Next up
testing the mood and ambience of things as i get player control systems wired into the text frontend.
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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 level design, new gameplay changes, and now a new playermodel
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
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?
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
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.
ingame machines and gameplay build progressing.
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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