June 5, 2013 in News
Let’s test that out should we?
Roses are red
The dirt on Alpha Tau Aur 5472 IV is blue
This update is a bit late for …
It’s been a while since we posted an update as we’ve been feverishly working away on the game. …
You can find these patch notes on the launcher screen, but I thought I’d paste ‘em here for easy access. …
Heya! Long time no front page post.
After taking it easy over the holidays, we jumped straight into preparing the …
June 5, 2013 in News
Let’s test that out should we?
June 4, 2013 in News
Hey guys, just a heads up.
Our frontpage comments and our forums are now integrated, which means that posts you make on the website show up on the forums and vica versa. Let us know if you experience any difficulties with this.
Update: We’ve made it so that it takes you to the forums when you press the comments link, rather than using the (rather ugly and clunky) WordPress commenting system.
June 4, 2013 in News
Hey guys, gonna keep things fairly short today!
There’s lots of work taking place right now across the board. Some of it is technical stuff, there’s AI stuff, and our artists are still hard at work on weapons and mechs. I personally have been crunching on dungeon stuff. Today I pretty much wrapped up on the Avian Tomb dungeon, which has been a refreshing change of pace from the lavishly decorated halls of the Glitch castle dungeon. There’s a number of massive chambers, dedicated to ancient graves, interconnected by smaller passageways filled with tombs and deadly pitfalls for the unwary. Here’s a taste of what you have to look forward to!
Kyren has been busy adding a bunch of new behaviours to our flying NPCs, which are shaping up nicely!
With the tomb wrapped up, I’m going to be taking a week-long vacation in Bali starting tomorrow. While the rest of the team will continue working hard to deliver the best game they can, I’ll be lazing about the side of a pool, probably with a cocktail. Rest assured it’ll be business as usual once I get back, I’m looking forward to seeing how far the game progresses in my absence!
June 3, 2013 in News
So we’re in the process of making the websites comment system part of the forums and this post could get lost entirely. So I’m going to keep it very short in case I need to repost it again in the morning.
The options menu was finally completed today. We left some room for additional options but everything is functional.
I know options are dull but it’s a fair bit of work and it’s complete, so yay!
We’ve also got procedurally generated, funky aquatic creatures appearing in oceans and other bodies of water.
We’ll be adding a ton of different behaviours to these over the coming days.
We’re also working on the 3D printer interface and the scanning items procedure at the moment, but no shots of that just yet.
So as I said, keeping this one really short until website maintenance is complete.
June 3, 2013 in News
The Risk of Rain dev team sent over a bunch of humble keys for us to give away.
You’ll get instant access to the beta and a full copy when it’s released.
If the game is greenlit you’ll be able to get a steam key too. Make sure you vote that up here
Free stuff is fun :)
Oh man, that feeling when there are several news posts between wallpapers!
This month’s wallpaper is by Samszym!
You know, I think that Glitch has an unfair advantage! He has more space for his painting, AND he can just extend his arm!
No fair, right?
June 2, 2013 in News
First of the Month! Woo
Development that’s interesting to the end user seems to come in waves. We spend a bunch of time showing off screenshots of cool things, making pixels appear on the screen and then suddenly the wave dips and we’re back doing under the hood work that’s difficult to present besides showing you all a bunch of code or a bunch of spoilers. The under the hood work then leads to a bunch of new cool features we can easily show off. It’s a cycle!
So not a huge amount to show today, a bunch of stuff we’ve talked about recently is still ongoing. Omni is still finishing up the options screen and how it interacts with the rest of the game. (It’s actually a pretty big task). Kyren is still adding a ton of NPC functionality (they’re going to be smart little things). Bartwe is working on various special kinds of damage. Part of which included us finally getting in impact graphics and sound. Armagon made us a a ton of sounds for every weapon type striking flesh and armor. Hammers give nice heavy crunch, swords a satisfying slash. There are also hitsparks and particles.
The screenshot really doesn’t do it justice, it looks great in motion.
We’ve also been working on the way data is structured. We’ve got a nice system where you’re going to be able to just drop ‘pak’ files into a mods folder and immediately have them active. The great thing about this system is that server hosts could transfer missing pak files to the client on connect. Potentially even host a file server with a redirect to make the process extra fast. We’re really hoping once modding takes off each server will be a unique experience.
George is completing the tiered weaponry, there’s at least 60 unique weapons per race (not including any of the randomly generated or non craftable stuff).
Here’s a very small sample of what he’s done, keeping the vast majority back for spoiler reasons.
Rho has been working on respawn animations, you can find one of the new ones in this months newsletter.
Legris is still plugging away at all the intro cinematics.
In other news Chucklefishy news, the Risk of Rain beta has been released and you can pick it up over at www.riskofraingame.com
The game is absolutely incredible and Chucklefish published so purchasing it goes towards supporting us.
Congrats to the risk of rain dev team for getting it out there.
Finally I’d like to talk a bit about durability in Starbound. It’s been a massively hot topic on our forums and in the comments. Some have speculated that your favourite gun or sword will eventually break, or it will be a constant grind. I wanted to put those fears to rest and explain what we’re proposing for the durability system, and why we think it should have a place in the game.
First of all, durability only affects tools. Things like pickaxes, axes, hoes, etc. Weapons are unaffected, objects are unaffected, armor is unaffected.
Second, durability does not break and delete the tool. Each tool has a healthbar below its slot in the inventory. When this bar hits 0 the tool is marked as ‘blunt’. It’s still usable but its effectiveness is massively reduced.
Returning to your ship automatically repairs and restores to full health every tool in your inventory.
If you’re not on your ship, you can sharpen your tools with ore. Either the ore made to use your tool or something stronger. The sharpening process is super quick and super simple. You just pick up the ore, drag and drop it with right click on top of your tool and the tool’s health goes up.
We decided this system is a good way to encourage thoughtful mining, where making use of ore deposits and finding caves is key to mining quickly. We wanted to discourage digging massive vertical tunnels to the center of the planet (though you can still do that if you’re determined, it won’t be the quickest method of reaching the center anymore) and keep the basic ores useful throughout the entire game.
<@kyren> I have seen omni naked
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!
May 31, 2013 in News
Let’s see what’s going on today in Chucklefish Land…
On the creative / artist side, there was some more work done on cooking and cooking recipes, and a lot of cooking recipes were added, along with some more crafting objects to do different sorts of cooking. There was also some code work done to crafting to enable more types of crafting / cooking windows to be opened. Also I believe more hats were drawn.
On the coding side, like I said before there was work done to support more kinds of crafting, bartwe is working on fleshing out more functionality in the container UI code, and omni did some more work on the sound system and also tying some of that functionality to the options screen.
Also, I finally have the monster spawner naturally spawn flying creatures and fish :D
So, bit of a short update today, sorry about that. We’re still hard at work, though! There will be more tomorrow, and hopefully nice juicy screenshots.
May 30, 2013 in News
Today we worked on a few more UI bits and bobs.
First we made a culinary UI, which can be accessed from a food prep table and various kitchen counters style items.
It will be full of a massive amounts of food recipes. Food is divided into various categories like Entree, sides, snacks, drinks, desserts.
Each category of food will have it’s own use. You’ll also be able to place food in the world, should you want to lay a table.
It’s basic functionality, but we finally got around to making the number of slots in a chest configurable.
We’re putting the final touches on the options menu. Finishing up the final respawn animations and finishing up the avian intro.
Molly is throwing in a ton of food items to go with the cooking system.
And kyren has the ongoing task of increasing NPC intelligence.