Here’s a stress-test of the stockpiling system after I made some performance improvements to it. Its much faster but there are still some issues with how the AGVs choose spots that I have to address.
Working on a new game! Ideally a squad based sandbox RPG where you'll be able to get up to all kinds of adventures.
Recently I added some tooltips that show your intended action when you mouse click, added a progress bar when performing actions, and equipped weapons now change locations depending on your combat state.
Not really sure the best way to automatically determine if you're actually in combat or not, so it's making a best guess at the moment.
It's a little tough making good foliage in BSP format, but after noticing a few tricks in Morrowind and some of the Quake mapjams I've got a system I'm happy with.
you need rest. more than anything, you must allow yourself rest. death is frightening– it is inevitable, it is unstoppable– but, it can also be a thing of great beauty. it is an agent of change. it is the forest fire that paves way for new life. allow yourself this rest, and be prepared for the change to come. brace yourself. it will be hard, it will not be kind, but you are more than ready. you just need to rest first.
/ NUMBER: 13 / UPRIGHT: endings, change, transformation, transition / REVERSED: resistance to change, personal transformation, inner purging
I’ve been working on the fleet selection screen, where you can refine your selection by removing ships or view statistics about each ship by selecting it on the left. I’m close to running out of vertical space so I may have to do something about that once there are more ships or ships with more stats.