Next up
ship interior in full is coming online. this step is gonna take a lot of level design to fill in the possible results
*it's 2am, do you know where your O R B is?*
in serious news, the book progress continues but in the meantime, i figured i'd gamejam some horror during spooky season.
new procgen code testing, day 2
expanding ship hull generation to include some hullplating over the current gaps. WIP, and there's gaps in the coverage but those are getting patched
the UI states work now.
testing the mood and ambience of things as i get player control systems wired into the text frontend.
first item: more new enemies for the roster.
second item: level generation is now able to give the ship a stable hull. this took a while because as it turns out the math to determine "outside edge of the ship" was a bit more complex then first intended.
HUD test
ingame machines and gameplay build progressing.
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











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