Next up
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.
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
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
new procgen code testing, day 2
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.
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.
...
despite an entire backbone rewiring, we are so back.
crowdfunding this project: https://www.subscribestar.com/err-arachnica
*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.
0 comments