Next up
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
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.
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
HARMONY VOID is back ontrack with some huge design improvements and a setting change back to outerspace proper, specifically onto smaller scale procedurally generated spaceships.
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?
testing the mood and ambience of things as i get player control systems wired into the text frontend.
*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.











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