Next up
new level design, new gameplay changes, and now a new playermodel
testing the mood and ambience of things as i get player control systems wired into the text frontend.
new HUD and player test. endless terrain generation works in a basic test. exact tone of the world and setting is being refined more
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
main menu controls work now. work on the new game start of setting the factions properties can begin now. after that, i can plug that info into the world generation, and we're off into gameplay.
new procgen code testing, day 2
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
*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.
limited working code for painting planets, not all the sections work right just yet, sadly.
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