Next up
new procgen code testing, day 2
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
ship interior in full is coming online. this step is gonna take a lot of level design to fill in the possible results
player UI is coming together.
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.
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.
the UI states work now.
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.
testing the mood and ambience of things as i get player control systems wired into the text frontend.
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?











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