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
ingame machines and gameplay build progressing.
new level design, new gameplay changes, and now a new playermodel
new HUD and player test. endless terrain generation works in a basic test. exact tone of the world and setting is being refined more
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
HUD test
minor progress on the new procgen code
*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.
testing the mood and ambience of things as i get player control systems wired into the text frontend.











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