Archive:

26 September Progress

Hi there!

Today the coders worked on various things such as starting the process to be able to put input abilities  into armors (like our Tech items with double jump and dash). Think stuff like Jetpacks, Wings, etc that would work on top of the Tech abilities.

They’ve also been working on getting NPC guards able to use melee weapons and doing some work on the physics to get all these nice abilities working well.

As for the artists it’s just more dungeon stuff. We should have the first pass on all the dungeons done really soon! Here’s a tiny sneak peak:

arcade1

13 September Update

Hello!

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!

newship

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).

lockeranim

Anyways, that’s that!  See you next time.  Feel free to discuss the “texty” looks.  Everything is subject to change.  :)

-GeorgeV

17th August Progress

Hi! GeorgeV here with another small update.

Today we tackled a lot of bugs and did a lot of adjustments.
Some UI errors were remedied such as some missing “mouse over” elements.
Some old art was replaced with new, better art.
An item stacking glitch came about again but was quickly elimenated.
A dupe bug was found and destroyed.
Jumping now activates per click instead of being able to hold it down (which created some odd rapid jump behaviors if the ceiling was low).
The tooltip for armor was redesigned.
The Zoom Level option in the Options menu was fixed so it works.
Characters weren’t saving when you picked “Save and Quit” but now do so.
Fixed an issue where the quest items that went to the new Tile Bag didn’t count towards the quest.
Splashes in liquids are now the correct color instead of always looking blue.
Work on progression and stats started being addressed more closely in order to find a more ideal curve foryour character’s growth and gameplay experience.
Etc, etc, etc…

There was just a lot done.

We’re full steam ahead for i49! I hope to see you there.

 

Oh, here’s a picture to me dying horribly to a boss. I may have cropped it too much.

dead