October 24, 2014 in Dev Blog
October 22, 2014 in Dev Blog
I’m sure you can guess what I’ve been working on. Yup! Still adding new weapons and loot! While I’m keeping some stuff a surprise, over the past few days I’ve implemented a few fun craftable throwing weapons. Here’s a peek at a couple of them!
“A makeshift nail bomb. Scary what one can achieve with a fruit and small explosive.”
You may recall there was a nailbomb grenade in the game, however I personally found it not particularly useful due to the fact it operated on a timer and it was almost impossible to get the nails hitting where you wanted them to. This devilish combination explodes on impact, spraying twice as many thorns, making it pretty lethal if you land direct hits, particularly if the target was already in the middle of a large group.
“Nothing screams archaic like throwing bones at your enemies.”
Finding old bones may now prove beneficial in more ways than one. This item when thrown releases three bones in an arc that bounce a couple of times before breaking apart. This makes it entirely possible to sling them considerable distance across the landscape, if the terrain is in your favour.
That’s it from me. Good night everybody!
October 21, 2014 in Dev Blog
Regular readers of the blog might remember my previous posts about adding more terrain variation to planets. Well, that’s what I’m working on this week! Rather than talking much about it I’ll just show you a few samples of new terrain patterns:
These are still WIPs, and I’ve got more ideas to put in, but so far it’s adding a lot of interesting variety to planets and I’m excited to continue working on this for a bit.
October 17, 2014 in News
We’re looking for an office assistant with an interest in games communities!
The role would involve helping out with administrative tasks as well as assisting with community-related tasks.
Who we are looking for:
- excellent multitaskers
- super efficient
- ideally interested in games
- active member of online communities
This would initially be a part time role (2 days per week) at our office in London, UK.
Please e-mail your CV to [email protected]!
October 17, 2014 in Dev Blog
Hey guys, noticed there wasn’t a post made yesterday. Sorry I didn’t get this up sooner!
Here’s the quick rundown of what folks have been working on:
– Metadept has been working on the GUI stuff, following on from his Tuesday post. I’m really looking forward to seeing what the community does with this functionality once he’s finished.
– Kyren is working on something cool that we’ll (hopefully) have something to show for later today, provided things goes smoothly.
– George has continued his work on filling the biomes with more stuff, which ties into…
– Yup, I’ve still been working on making lots of the new loot and weapons actually function. I’ve spent a chunk of time recording new sounds for these things too.
For those of you who read my post on Monday and took a stab at identifying what the audio sample I included was; if your guess was that it was a paintball gun, you were right!
There are six colour variations you can get, each painting the enemies you hit in the corresponding colour for a few seconds, making it super clear when you’ve successfully hit them. Novel in the grand adventure, but potentially really cool for PvP servers. You’ll be able to find the blueprint and the unique resources to make it in one of the mini-biomes.
October 14, 2014 in Dev Blog
One of the features that we’ve wanted for a long time is a better way for modders to make their own GUIs (graphical user interfaces). Currently, all of Starbound’s interface windows are configured in JSON, but their appearances are largely static and they can only respond to user input in a few fixed ways. On Friday we had been discussing this in the ##starbound-modding IRC channel, trying to figure out the best way to make objects with dynamic displays and lamenting the fact that there wasn’t any good method currently available. So, over the weekend, Kyren took the initiative and made one, which I finally got a chance to test out this evening!
The system she built allows an object to open a configurable interface window when the player interacts with it. This window can contain all the usual window elements, but can also include a canvas widget which gives a Lua script direct access to primitive drawing operations and user input. These ‘scripted consoles’ can monitor and respond to keyboard and mouse input, and draw their own lines, polygons, images, text, etc. Essentially this allows all kinds of custom interfaces and even simple games to be built as mods and run within Starbound!
One of the most obviously fun uses for this is to make in-game games. Here’s a truly awful implementation of Pong that I threw together as a test:
Unfortunately we don’t have the time to go wild on this just yet, but this is a good first step toward a much better GUI system in the future. Some other examples we came up with include controlling turrets in a base, hacking puzzles for missions, and numerical keypad locks for doors. I hope to have more time to develop these at some point. In the meantime, however, it’s available for modders in the nightly build, and they’re already going crazy with great ideas. For example, Neurisko is starting on a full-fledged programmable computer made from scratch:
…and that’s just the beginning! What kinds of things do YOU want to make?
October 13, 2014 in Dev Blog
I’ve carried on as usual with implementing the multitude of new weapons and items, many of which are taking advantage of our status system rework. I thought I’d try something a little different today and see how quickly you guys can identify what one of these weapons is from the sound it makes. I think this one is gonna be quite popular with PvP-oriented players. Click here to hear it!
It’s been a fun implementing these new items, and the list is expanding all the time. There’s even stuff like this!
What would such an item do, I wonder?
October 10, 2014 in Dev Blog
On Wednesday we finally merged the massive status system changes, including the new status effect system, into our main development branch. Those who are following the nightly builds have probably noticed some major differences, lots of improvements, and a few things still missing. The past couple of days have been spent finding and fixing bugs, adding missing Lua bindings, cleaning up old status effects and adding new ones. GeorgeV, Necotho and Armagon continue their development of more biomes and biome items, and we’ve been coming up with lots of good ways to use the new status system and status effects to make biomes and their items feel unique and interesting. Next week we’ll be reworking the food and hunger system in ways that make it less of a chore and more of a bonus. More on that soon; have a great weekend!
October 9, 2014 in Dev Blog
Some of the recent new additions George and I have been making to the game’s loot pool are made because they’re cool. Others are silly and fun. Then there’s stuff like this that straddles the line.
Seems like a surefire way to win a snowball fight!
Sometimes you’ll find items like this in biome-specific chests, but most of the time you’ll only find blueprints, and its up to you to get the necessary materials together. Typically it will require a component you can only get from that biome.
There’s more to come!
October 7, 2014 in Dev Blog
Nothing too exciting to post today. We’re getting very close to merging the new status changes into nightly, so kyren and I have been reimplementing lots of the old effects and responsibilities of the old system, and fixing plenty of bugs along the way. It’s going very quickly, which is a good sign because it means the new status system is very easy to work with. Today we rebuilt healing items, beds, liquid status effects, cleaned up some unused and misconfigured effects on objects, added several new functions and missing functions to the API, and added a much better system for light sources on Networked Animators (the class used to display pretty much everything on entities). I made this ridiculous effect to test it out: