Next up
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
new procgen code testing, day 2
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.
HUD test
minor progress on the new procgen code
limited working code for painting planets, not all the sections work right just yet, sadly.
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.
player UI is coming together.
ingame machines and gameplay build progressing.











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