Next up
the UI states work now.
testing the mood and ambience of things as i get player control systems wired into the text frontend.
new procgen code testing, day 2
*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 level design, new gameplay changes, and now a new playermodel
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
HUD test
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?
...
new HUD and player test. endless terrain generation works in a basic test. exact tone of the world and setting is being refined more










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