5th February – The Taming of the Crew

February 5, 2016 in Dev Blog, Featured

Happy Friday!

Following up on Tuesday’s post about ship crews, I wanted to go into a little bit more detail!

When an NPC asks to join your crew, they’ll have a particular role in mind for themselves – they may be a medic, or an engineer. Once they’re aboard, they’ll have a passive effect on you and your ship. A medic will heal you, a biologist will give you status effects, and an engineer can increase your fuel efficiency.

You can take crew members with you to explore planets or complete missions, but you won’t get their passive status effect while they’re in your party. When a crew member dies, they respawn on your ship. Look at how happy Tccoxon’s crew is! It’s almost as if they don’t realize how much he hates NPCs. :(

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If you decide you don’t like someone in your crew, you can give ’em the boot! Goodbye Wesley, you slacker.

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And hey, look! We’re implementing loads of new dungeons! Hylotl villages are here and they are so pretty.

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That’s all for this week. See you on Monday, folks! <3

Post your comments here!

2nd February – Crews Control

February 2, 2016 in Dev Blog, Featured

Hey everyone!

It’s been a little difficult to find things to show off on the blog lately that aren’t massive mission spoilers, but today I’ve got something pretty cool! :)

When you establish a colony and befriend a colonist by completing tasks for them, they may ask if they can join your ship’s crew! If you accept them into your crew, they’ll wear a Protectorate uniform and beam up to your ship. When your crew is large enough you’ll receive a ship upgrade license.

Alternatively, if you’d like to avoid the colony system altogether, you can spend a bunch of pixels at the Penguin Bay for a shady fake upgrade license.

Post your comments here!

28th January – Something Fishy

January 28, 2016 in Dev Blog, Featured

Here’s another quick look at an upcoming mission. Who’s that Hylotl? What’s he listening to? What’s going on in the library? Where can I buy glasses with three lenses? So many questions!

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Post your comments here!

 

26th January – Secret Avian Man

January 26, 2016 in Dev Blog, Featured

Hey everyone!

We’re doing a lot of work on various missions and bosses and things! Here’s a screenshot from one such upcoming mission. You guys had some really interesting theories about the last mission screenshot I posted, so I’d love to hear what you think about this one!

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This week’s community Build of the Week theme is Storage Facilities, and so far we’ve got a really cool Traditional Art Conservatorium from ElvenCourage and an asteroid base from the-nick-of-time. To submit your Build of the Week, check the Starbound subreddit for the current week’s theme, build something awesome, and then submit it as a link post with the prefix [BotW] or [Build of the Week]. Sometimes we post our favorites! :)

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Post your comments in this thread.

‘Til next time! <3

22nd January – Broom for Improvement

January 22, 2016 in Dev Blog, Featured

Happy Friday!

We have talked a little bit about the re-addition of hunger in Survival Mode, which is exciting! There are a lot of different difficulty parameters – hunger, allowing players to beam up from underground, items dropped on death, how much it costs to revive your character, and permadeath. Regardless of how we configure Starbound’s three difficulty modes some players will prefer a different set-up, so to that end Metadept has made all of the modes moddable. Here’s what that looks like!

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Keep in mind that what you see there now isn’t necessary what the default settings will look like in the final game – it’s just how it’s configured right now.

In other news, this character is wielding a broom. Why are they wielding a broom? What’s the significance of the broom? Where are they? What’s going onnnnnnnnn?

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Post your comments here!

20th January – Monkey Business

January 20, 2016 in Dev Blog, Featured

Hey everyone!

We’ve been working on missions for the final game! Here’s a little look at the start of an upcoming mission – looks kind of intense. What do you think it’ll be about?
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This week’s community-run Build of the Week theme is Crash Sites, and there have already been some really really cool submissions. Here’s a crashed freighter from ElvenCourage!

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To submit your Build of the Week, check the Starbound subreddit for the current week’s theme, build something awesome, and then submit it as a link post with the prefix [BotW] or [Build of the Week]. Sometimes we post our favorites. :)

‘Til next time~

Post your comments here!

18th January – Tech Support

January 18, 2016 in Dev Blog, Featured, News

Hey everyone!

