22nd May – Pod chests!

May 22, 2015 in Dev Blog, Featured

Happy Friday!

So Supernorn has been hard at work replacing Starbound’s ubiquitous wooden chests with something closer to status pods, which fit in quite a bit better with the theme of the game. :) Space, y’know?

podchest

 

Also, weapons chests now look an awful lot more like chests that contain weapons.

weaponchest

 

Also, Matter Manipulator upgrades are now based on collecting Matter Manipulator modules that you can find in chests.

items

You’ll also find tech chips (second row) in the chests, which you can combine them together to craft a tech drive (used to be called a tech card).

Upgrade components (third row) are currently used to upgrade the backpack lanterns. They’ll be used for more things in the future, like armours!

At the bottom row is the Autochip. If you find enough of them you can craft an Autodrive, which will be used for vehicles in the future.

Lemme know what you think!

See you next week!

21st May – Rollin’ Boulders

May 21, 2015 in Dev Blog, Featured

Evening everyone!

Metadept‘s merchant interface is nearly finished, which is super exciting! Selling things! Ahhhh! Nothing I can show off today on that front, unfortunately, but hopefully very soon. :)

Neco and Armagon have been collaborating on challenge rooms and graphics for new types of traps, which I absolutely can show you. Take a look!

(P.S – Check out that gfycat URL! How do they knoooooooow?!)

20th May – The Light Fantastic

May 20, 2015 in Dev Blog, Featured

Evening everyone!

I’ve been working on some upgrades to the regular lantern stick. Click below to see a work in progress! I’ll probably be animating some sway to give them a bit of life in the near future.

Introducing the Halogen and Xenon packs!

Lights!

Until tomorrow!

19th May – Where’s the rent?!

May 19, 2015 in Dev Blog, Featured

Afternoon!

Supernorn has gone ahead and improved the colonization deeds and was kind enough to make a few gifs showing the different rental states. Gifs are big, so hit the ‘read more’ link to see them. :D

Read the rest of this entry →

18th May – What’re ya sellin’?

May 18, 2015 in Dev Blog, Featured

Happy Monday!

Quick post today! Supernorn is working on colonization deeds, Healthire and SamuriFerret are working on “boss stuff”, Armagon has continued to work on the Avian mission (puzzle chamber pictured below), and Metadept has been working on a merchant interface! Which means…

… wait for it…

… buying and selling! Yaaaaaay!

starbound 2015-05-13 14-57-58-14 (2)Looking forward to bringing you guys another week’s worth of updates. :) See you tomorrow!

 

15th May – Creepy crawly monster baby

May 15, 2015 in Dev Blog, Featured

Hello!

It’s Friday, so here’s a gif of a creepy crawly monster baby.

monsterbabby

 

So ugly that it’s almost cute!

I also wanted to draw everyone’s attention to a super cool community thread called the Weekly Pixel-off! Each week, a group of artists get together and draw pixel art pieces based on a theme for fun and practice! This week’s theme is Revival, and I’d encourage everyone who’s into pixel art or interested in giving it a try to check it out. :)

That’s all for tonight. Have a lovely weekend! <3

14th May – It’s tough being an NPC

May 14, 2015 in Dev Blog, Featured

Howdy!

Kyren‘s been working on some changes that improve networking, Metadept has been working on celestial graphics and the ability to delete materials without corrupting worlds, and Supernorn‘s been working on some effects for monster skills!

Following on Tccoxon’s adventures in colonization testing, he caused an innocent NPC a lot of distress today when he heartlessly removed a chest from their home.

It was the single most upsetting moment of that NPC’s life. For Tccoxon, it was just another Thursday.

… ’til tomorrow!

13th May – A Path Wrought With Danger!

May 13, 2015 in Dev Blog, Featured

Hey guys!

Work on the Avian mission has continued along at a steady pace, and I’m really pleased with how it’s shaping up so far. You can look forward to some branching paths, each with their own obstacles to overcome. I’ve been making sure there’s some secrets sprinkled here and there as well. Here’s a glimpse of what you can expect!

A path wrought with danger!

Continuing to expand our options for mission design, Metadept has added another bit of wiring functionality since my post last week; a delay logic gate which, as the name implies, causes a signal passing through it to be delayed by a short time. This has allowed me to do some pretty cool stuff with our new traps!

In other news, Metadept and George spent some time today improving the graphics on planets in the celestial interface; chiefly making ocean and non-ocean worlds more visually discernible from one other. Gas giants also have more colour variation.

Planet Changes

That’s it from me. Enjoy your evening folks!

12th May – Color Coordinating Colonies, Cogently

May 12, 2015 in Dev Blog, Featured, News

Hello!

Metadept and George V have done a bit of work on making monster palettes match the biome they’re in. It sounds like a small change, but atmospherically it seems to make loads of difference. :) See for yourselves!

biomecolors

On the colonial side of things, Tccoxon has been testing NPC respawning, which involves doing a whole lot of this:

That’s all for tonight. See you tomorrow! <3

11th May – Ahhhhh it’s a monster

May 11, 2015 in Dev Blog, Featured, News

Happy Monday!

George V has been experimenting a bit with the monster generator by using existing parts on new bodies in new locations to achieve a greater variety of monster types. Here’s a bit of what he’s been working on so far– keep in mind that these may not actually appear in the game, as they’re only experimental. :)

experimental_monstersLet us know what you think of them! I’m hoping to have more stuff to show off to you guys later in the week– largely, the team’s been making progress on the same things they were last week.

Have a nice night, everyone!