Next up
player UI is coming together.
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.
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.
*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.
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.
despite an entire backbone rewiring, we are so back.
crowdfunding this project: https://www.subscribestar.com/err-arachnica
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
minor progress on the new procgen code
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 procgen code testing, day 2
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