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!
Looking forward to bringing you guys another week’s worth of updates. :) See you tomorrow!
It’s Friday, so here’s a gif of a creepy crawly monster baby.
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. :)
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.
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!
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.
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!
On the colonial side of things, Tccoxon has been testing NPC respawning, which involves doing a whole lot of this:
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. :)
Let 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.