July 25, 2014 in Dev Blog
July 24, 2014 in Dev Blog
I took a short break from my Stats change to implement something simple as a brain break today.
You can now delete your character from the Gui. The icon is too big, and there’s no warning yet (of course, it’s planned, the assets are already there). It will delete your character and all automatic backup copies too. So please be careful.
July 24, 2014 in Dev Blog
Hey guys! I’ve spent the last couple of days creating a whole cast of NPCs to populate the Outpost. There’s about twenty of them in all for now, each with their own dialogue. I’m hoping to add a few Novakids to the mix in the future once they have more content. In any case, it’s nice to see the place teeming with life.
July 22, 2014 in News
Lots more work was done today on the Novakids today. They’re now in game and functional though there’s still a great deal to do in terms of all the content that surrounds a race. From descriptions, to ships, to armor sets and weapons. Stephen is desperate to add a wild west style village at some point too.
We’ve decided that rather than craft swords, the Novakids are expert gunsmiths capable of forging guns from even basic materials. As such the Novakids are able to craft guns from the outset. We’re carefully working on balancing guns against swords so that no one race has an advantage over another. But playing a Novakid should change up the gameplay a fair bit.
Novakids are also getting a steam train themed spaceship. Upgrading the ship will add carriages to the end for extra building room.
I’ve been working on Novakids whilst Kyren and co finish up some engine features required for the next stage of progression. The engine features will allow us to create stand alone dungeon planets and shield generators to protect them. Shield generators will stop players placing or mining blocks in a given radius to force a proper playthrough of a dungeon or protect a progression fundamental structure.
Until next time!
July 21, 2014 in Dev Blog
Hey guys! Keeping it brief, I spent today taking all the assets that George produced for our gate mockup, and turning them into a functioning environment. As a side feature, courtesy of Metadept, we now also have the ability to make players spawn in specific locations on a dungeon piece. This is handy for quicker testing of dungeons (no need to locate them anymore) and will be ideal for our mission content that’ll come later down the line.
July 21, 2014 in News
Some of this post will be lifted from a reddit comment I made earlier today. But I felt it was important enough that I should give it a bit more visibility.
I wanted to talk a little bit about early access and how arbitrary both the term ‘finished game’ and the version number 1.0 are when talking about a game like Starbound.
We receive a lot of criticism about pushing back the date of the ‘finished’ version of the game and often people claim we’ve broken a promise by not delivering that finished version already. But what does finished mean here?
The context that’s missing here is that unlike many early access games, the game is already fully playable, and although it doesn’t have everything we want to put in it yet (which is what’s holding it back from a 1.0 release) I feel we could have released what we currently have AS 1.0, outside of early access.
The average amount of play time a Starbound player has built up is around 26 hours, with many players playing for well over 500 hours. (this does not include the launcher being open).
We’re all still trying to figure out just what early access is, at what stage games should go in and out of early access and what the expectations are. As Starbound stands, our sharing of our future plans aside, it could leave early access and be an entirely reasonable stand alone game. The huge number of hours people have poured into it is a testament to that, given that the games purpose is to provide entertainment. Early access for us is a means of showing people that this is a game we’re still working on, that their feedback is important to us and that there are going to be big changes. It absolutely doesn’t devalue what’s there. In fact many publications have chosen to review the game in it’s current state and given it great reviews.
And whilst I’m sorry that we haven’t yet put everything in the game that we’ve mentioned wanting to put into the game, I feel as a developer we’ve chosen to be really open and communicative and that means just talking without overly vetting what we say. Sometimes that means getting excited about a feature we want to put in but it takes a lot longer than we’d planned. Our having plans that haven’t been implemented yet also doesn’t take away from or devalue what is already there.
We’ve been criticised for not updating the game enough, especially as we said that we’d be putting out updates thick and fast. Along side that, we also warned that these updates would be buggy and broken because of the speed at which we were pushing them. We started updating the main game in this way but people quickly lost patience with small / constant / buggy updates and we took the time to move those updates to a new opt-in branch in steam. So the nightly updates *are* the thick and fast, buggy and broken updates we promised. They appear every single day. And the game on the main branch exists as a perfectly playable stand alone whilst we continue to work.
The way games are developed and sold has changed dramatically in recent years and the language we use to describe the state of a game is changing too. What does 1.0 or finished mean now?
1.0 used to be the version at which the game was released and sold. Finished was the point at which a game went on sale. By this old definition Starbound is technically finished. However we’ve obviously decided not to label the game 1.0 or finished. Yet the game is available to buy. So what does 1.0 mean now?
I feel 1.0 is an arbitrary release number and it’s down to us to decide what 1.0 means in the context of our game. If anything, 1.0 exists as a guide for the people that want to wait and play the game when it’s in a state that we are entirely happy with it.
We’ve chosen to keep upping the ante for 1.0, but that absolutely doesn’t mean that what’s available and playable right now is any less a game, any less enjoyable or any less worth the £9 we ask for it.
July 18, 2014 in News
So today the tile rendering changes were almost completed. (Just a few bugs left with platforms and pipes).
On a lot of computers you’ll see an absolutely huge performance increase because of this and we’d love to hear about how it works on yours.
So if you’re playing with the nightlies, please give it a go. It should come out some time tonight/tomorrow.
You can find out what FPS you’re getting by using the /debug command and the /togglelogmap command. You’ll see your current FPS displayed under render_fps there. If you want to see what your maximum fps is you can disable vsync via config to hit above 60.
As always, if the game is crashing on startup in the nightlies, just delete the universe and player directories (after backing them up) and delete starbound.config.
Hopefully the performance increase will be as huge as it’s been on our test machines!
July 17, 2014 in Dev Blog
Hey folks! I’m afraid I don’t have anything terribly exciting to report today as I’ve continued chipping away at the same task I have been for the past week, which is making more cool stuff to find underground.
I must confess, it’s been a bit tricky working on underground content of this nature. These things can’t be terribly big and it’s not really possible to know what kind of terrain to expect around a given piece without manually painting it yourself, and doing so can cause a couple of distinct problems.
First, it can drastically decrease the ability for any given microdungeon to appear, as it tends to result in increasingly larger pieces. The smaller a microdungeon is, the higher its success rate of it spawning. The other problem is chiefly that manually carving out the surrounding terrain to form the kind of shapes you want can be really time-consuming, and that clashes with the objective of pumping the underground full of as many of these things as possible. As a result, I tend to keep the shaping of terrain around these things fairly minimal.
For now, I’ll be continuing to work as I have until I’m needed on the progression stuff again. Allow me to leave you with a sample of one of the many Avian microdungeons I designed today.
Most microdungeons won’t be as easy to spot as this one. ;)
Until next time guys!
July 16, 2014 in News