Spiritus Astrum [P0-B9]: p1473: Towards Early Access
I have finished adding a huge amount of new artwork to the game.
I have also added animations for doors, etc, as well as added scripts to randomly spawn pickups and NPC’s.
The vast majority of this artwork is for the random “groundcover” system, which generates procedural objects, etc. This should provide more things for the player to explore.
I have also added a number of new crafting items, and integrated them with the game.
To add these items, I had to make some changes to the way user interactivity is handles within SpiritusAstrum.
I want the game to be as immersive as possible, and so, originally, I wanted to use as few menus as possible. This meant I was, for example, spawning items in the world instead of adding them directly to the inventory, etc.
However, as the game grewmore complex, it became clear that this system was not workable.
There were several instances where, for example, several items could be picked up at once, (Such as from a downed NPC) or where pickup items were too small to be easily seen in the world. There were also cases where, for example, the same action by the user could result in multiple effects.
This required the use of menus.
Recently, as I added in the new crafting components, I have had to add more menus to the game to solve these issues.
I am still committed to making SpiritusAstrum as immersive as possible, but there will have to be some compromised made for playability as well.
The menus are quite clean, and shouldn’t spoil the immersion too much.