July 8, 2014 in News
July 8, 2014 in News
Good morning guys!
Lenna’s Inception is an action-adventure game with procedurally generated locations. It has a Gameboy-like aesthetic and a top-down view. The gameplay consists of action-driven combat segments, seeking out new items and upgrades, and solving simple puzzles. The game features:
- Huge procedurally generated world, different each playthrough
- 7 permadeath challenges with an online leaderboard
- Pets that offer to fight alongside you with their own AI
- Beautiful Game Boy-inspired pixel art
- Meaningful narrative (under development)
- Chiptune soundtrack composed by Warfreak2
Lenna’s Inception is an early access title! That means things will be broken from time to time and many of the most interesting features haven’t been finished yet. If you don’t like that, please wait for its release at the end of the year before buying.
Currently the game is in beta and costs just £2.99 (approximately $5.13 USD). On release, the price will bump up to £5.99. You can buy the game on itch.io here.
We’ve had a bunch of fun with it, so check out the beta trailer below and give it a try. :)
Back to our regularly scheduled Starbound progress updates! <3
July 7, 2014 in News
Today has been a long long day of bug fixing and balancing.
After many many play tests of the early game, including repairing your ship, rebooting your ship AI, completing new quests, new death rules and mining rules. I finally have the early game in the place I want it. It feels balanced, fluid, there’s very little to no grind and you progress quickly beyond the low tech / stranded portion of the game. The majority of recipes have had their values tweaked. Ore, minibiome, cave, chest and monster spawns have been entirely rebalanced.
I’ve been staring at a lot of these images today:
We’re moving on now to the quest generation system and connecting the new outpost work you’ve seen to the games progression. We’re building the quest system so modders can super easily add their own quests, which can be given by npcs, item pickups and even other quests. The quest system will be built on templates. A super simple example of which would be “Kill monster X and obtain item Y” where X and Y are wildcards specified in a whitelist. The idea now is to fill the game with optional tasks with cool rewards.
We’re going to be coming up with a bunch of quest templates come the morning, so feel free to leave your suggestions!
Supernorn here again, wishing a happy 4th of July to those of you across the pond!
Today I’ve mostly been animating the Treasured Trophies outpost you saw earlier. The tentacles are in full swing, but it’s not quite finished yet. I also mentioned in my last post that I was reworking some of the human armours, including the tiered sets.
Still a bit of a work in progress, but the idea has been to give the human sets a more ‘militarised’ look. In this example you’ll see the Vanguard and Seeker armour sets have been reworked specifically:
July 3, 2014 in Dev Blog
I’ve spent today bouncing around between a number of tasks, so I figured I might as well do the daily update too! My main project has been sorting out a bug with text rendering that caused some labels to be incorrectly positioned, so I fixed that and have been making sure our label anchors act in sensible ways. I’ve also been helping Armagon as he goes through a HUGE list of existing light-emitting objects, cleaning them up and adding scripts to allow them to be toggled and wired.
As for the rest of the team, progress continues on the ship AI and early game tutorial quests, with new AI/quest functionality, quest icons, and a bunch of new quest text. Kyren is doing a major rework of the tile rendering system which should be a big boost to performance, particularly on the ‘neighbor-aware’ tile types such as the pipes used in the new outpost design. Omni is working on fixing bugs in versioned variant handling that were causing some improper data to be passed to and from the Lua API.
The coolest thing I’ve done today, however, is integrating some awesome new changes to the standing turrets made by healthire! In addition to being placeable on walls and ceilings, turrets now have an internal energy pool that replenishes over time, and an inventory slot that you can place any kind of gun in, which will determine the type and damage of the turret’s attack. This should keep them useful at higher tiers and also give you a reason to keep those extra guns you find!
July 2, 2014 in News
Hey, this is Supernorn!
I’m a fairly new hire at Chucklefish. Initially brought on as an artist for the (currently untitled) Pirate game, I’m excited to announce that I’ll also be working on Starbound!
My daily duties will involve helping GeorgeV out with art assets. This week I’ve mostly been focusing on human armours and Outpost stuff, the first of which being a new Outpost store.
July 1, 2014 in Dev Blog
Howdy folks! I’ve been up to a number of things the past few days, addressing a number of small problems that have been present for some time now.
As Metadept has continued to flesh out the wire system, bringing it ever closer to our original vision, it’s highlighted the need for some TLC with many of the objects. One such problem is that to this date, wire node positions would often end up sitting just off the object. This was fine in theory, up until you started putting a lot of wired objects together in a shared space. Having multiple nodes overlapping in one space caused a number of problems, and so I spent a bit of time addressing it. Now, all node positions are overlapping the object they are tied to.
All proximity sensor objects have also received a bit of attention and should now function more accurately. Some of you may have already noticed the addition of the new “scanner” type that shows up in the outpost. These are the first proximity sensors you can place up on a wall. They detect any players and NPCs in a small two block radius around them, making them ideal for automated doors. These will be craftable at the wire station once our progression changes are done.
Today, as part of our progression changes, I’ve made the starting ships even more broken than they already were. The teleporter, locker and door to your own bridge will be entirely uncooperative until you use your tech station and get your AI to reboot itself and the ships systems. Doing so will restore your ship’s basic amenities. For now on nightly, only newly minted characters will see this change.
I’m hoping to spend a bit of time on the weekend going through all our light objects and making them wirable, as it’s something I’ve wanted for the longest time. We’ll see how I go! See you next time!
June 30, 2014 in Uncategorized
Short one, what I’ve been up to lately:
Made AI actually perform events and gave it a proper action cost system, includes things like spawning items into the ship locker and upgrading ships. Involved pretty significant re-work of ship upgrades tracking.
With metadept, made more changes to the way biomes and spawn profiles are paired, and more info can go into the spawn profile on the biome, going to be used for things like tying specific color palettes to monsters within a biome.
Fixed interface bugs with the cockpit and E key and input priority handling
Fixed bug with current versioning upgrade scripts (still broken for stable -> nightly, lots more work to do)
Fixed fuel, after I (purposefully) broke it making the ship upgrades work with the AI.
STARTED work on a new system for essential items like the beamaxe. Rather than having the beamaxe be an item that can’t be thrown away, there will be several essential slots below the L and R slots that hold the beamaxe, paint tool, and wire tool. They will act like slots in the action bar, but are less like items and more like permanent player upgrades. Also, we’ve gotten rid of the system that applied status effects for items sitting in the inventory.
Also lots more boring stuff with the spawner and fixing other internal issues and bugs (or so my git log tells me).
June 27, 2014 in Dev Blog