Next up
new procgen code testing, day 2
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
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.
*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.
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
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?
new level design, new gameplay changes, and now a new playermodel
player UI is coming together.
limited working code for painting planets, not all the sections work right just yet, sadly.
HUD test











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