Spiritus Astrum [P0-B12]: p1528: Towards Early Access
This week, I made very extensive improvements to the character creator and spawner systems.
I added the ability to not only randomise the clothing that NPC’s can wear (Which was already a feature) but to randomise the materials for each clothing object.
This was extremely tedious, since I had to completely redo the data sets that stored the art objects to add a list of materials as well. This had to be done for each object.
However, this has resulted in far more clothing options being available to the NPCs.
There were some significant issues getting this to work, since the system to load characters dynamically in Spiritus Astrum is complex. I am using an older version of the Morph3D character system, and I am using addressable assets and dynamic loading as well.
There are still some minor bugs with the system, and some improvements that I would like to make, bug generally, it works very well. One limitation is that it is difficult to add “matching” content sets (For example, each faction of group has their own distinct clothing style), but this is something that I can add later.
I also added the ability for all “Companion” characters to change their outfit dynamically.
This was complex as well, since the verson of MCS I am using lacks some of the necessary functions (These were added in later versions), but I was able to eventually figure this out.
This will be a vital part of the project going forward.


