BeardLogic
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« Reply #140 on: December 03, 2017, 10:43:19 PM » |
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Thanks io3 creations! Beyond Good and Evil 2 seems to be shaping up well. I would like to be able to have the players approach a planet like that but unfortunately I have to draw the line somewhere . They might have one or two more people on their team than me lol. Either way, it appears seamless is the way to go!
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io3 creations
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« Reply #141 on: December 04, 2017, 08:30:49 AM » |
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Thanks io3 creations! Beyond Good and Evil 2 seems to be shaping up well. I would like to be able to have the players approach a planet like that but unfortunately I have to draw the line somewhere . They might have one or two more people on their team than me lol. Either way, it appears seamless is the way to go! Yeah, one or two people can make a *little* difference ... sometimes. How about "grabbing" No Man's Sky procedural Universe generator code? That should help with the workflow!
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BeardLogic
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« Reply #142 on: December 04, 2017, 09:44:04 AM » |
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How about "grabbing" No Man's Sky procedural Universe generator code? That should help with the workflow! I would definitely have a look at the code if it was available! There would unfortunately still be limitations; the vast majority of No Man's Sky code for planets relies on a library of artist generated meshes. That's why all the rocks / trees look suspiciously the same between planets. I could probably write something to procedurally generate the rocks / trees but as I mentioned I can only do so much .
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io3 creations
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« Reply #143 on: December 04, 2017, 10:08:37 AM » |
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I would definitely have a look at the code if it was available! There would unfortunately still be limitations; the vast majority of No Man's Sky code for planets relies on a library of artist generated meshes. That's why all the rocks / trees look suspiciously the same between planets.
That sounds strange. I would've expected them to have more procedurally generated aspects such as rocks, trees you mentioned. I could probably write something to procedurally generate the rocks / trees but as I mentioned I can only do so much . That might be included in the DLC then.
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BeardLogic
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« Reply #144 on: December 04, 2017, 12:28:57 PM » |
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That might be included in the DLC then. Definitively something to keep in mind for the future
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BeardLogic
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« Reply #145 on: December 08, 2017, 03:08:00 PM » |
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Exploration followed by combat with new AI / Enemy ships. Enemy ships are procedurally generated, had to get that working again with the new build system. Might post a video about that in the near future here I like how they turned out. Thinking about adding a random function for the player too (at least for the next build).
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Pixel Noise
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« Reply #146 on: December 08, 2017, 06:13:30 PM » |
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Cool! I think that's the first time I've seen enemy ships? Or at least the first in a while...my only concern is that they might be hard to spot...though maybe it's easier when actually in game, vs. watching on video.
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BeardLogic
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« Reply #147 on: December 08, 2017, 11:04:57 PM » |
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Cool! I think that's the first time I've seen enemy ships? Or at least the first in a while...my only concern is that they might be hard to spot...though maybe it's easier when actually in game, vs. watching on video.
Yeah! I had to remove them when I changed the build system. It was quite the overhaul. The radar does make it easier to find the enemies but I'll have to be sure to keep an eye on that. Thanks for mentioning it!
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Zireael
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« Reply #148 on: December 09, 2017, 10:24:41 AM » |
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I went like: "What's that red rectangle fo-? Oooh, a ship!"
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BeardLogic
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« Reply #149 on: December 09, 2017, 02:12:45 PM » |
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I went like: "What's that red rectangle fo-? Oooh, a ship!"
Haha, awesome. Glad you could make that out!
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BeardLogic
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« Reply #150 on: December 15, 2017, 01:53:48 PM » |
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Procedural ship generation for the enemy ships! I'm considering adding a function to do this for the player as well; it would get people up and running pretty quickly.
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Zireael
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« Reply #151 on: December 17, 2017, 04:34:45 AM » |
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I loved the last one, and the second to last ship made me think of an octopus for some reason <3
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BeardLogic
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« Reply #152 on: December 17, 2017, 08:14:52 AM » |
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Thanks Zireael! That's the thing about randomness, you get some interesting designs. I will be modifying the algorithm in the future to hopefully get them more frequently.
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Pixel Noise
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« Reply #153 on: December 19, 2017, 06:21:56 AM » |
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I think that's a feature that most new players would be happy to use. A lot of those designs were really cool!
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BeardLogic
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« Reply #154 on: December 19, 2017, 07:18:31 PM » |
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Thanks Pixel Noise! Here's hoping!
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BeardLogic
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« Reply #155 on: December 22, 2017, 04:56:35 PM » |
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New inventory system, item collection and lighting! Trying to get a lot done before the end of the month. Amazing how much goes wrong while your trying to get something down quickly!
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Zireael
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« Reply #156 on: December 23, 2017, 12:36:57 AM » |
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Wow, new shiny asteroids, but I love those rocks embedded in the asteroid tunnel itself <3
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BeardLogic
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« Reply #157 on: December 23, 2017, 12:12:21 PM » |
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Wow, new shiny asteroids, but I love those rocks embedded in the asteroid tunnel itself <3
Thanks man!
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BeardLogic
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« Reply #158 on: January 06, 2018, 11:20:25 AM » |
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The forge system is up and running. I've been taking a little time off, didn't quite reach the goal I had set for myself but still needed a break. Looking at getting the next iteration out for people to play with soon. I'm want to add a save system and tweak a few things before then but shouldn't be too long.
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s_harriton
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« Reply #159 on: January 06, 2018, 11:30:10 AM » |
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Looking good!
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