First of all, thanks for all of the lovely responses to yesterday’s video. A lot of you seemed to like that format for summarizing changes made to the game, which is very encouraging. We hope to make it the first of many!
We’re getting a bit closer to implementing those NPCs I’ve posted concept art of recently. It’s been fun to show you the artists’ design process from the very first brainstorming session– and personally, it’s really cool to watch the team give life to characters we’d only ever written about in lore. We’ve made some progress on character portraits, but they’re still a work-in-progress.
I promise that the Floran princess isn’t actually a bug!
She’s a feature…kidding. She really isn’t a bug, though, that’s just a placeholder sprite.
We’re trying something a bit different where we’ll do regular roundups of the latest additions/changes to Starbound. In this first video, Tiy and Supernorn chat about craftable teleporters, challenge doors, making improvements to terrain and the underground, combat improvements, and more!
We haven’t done many videos like these in the past, so leave us some feedback!
I’ve added the new axes and implemented them to our internal build. There’s about 60ish unique axe heads, 60 handles, plus numerous palette possibilities. It equals a lot of possible variation!
GeorgeV has been helping out with some GUI tweaks, and has finalised the outpost remote teleporter shop, which Armagon is now implementing.
Rosiedeux has completed her timeline infographic, which will be a great reference tool for us as we work further on the storyline!
Metadept is continuing work on improvements to terrain generation
Healthire and Tom are continuing their pathfinding improvements
Necotho and SamuriFerret have been working on more remote teleporter variations, you’ll be able to buy these from the outpost store.
Now that axes are finished, I’ve started work on some additional sword hilt designs. This is very early work in progress stuff but thought you might be interested in a sneak peek! More of this to come in the week!
In case you missed Tiy’s tweets, we’ve been experimenting a little bit with making stacked windows easier to distinguish. Here are the new windows in action (they’re a work in progress!):
A lot of today’s work has been a continuation of the previous few days– so pathfinding, challenge doors, teleporters, etc. Supernorn‘s been working on making the handles on those fancy axes even fancier. Since they’re randomly generated, apparently it’s been a challenge to ensure that every handle looks cool with every axe head. I think these look great, though!
As always, let us know what you think in the comments. :)
Metadept and SamuriFerret are working together on implementing the underground challenge gates I mentioned yesterday. Not quite there yet, but we’re getting closer!
Tiy’s working on combat changes for the patch after the next upcoming one, and he’s also reworked planet names to be more interesting and memorable.
Tom and Healthire are still working on pathfinding!
Necotho has been working on more skins for the teleporter shop. I think there was a bit of confusion about these yesterday, though! People seemed to think these teleporters would be replacing the teleporters currently on your ship, which is not the case. :) You’ll be able to buy these teleporters from a shop in the Outpost and place them where ever you’d like– you’ll have a lot of styles to choose from, so you can use whatever floats your boat.
Most of the team has continued their work from yesterday, really, but I thought you’d all be interested in some new screenshots. :)