Next up
...
the UI states work now.
limited working code for painting planets, not all the sections work right just yet, sadly.
the star generation is running once again finally. sorry it took a year but the game engine switchover took a while and for the engine itself to update some things.
new playermodel format, gen system upgraded with more options and roughly triple the ship size. enemy and item spawning to follow alongside with getting all ship parts to ideally generate
HARMONY VOID is back ontrack with some huge design improvements and a setting change back to outerspace proper, specifically onto smaller scale procedurally generated spaceships.
some weaknesses being addressed and features added
-games not spooky enough yet
-too one note if its the same type of ship over and over again
-out of map boundaries and can i make the level endless?
-level variety still too dry and empty
testing the mood and ambience of things as i get player control systems wired into the text frontend.
good news: endless generation of multiple ships is possible, as is progression with travel
bad news: crossing a gap for five boring minutes is unacceptable
possible solution: no more spaceships? switch to endless terrain?
new level design, new gameplay changes, and now a new playermodel











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