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#project_lost_polaris

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Tried to setup Godot for 3D Open Worlds for my game, and proceeded to run into Godot Jolt not supporting it. At least not the current version. Maybe it supports an older version? Not sure.

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Setup a testing object for the radar system, currently it's just measuring the sun.

Will probably keep the sun as an always-on blip for orientation purposes.

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I do hope this sort of map setup isn't patented or something because it is, by far, the best 3D spatial map setup I've ever seen in a video game.

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с:

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Man. It seems like I built my ship's interior so bloody tight that I can't figure out a way to wrap an exterior around it. Mainly due to the windows, the modules, the shuttle bay and the one airlock needing to have access to the outside.

Fuck me I guess.

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Started work on the outside of the ship! Probably shouldn't have started with the thrusters but eh, I felt inspired lol.

Actually recorded a bit of a timelapse so look forward to that in the next video!

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Finally finished redoing the collision and occlusion of everything. Still some weird lighting bugs but I'll worry about those later.

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Finally got the overall shape of the interior done and working. Still need to do some stuff like put down lighting and flooring and such but I can finally start readding collision shapes.

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Sorry for no updates today, was helping out a friend with figuring out some bullshit for his course.

Getting very close to finishing the ship mesh up though.

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Had my first Github Moment (tm)

Accidentally committed a file that was too large for Github, and then one on top. And then I fucked up with Github trying to fix it.

Managed to MOSTLY fix everything, but now the ship's materials are inexplicably brighter >>

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Hmm. I think I'll be adding the planet landing system after I get a minimum-viable-product, purely because I don't think I can keep motivation going for long enough if I go with my gut and finish ALL the base systems before doing that.

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A quick roundtable because I felt like it!

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Started working on the last floor, the engineering bay + shuttle bay.

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There might not be a devlog this week, a lot of what I've been doing is just kitbashing the ship interior which isn't really a video-worthy subject until it's done.

Could perhaps be a good time to actually switch to a bi-weekly schedule.

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On another note, was testing out some UI changes and suddenly realized that I'm in Portal.

Complete with poofs.

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Random thought. Every experienced dev tells you to not start with your dream game and to start with something small instead.

It probably says something about me that "Space and webpage exploration open world" is probably the simplest idea I've had lol

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SNOOT SNOOT

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Returned to building the ship. Ended up just nuking all collision and occluder objects for ease of working on it for now, so can't show it off from in-game but it's moving along.

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Huh. Discovered a weird lighting issue.

No idea what's causing it or how to fix it yet but it's certainly a weird lighting issue lmao.

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Okay, with the doors converted too and with a new stairs asset, I think this is coming together rather nicely.

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Some figuring out of the materials. Plus an HDR I dug out from somewhere. The best part is that I basically only have to set them up once and the rest of the ship will just get managed because it's all built out of segments

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Hmm. Something about how reflections and light behave in my scene seems weird. It's as if roughness only properly switches on when at miniscule distances, and sometimes not even then. Anybody has any idea wtf's going on here?

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THIRD DEVLOG RELEASED!

This time a bunch of space movement-related systems, including FTL transfer between solar systems.

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Bloody seamless. Excellent.

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AHA!

direction_to multiplied by the distance to which it should stop is visually good enough.

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Okay I see the issue

Due to it being set up to clamp the fake´s position overall, it snaps to essentially a cube rather than a sphere.

Now to figure out how to calculate a SPHERICAL clamp. That's the one Vector thing I never had to do >>
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Actually. Hm. No, I'm NOT SURE what's causing the issue. It just snaps weirdly.

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Hmm. Just noticed something weird going on with my setup, with the weird positioning to be exact, but I can't quite narrow down the "what" is going on weird.

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Thinking about the later parts of my process, I'm wondering how difficult it's going to be to add the spooky events.

I'm a pissbaby who doesn't play horror, but I also just unnerved by things. So I might be able to nail down a sort of uneasy vibe at least?

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