Next up
testing the mood and ambience of things as i get player control systems wired into the text frontend.
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.
ship interior in full is coming online. this step is gonna take a lot of level design to fill in the possible results
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
new HUD and player test. endless terrain generation works in a basic test. exact tone of the world and setting is being refined more
*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
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
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.
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