September 24, 2013 in Uncategorized
Just to keep you in the loop, they only sent us the router today. They’re bringing our connection online on the 26th.
September 14, 2013 in Uncategorized
GeorgeV here. Today I’m going to talk about a small change (still in testing) that we’ve done due to some experiences at i49.
Basically the demo at the booth went pretty smoothly except for one detail. Towards the beginning of the game some players would get a bit confused. The first thing you’re supposed to do when you get on the ship is read the quest that you’re being offered. It ideally would direct you to the ship’s locker where all of your gear is. However, apparently the ship locker wasn’t obvious enough and many players simply beamed straight down to the planet without gear and without knowing what to do. Some players simply didn’t know where the ship’s locker is or what the different objects on the ship were leading to stuff like beaming down on accident.
The good news though is once they got past that bump in the road generally everyone was easily able to play and have a good time. So us booth people would only need to check up on new players to make sure they didn’t get confused and beam down to the planet too early.
So we’ve thought up a few ways to address this issue. One step is simply labeling! Yeah, the text is a bit… texty but when it comes to playability maybe easier is better? The booth at i49 was practically a first Beta test as we discovered several things us Devs overlooked. It makes me look forward to the Beta Testing even more!
Hopefully now it’ll be painfully obvious what everything on the ship is. And it’s been brought up that it might be TOO texty and obvious so who knows, maybe we’ll change it. We are still in the testing phase after all! We also might use other systems to help make the “tutorial” even easier such as quest markers or anything that’ll help people unfamiliar with Starbound get around and play our game (at least for the early part of it).
Anyways, that’s that! See you next time. Feel free to discuss the “texty” looks. Everything is subject to change. :)
August 5, 2013 in Uncategorized
Despite today being Sunday, quite a lot happened today! I’m a bit tired at the moment so I’m going to run through this pretty quick:
More progress on the tier 1 boss! There are little sub-boss creatures that it spawns and they have some basic behavior now, as well as other fixes / improvements.
Tiy put in a brand new monster generator!
Bartwe (with a small assist from me) continued working on bugfixes and trying his mad dash of trying to get starbound working under Visual Studio. There’s a good reason we’re doing this, and it’s because the way we compile on windows is getting old and finicky and creaky (MinGW) and it’s causing us a lot of headaches. Well, to be frank supporting even the latest latest MSVC compiler is giving us headaches too, but it’s nice to have options :P This I think is JUST about working finally, so woo.
Omni worked on some weapon tweaks and more bugfixes today.
Artists did artisty things with a few new objects and UI work.
And I pushed a fun new feature… The lighting for morning / midday / evening / night is now much more configurable and also configurable per biome / star. This sort of completes omni’s previous work with getting lighting colored based on the planet’s star, except now the background sky and parallaxes and all the things not lit in the main world layer are also colored and match nicely, and the effect is overall really good.
June 26, 2013 in Uncategorized
Waz everyone! I guess it’s my turn to supply you with the daily update!
It’s a small-ish update today – Tiy continues his description marathon. So far all of the Apex objects are done and each have 7 different descriptions for every race, which we tested ingame today. It was actually pretty fun! A lot of the objects have descriptions that tie into each other – examining a cupboard as an Apex would reminisce about a past rebellion, but examining it as a Glitch would notice a hidden camera inside.
Even though D3D was implemented yesterday, it had a couple of bugs that needed to be combed over, so thanks to Kyren it’s totally completely in and working now. I tried it myself a few hours ago – the performance is very noticeable as a Windows user.
Furniture work continues – between George and I, we’ve completed all of the tier-based furniture bar the final tier, which we’re trying to find a theme suitably awesome enough to merit the highest tier. Each tier will have a basic set of craftable furniture, and we’ve tried to get as many themes as we can into it, ranging from antique cast-iron, to futuristic sci-fi, to spikes and eyeballs. The sets consist of: Chair, Table, Switch/Console, Bed, Light and Door. I also did a bit of work on the player ships, which are one away from being completely finished.
That’s all for today! Thank you, good night!
June 9, 2013 in Uncategorized
Today saw a couple of cool developments, particularly with some of our lovely contributors.
ArchVince has fixed the last few (known) bugsin his new terrain code, and has merged that in! This means that a couple of our terrain generators (mountain and canyon) look a lot better than they have been and are a lot more interesting and navigable. They look awesome, good job Arch!
Bartwe has been working on a very important change regarding status effects that will allow us to have lots of status effects defined by data rather than hard-coded, which will make working with status effects much easier. He’s now done with his change, but unfortunately not before losing about 12 hours and his sanity on a massive debugging session. It’s over though! I feel for ya man, good job.
