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
the UI states work now.
minor progress on the new procgen code
new HUD and player test. endless terrain generation works in a basic test. exact tone of the world and setting is being refined more
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
testing the mood and ambience of things as i get player control systems wired into the text frontend.
limited working code for painting planets, not all the sections work right just yet, sadly.
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
new procgen code testing, day 2
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.











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