July 14 – Random bits and pieces

July 14, 2014 in Dev Blog

Friday and today I spent most of the day conceptualizing and designing a major change to how Stats and StatusEffects are handled, to make them simplier, data-driven, and lua-capable. I sent it to the other coders for review before I start replacing our current system.

I’ve been kind of out of the loop with most of what’s happening with the rest of the team as a result. Reading through the commit logs, it looks like kyren was doing some cleanup and optimization around how entity lookup queries are handled. Likely as a short brain break because it looks like she’s still tackling TileRendering. It looks like Armagon is adding a bunch of interesting microdungeons for Apex inhabited worlds. And it looks like community member Kawa’s patch to make human hair accessories match undy color was accepted and pushed by Metadept (Thanks Kawa!) And a few other things.

July 11 – Big Birds

July 11, 2014 in Dev Blog

Greetings from London! I’m here in the office for a few weeks, so Tiy and I have been talking a lot about our plans for monsters and making more big changes. Many players seem to be having trouble with the current monsters, especially at the very beginning of the game or when beaming down to new planets, so we’ve been reworking the difficulty to provide a smoother ramp up into the game. One component of this will be changes to the spawning system to prevent monsters from clustering around the beam down point and to make their levels scale more with biome depth. Another component involves changes to the monster types and how they relate.

Small monster variants are going to be weaker, more common, and have a very limited selection of attacks (no projectile attacks, for example). Large monster variants will be rarer and stronger, with more special attacks and abilities. We may also try returning to the ‘family’ concept for monsters, where small and large variants correspond to each other directly, possibly even advancing from the smaller variants to their larger counterparts under certain conditions. I’ve gone through and made the existing biped and quadruped types consistently named and structured to facilitate this change, and I’m working on changing the spawning changes as well.

The main thing I did, however, was implement the large flying monsters that we’ve just finished the art for! Similar to the ground monster types, these are much larger, stronger, and rarer than their small brethren, and we’ve removed projectile attacks from the small flyers to compensate. Here’s one example to show just how much bigger and more detailed they are:

Have a great weekend, everyone!

July 10th Update

July 11, 2014 in Dev Blog

Hey guys! Looks like nobody stepped up to write the update today! Allow me to remedy that situation. :)

Afraid I can’t get too in-depth on what everybody else was doing, as I was mostly continuing with the work I described on Tuesday. I did however spend some time helping folks out with their tasks, so I’ll give you a quick summary of what I know!

– George has been working on a whole bunch of stuff. He’s updated a number of our outpost objects to look even slicker than before, as well as some really cool stuff related to the spoiler-laden post written by Tiy yesterday. If you want the progression kept a surprise, I don’t recommend reading it!

– Kyren has continued to work hard on our new tile rendering code. To my non-coder brain it looks incredibly complex, but by the time she’s finished, the game’s performance overall should be markedly better, which is always nice!

– Metadept continued his excellent work with the monsters. Now once a monster goes aggressive, they will remain aggressive unless you trigger them into a fleeing state (which not every monster will be smart/cowardly enough to do).

I’m afraid I don’t know what everybody else was working on, as I tend to get pretty absorbed in my own stuff. It’s not much, but here’s a small sample of the kind of things you can expect to start finding deep underground. We want to add some entirely unique, non-racial stuff too, but for now, this is what I’ve got to show.

A single scientist, deep underground?

I’m always open to any feedback, positive or negative. What kind of things would you like to find deep underground?

Until next time!

July 9th

July 9, 2014 in News

Hi guys,

We’ve been in Brighton today for the develop awards and gamesbythesea, so not much to report today. I wanted to share our plans for tier 2 with you though.

-warning spoilers ahead-

After repairing the ships thrusters your ship AI scans the surroundings and finds a mysterious ancient gate floating in space. Flying to the gate allows you to land and examine the gate. Which is actually a long abandoned interdimensional transport system.

Traveling through the gate takes you to an asteroid in a pocket dimension where you meet other travelers that have also found these long abandoned gates and chosen to set up a trading post on the asteroid.

The trading post will represent the first static location in Starbound. With its own lore, residents and back story. It exists outside of the procedurally generated star map in its own dimension and can also be accessed from any gate the player finds in space.

At the outpost you’ll find people to give you quests, including quests that lead to a furnace upgrade and a quest to obtain breathing apparatus that allows you to visit moons. To complete these quests you’ll need to visit planets in the solar system the gate is in.

Once the breathing apparatus is obtained players can visit moons where they’ll find structures built from/mining moon stone. Moon stone can be used to fix the ships FTL drives.

On top of all of this of course will be new armors, weapons and crafting progression.

Dig a little deeper!

July 8, 2014 in Dev Blog

As work continues on progression, the team spent some time today discussing the structure for tier 2 and succeeded in getting a solid plan down. For now I’m slated to continue helping in the design and re-balancing effort, though some of it requires I wait for one of our capable programmers to get a couple of things working. In the meantime, as a side project I’ve been tasked with populating our underground with more microdungeons so there’s more interesting stuff to find as you get deeper. You can look forward to finding more stuff like this!

We want more exciting stuff underground!

I’ve also spent some of my free time starting to update the lights to be wirable as I mentioned in my last post. There’s over 250 objects with lighting to go through and determine whether they need the treatment. Most simply need to be configured properly, though some lack “off” frames in the graphics, so I usually need to create them. This process with each object can be quite time-consuming. Doubly so if they’re animated. Because this will have to remain a side-side-project, it’s going to take me a while, but I’ve finished with all the Apex objects at least.

That’s it from me! See you next time guys!

Treasured Trophies

July 8, 2014 in News

Hey guys, Supernorn here again!

I thought I’d show you guys the finished animation for the Treasured Trophies outpost. This was a complicated one, but I think it came out really well!


Lenna’s Inception Beta is live!

July 8, 2014 in News

Good morning guys!

We’re happy to announce that we’re publishing Lenna’s Inception by Bytten Studio, and the beta goes live today!


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.

moneyCurrently 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. :)

Official Website

Lenna’s Inception Forums

Back to our regularly scheduled Starbound progress updates! <3

July 7th Progress

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!


July 4 – Reworked Human Armours

July 4, 2014 in Dev Blog, News

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 – Miscellany

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!