Metadept’s work on the new hunger system continues, but he’s also been spending some time overhauling techs! Here’s what’s happening with the new tech system:

Tech has been reduced to three tech slots (from four). Each of these slots will carry a base tech that the player is guaranteed to unlock over the course of progression. The three base techs are Double Jump, Distortion Sphere, and Dash.

Once a base tech is unlocked, you’ll be able to choose from three upgraded variants of it, and unlock each of them via tech card. Although you’ll still only be able to equip one variant at a time.

The reasoning behind this change is due to player behavior tending to sway towards a few specific techs. This is mostly down to many of the alternatives being very situational, with players not wanting to sacrifice important movement abilities in exchange for something more specialised.

The solution to this has been to take the most popular techs and give them more interesting variants, without the sacrifice of losing the functionality of the base tech.

Combined with the new augmentation system discussed last week, you can pull off some seriously powerful moves. Here’s an example of two upgraded techs in action, the Sonic Sphere and Wall Jump:

Mollygos is back in the office tomorrow, so you’ve all been spared a week of pun fuelled dev blog posting from me. If you’d like to comment, please post in this thread! 

15th January – Collar Duty: Advanced Warfur

January 15, 2016 in Dev Blog, Featured, News

Happy Friday!

Tccoxon has been working on a set of pet collars that work much like the EPP augmentations. When you obtain a pet collar, you can right-click on a filled capture pod to place it on that pet.

The type of collar effects range from stat-boosts to damage, health boosts, light generating and even elemental type effects. There’s also the ‘oblivious collar’ which makes your pet invulnerable but non-aggressive, so you can have a completely passive pet.

collardutyThat’s all for today!

Feel free to post comments in this thread! 

13th January – My backpack is augmented

January 13, 2016 in Dev Blog, Featured, News

Hey everyone! After some site wide maintenance, we’re back online. There’s lots of progress to report so let’s get straight to it.

Environmental Protection Packs

Armagon has been working on a more satisfying replacement for the nano-skins, that provide protection against the range of biome hazards. Not only are these new wearable protection packs craftable, you can customise them with augmentations that bestow the player with useful buffs. They can also be used in conjunction with your Techs!

breathing EPP    augmentEPP

Survival Mode

As you might know, Metadept has been working hard on the reimplementation of hunger. You’ll be able to enable this by selecting the new Survival Mode option at the character creation screen. It’s a heavy work in progress right now, but we have a basic implementation working in-game.

A hunger bar appears beneath the player’s energy bar, and will slowly deplete over time. When the bar is empty, you’ll start suffering from a starvation status effect which will begin to drain your health. In order to keep you on your toes, and hinder those who’d stock an infinite supply of food in their inventories, food will slowly rot and become inedible over time.

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  • Player pets are not only capturable, but you’ll be able to do a lot with them! (There’ll be more on that soon!)
  • Necotho and GeorgeV have completed work on the new Tier 6 Scorched City biome
  • Work on fossils continues, with many new fossils to discover!
  • A lot of work is continuing into the story content and missions (but not much can be revealed right now).

That’s all for now!

Until our comment section is fully functional, please post your thoughts in this thread!

7th January – We have a T-Rex

January 7, 2016 in Dev Blog, Featured

Hey everyone!

Following up on Tuesday’s post, we thought we’d shed a little more light on the fossil system. :)

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The new Fossil Station lets you craft stands for fossils and tools for excavation. Let’s go looking for some! You’ll have to search underground if you want to find any, of course.

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Looks like we’ve come across some skeletal remains! Use the tools from the Fossil Station to excavate them, which is done with the minigame we showed off in the last post.

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We found a T-Rex skull?! How come there are T-Rexes on distant alien planets anyway? No time for questions, lets display this in our museum!

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There are three different stand types for three different size categories of fossils. To complete some fossils you’ll need to find multiple parts. Some fossils might be familiar to you but others will be totally alien, like many things in the Starbound universe! I’m sure that there are people who would be willing to pay a pretty penny for a completed skeleton, too. Better get digging, then!

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Post comments here!

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