Omni continues working on the 3d printer interface and associated non-interface code and is nearly done, as far as I know. Go omni! you can do it!
I continue to be embroiled in a multiple-day change for humanoid NPCs phase 1. I’ll have more to say about that once it’s in place, which hopefully will be late tomorrow. I’ve also made an update to our physics code that should allow other parts of the code to easily mod physics behavior temporarily, so that things like status effects can slow you or increase your mass or friction. It’s a pretty minor change, but hopefully it will go along well with the status effects stuff that bartwe is doing.
The artists continue their artisty work on things like ship improvements, legris continues his work on intro sequences, and Tiy has been experimenting with a cool new “ship design” that we’re not sure will make it in or not, but damn is it cool!
Aaaaand…. I’ve saved the most important for last. We have a new code contributor named “jordo” that has been helping us lately, and he’s super smart and capable, and has already being a huge help. He has been doing some monster AI work and, just recently, implemented the most advanced, most important feature in all of Starbound…
Are you ready???
The fishes swim away from you!!!
June 1, 2013 in Uncategorized
Sorry, but today’s update is going to be a bit of a short one. Most of the group had some responsibilities to take care of. There’s always a few people taking care of business, and they generally don’t get mentioned in the updates. Today just happened to have most of everyone busy with life. For instance, I spent most of the day mopping and vacuuming my girlfriend’s floor. But I came online to rescue you, dear reader, from a completely missing update.
Tiy and Kyren worked mostly on the server. Trying to get WordPress plugins installed and make things work. Since the move there have been a few issues, which we’ve been working slowly but surely to resolve. Hopefully, things should be getting better, but this shit is time consuming. :/
Legris finally finished the Avian Introduction Story Cutscene. It’s very pretty, but we cannot reveal it because spoilers, etc. :(
Kyren is working on enemy monster mechanics still. She’s doing, among other things, “fish flopping on land” AI. Fun stuff. Next on the plate according to Da List is humanoid enemies, that can have equipment and weapons just like you.
I’m still pecking away at the options menu. Sorry about the delay. I had a bit of life get involved, and it turns out that my window for actually spending quality time with the girlfriend ends tomorrow at 9AM. This is sad for me, but wonderful for you, because it means I’ll be focusing a lot more on work.
Armagon is working on an Avian Airship dungeon. Think SMB3 style. It’s pretty neat.
Bartwe did a very minor change to humanoid drawing order to fix a subtle issue with faces.
And that’s it for today! Some of the things that you’ll see in upcoming days is putting the respawn animation into the game, working on making ships upgradable in game, and more!
March 20, 2013 in Uncategorized
Hi there. I have wonderful news. We’re not dead!
Our server had a hard drive crash. We knew it was coming, but because kyren and I are both system administrators and programmers, we allocated our time to the game rather than to the server, (perhaps incorrectly).
We had complete backups, so no data was lost permanently. We also took this opportunity to migrate to a new server with a RAID1. The new server is physically located in England, rather than in Chicago. Which might means some extra latency to you folks in the US, and less latency to you guys in the UK. You shouldn’t notice it much though. Special thanks for the folk at Creeperhost for supporting us through this. Things probably would have gone much worse without their tireless help.
Work is still being performed on the server right now. I’m setting up a backup system and some monitoring tools. There might be some hiccups as I install stuff, etc. So we’re not quite back up to 100% yet. Just wanted to open up the site again ASAP.
Hopefully, we’ll have an interesting content update for you guys soon. Rather than a boring technical BS update. But at least it’s better than “ERROR ESTABLISHING DATABASE CONNECTION”
August 28, 2012 in Uncategorized
For millenia the Apex were close to human in appearance until breakthrough research into accelerated evolution lead to the creation of the “Vestigi-Evo Process”. The VEP allowed the Apex to trade physical devolution for intellectual evolution.
The Apex operate under a collectivist regime controlled by the Miniknog (The Ministry of Scientific Progression). Each Apex dedicates his life to the survival and progression of the Apex as a whole. The nature of this regime allowed the VEP to be administered species wide in less than 10 years.
The most honored members of Apex society are those chosen by the MiniKnog to donate their bodies to furthering the VEP. Those chosen for the experimentation process are rarely seen again, but their names are said to be inscribed on the wall of the chosen which sits deep within the Ministry.
For a time the MiniKnog received criticism from several prominent Apex for what appeared to be a bias towards selecting only the poorest in society to be members of the chosen. This criticism was silenced however when the critics themselves were selected.
There are whispers of a rebel group ready to denounce the MiniKnog and lead the Apex into revolution. But in Apex society discussion of dissension is punishable by death.
Glory to the chosen!