We’re aware of a crash bug effecting OS X users since v1.0.3 and we’re working on a fix – we’ll let you know more as soon as we can! In general, at the moment we are working on another patch containing some fixes and small adjustments, and we’ve started working on our first post-1.0 content update. :)
It’s been a while since we had a real technical dev blog, though, so for tonight Tccoxon’s written up a post about how he built Starbound’s procedural quest system!
Since Starbound hit 1.0, I’ve found myself looking back over my contributions over the last couple of years. I feel incredibly lucky to have had the chance to work on Starbound, and be a part of the community. I know the rest of the team here in the office does too.
One of my favorite features in Starbound is procedural generation – the way it produces endless distinct planets to explore, the way every weapon you find is different, and every NPC has a unique appearance. I know that from a design perspective, procedural generation is often inferior to hand-designed content… but designing a procedural system that produces pleasing results is still an interesting puzzle that fascinates me. (And has been central to the concept of one of my other projects, Lenna’s Inception.)
So I jumped at the chance to build a procedural quest system for Starbound!
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