have managed to temporarily work around. The main one […]
P0-A9: Part 891: Traits, Character Development, Etc.
All of the foundation code for the traits has been added. I can add and remove traits, store them on the server, and page them to other multiplayer clients. I can also add traits when specific conditions are met (such as number of kills, skill level, number of items crafted, etc). I have also added […]
P0-A9: Part 890: Traits, Character Development, Etc.
I have been working on adding a large number of traits and attributes to the player. Some of these will be chosen by the player under certain conditions, some will be earned when the player reaches a particular skill level, others will be awarded for specific in-game actions or achievements. So far, there are about […]
P0-A9: Part 899: Art, Improvements, Etc.
I have spend a lot of time on the skill and attribute based system. The preliminary code is now basically working, and is synced properly with the server. The next step is to add the actual “hooks” that will detect when the player has improved a skill or picked up an attribute, and will then […]
P0-A9: Part 898: Art, Improvements, Etc.
I have added a dialog system that allows the AI to respond with various specific pieces of dialog depending on where the player is, and what buildings, etc, are nearby. In addition, I am working on a complex skill and ability based system for the project. I have already done some work on this, but […]
