1st April – Not a bug!

April 1, 2015 in Dev Blog, News

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!

pjZCu8c

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.

portraitchatbubbleI 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.

Also, a couple of the programmers have been making a lot of headway on pathfinding. And as a bonus, here’s some concept art for a Glitch character!

nuruAnimated ‘Til tomorrow!

Starbound Development Roundup #1

March 31, 2015 in Dev Blog, Featured, News

Hey everyone!

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!

Have a good night. <3

30 March – Pretty Pixels!

March 30, 2015 in Dev Blog, News

Evening!

Got an exciting week of work ahead — lots of stuff I’m not allowed to talk about just yet. :)

But hey, remember all that concept art I posted last week? Here are some work-in-progress sprites! But who are they? Ahhhh mysteries!

architechtpixel nuruapex_concept_research

27 March – Wrapping up the week!

March 27, 2015 in Dev Blog, News

Happy Friday, everyone! Hope you’ve had a lovely week.

  • SamuriFerret is still working on missions, plus that new boss!
  • Metadept has reworked a bunch of the randomly generated names– they should be a much better fit for the lore now!
  • Kyren is making persistent unique worlds and making mission instances last longer. When you die in a mission, you’ll be able to go back to it without having to start all over again. Rejoice!

Everything else is much the same as it’s been all week, but I’ve got a few more concept art sketches to show you. :)

concept_art_3

 

We’ll have more exciting things to show you next week. See you Monday! <3

25 March – Who could they be?

March 25, 2015 in Dev Blog, News

Evening folks!

  • Our programmers are collectively working on lua bindings, performance improvements, pathfinding improvements and ironing out bugs.
  • Our art team is working on assets for the progression system, new NPCs, a new boss, and adding teleporters to missions.

You all seemed to enjoy yesterday’s post, so here are some character concepts I haven’t shown off yet!

concept_collage_smallerLet us know your thoughts and speculations in the comments, as always.

Goodnight! <3

24 March – Progression Stuff!

March 24, 2015 in Dev Blog, News

Evening!

The wizards programmers have been working largely on the same things they were yesterday, though Metadept has tweaked the Floran name generator a bit and handled some miscellaneous bug fixes.

We don’t post many concept sketches on the blog– something we really should do more often!– but here are some rough concepts for characters related to the new progression system. :)

character_sketches2

 

What do you think? Are concept sketches something you’d like to see more of?

Goodnight! <3

23rd March – Busy Monday!

March 23, 2015 in Dev Blog, News

Hello everyone!

Here’s what we’ve been doing today.

  • 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!

axe

  • 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.

teleporterstyles

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!

swordwip

That’s all for now!

19th March – The Colour(ful Inventory Windows) of Magic

March 19, 2015 in Dev Blog, News

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!):

uwkdXOsA 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!

axe2

 

As always, let us know what you think in the comments. :)

Have a good night! <3

18th March – Additionally, my axe.

March 18, 2015 in Dev Blog, News

Evening all! Hope you’re well. <3

Today’s highlights:

fancyaxes

  • I mentioned a couple posts ago that Supernorn is working on fancy axes. See above: some of the aforementioned fancy axes!
  • SamuriFerret is redrawing our randomly generated swords in order to better distinguish between rarities, but also just to update the graphics.
  • Rosiedeux is working Starbound’s story into a more easily-digestible timeline infographic for reference, which helps with now that we’re working to further implement the story into the game!
  • GeorgeV and Necotho are still working to make the Outpost’s remote teleporter shop a reality!
  • Metadept is working on improvements to terrain generation!

pathfindingtests

  • Healthire and Tom are still making improvements to pathfinding– the image above shows all of their pathfinding tests succeeding. :D

Goodnight!

17th March – Beam me up!

March 17, 2015 in Dev Blog, News

Afternoon!

Here’s a bit of what we’ve been working on today:

  • Metadept and SamuriFerret are working together on implementing the underground challenge gates I mentioned yesterday. Not quite there yet, but we’re getting closer!

ChallengeDoor1

  • 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!


remoteteleporters_2

  • 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. :)

‘Til tomorrow! <3