Not.. Not the 8th of June progress update

June 9, 2013 in Uncategorized

Hallo,

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!!!

Screen Shot 2013-06-09 at 5.56.48 AM

Kyren out.

Not the 8th of June progress update

June 8, 2013 in News

Hi, I thought this was cool.

Apex village tower block:

apextowe3

 

It’ll have more floors when it’s finished.

yay soul destroying. Bless big ape.

7th June Update

June 8, 2013 in News

Hey guys,

Today a lot of work was done around ranged monster attacks.  Tiy has a stream about it here: http://www.twitch.tv/tiyuri/b/414028486

I’m still working on the 3d printer interface.

Kyren is pulling an all nighter and working furiously on something apparently.  I’m not sure exactly what.

Bartwe is neck deep in something.  He was complaining about memory corruption and something, I’m not sure I really want to know what’s going on with that.  Sounds messy.  He did some minor bugfixes earlier in the day too.

Rho, George and legris and still hard at work making more art stuff!  And Armagon is working on dungeons.  All in all a pretty normal day.

Finally, we’re pleased to announce that we’ve made a trailer, you can find it here: http://www.youtube.com/watch?v=K0MBDzzW4b0

6th June Progress

June 7, 2013 in News

Hi all,

Work continues on NPCs, weapons and so on.

We’re a little entrenched in multi-day tasks at the moment, but there’ll be a lot to show off once those tasks are complete.

One of the things I did today was implement a bunch of new NPC projectiles.  We had some fun doing it on stream and taking suggestions from stream chat.

You can watch the stream over at http://www.twitch.tv/tiyuri/b/413545532 It’s around 3:30 hours long, recorded after midnight, so forgive my indiscretions.

Be warned though, this wasn’t a planned affair, the stream is full of moments where I’m working in another window for a good few minutes, bugs caused by reloading assets on the fly, my going to answer the door,

 

stream hiccups, that sort of thing. I’d suggest skipping the first 10 minutes or so.

I think of all the new NPC projectiles the stream chat helped me add, icebreath was my fav

iceattack

 

Check the stream link to see it in motion :)

Oh and fish now scatter when startled. We’re officially next gen!

5th June Progress

June 6, 2013 in News

Hey all,

 

Today was one of those dreadful days in which I had to take care of a ton of business shenanigans. Accounts and lawyers that sort of thing.

Luckily though, whilst my soul was being destroyed the rest of the team continue to make progress.

glitch

 

Rho completed the last of the respawn animations. I don’t think I’m going to show any more. We should at least leave a couple as a surprise no?

Kyren continues to work on Humanoid npcs, they need to be quite smart and encompass a lot of different behaviours, so she’s probably going to be on that for a few days yet.

Omni has nearly entirely finished the 3D printer system, which is a really nifty thing to have access to (especially with an admin client, print anything in the game for free! Yay!).

Bartwe has finished up all the base work for status effects. Enemies now use the same damage system as the player, so anything we come up with can be applied to both. Next on the agenda is poison, burning and bleeding.

George and our wonderful contributors are still tackling the huge number of ore based melee weapons and isn’t too far off completing them now. Some of these are ridiculously cool.

weapons

 

Can you guess which races these two weapons are from?

Legris is still working away at the intro sequences between work on biomes.

We also got the wonderful Logan Cunningham of Bastion fame on board for the voice acting. The samples he sent today were incredible.

Until next time!

4th June Update

June 5, 2013 in News

SHORT ONE FOR YOU TONIGHT LOL NO.  Lots of things have happened today, as you may or may not be aware.

First, there were moderately large changes to the website, as chronicled in previous updates.  We’re now bridging together our website and our forums.  Clicking the comments link for all subsequent posts will take you to the forums thread that was automagically created when we make a post.  This will help our mod staff actually moderate the comments that were being posted, rather than leaving troll comments around for several days waiting around for Tiy, who is the only person with Disqus mod powers, to remove them.  So that’s good.

Also in the tin is a roadmap update.  You can thank Tiy for putting it together.  I just uploaded it.  Some percentages were updated.  Maybe some text was changed?  I don’t really know.  I didn’t pay much attention when I uploaded it.  So go exploring. :)

As far as game work is concerned, I’ve been having some difficulty working on it personally lately with all of the website changes.  I’ll be staying up way late this evening working on the 3D Printing UI.  Hopefully, I can have it done before tomorrow morning rolls around.  Hopefully.

Bartwe made some major improvements to initial load performance.  Start up time is dropping fast.  That’s really nice.  That combined with some of the stuff a helper elf is working on, means that we’ve really begun performance tuning on this part of the code.  It’s important, because it lets us do our edit, compile, run, test cycles much faster.  If I understand the plan of attack, next up for bartwe is programming in status effects.

Kyren made a commit that removed the need for redundant asset information to the tune of 3k lines of redundant information removed.  This also helps start up time.

So today was more of a performance tuning day.  Kyren and Tiy also talked strategy in dev chat, mostly about how we’re going to need to tackle Humanoid Enemies and NPCs and made some cool plans surrounding that.  Boring but necessary.  Planning is important.

It’s really late over here.  *yawn* I’ll let my cat type out the rest of this post.

meowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowpuke

Clicking the comments Should now take you directly to the forums

June 5, 2013 in News

Let’s test that out should we?

 

Forums Integration

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.

3rd June Progress

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!

Avian Tomb Entrance

Kyren has been busy adding a bunch of new behaviours to our flying NPCs, which are shaping up nicely!

Awwww!

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!

2nd June Progress

June 3, 2013 in News

Hi all,

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!

options

 

We’ve also got procedurally generated, funky aquatic creatures appearing in oceans and other bodies of water.

fishy2

 

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.

 

Cheers guys!

spiele