Next up
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.
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
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
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.
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?
ingame machines and gameplay build progressing.
testing the mood and ambience of things as i get player control systems wired into the text frontend.
limited working code for painting planets, not all the sections work right just yet, sadly.
minor progress on the new procgen code











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