Archive:

11 August Progress

Hello!

Today was yet another eventful day and here’s another small update from GeorgeV!
Besides the usual bug fixes we added some new skills to enemy monsters, redesigned some of the UI in the title screen’s sub-screens and added some microdungeons to the underground layers.
We also changed the enemy health bar a little bit and also saw yet more progress on our first enemy boss.

Now what to show you…  ah, here’s some food.

foodies

5th August Progress

Hi again!  Another small update from me.

Today our programmers have fixed a bajillion GUI bugs and ported a large part of the HUD to JSON files.
They are also making non-ephemeral plants root to the ground.

On the other hand the artists messed with the new monster generator some more and fixed a few issues with it, and are also planning some new and fun clothing styles you can craft and wear.

Lastly we worked on “obstacles” or basically various forms of classic video game “spikes”.  They’re things you’ll find naturally in the various biomes and will harm you upon touching them. Watch out!

donttouch

4th August Progress

Hello again,

Despite today being Sunday, quite a lot happened today!  I’m a bit tired at the moment so I’m going to run through this pretty quick:

More progress on the tier 1 boss!  There are little sub-boss creatures that it spawns and they have some basic behavior now, as well as other fixes / improvements.

Tiy put in a brand new monster generator!

Bartwe (with a small assist from me) continued working on bugfixes and trying his mad dash of trying to get starbound working under Visual Studio.  There’s a good reason we’re doing this, and it’s because the way we compile on windows is getting old and finicky and creaky (MinGW) and it’s causing us a lot of headaches.  Well, to be frank supporting even the latest latest MSVC compiler is giving us headaches too, but it’s nice to have options :P  This I think is JUST about working finally, so woo.

Omni worked on some weapon tweaks and more bugfixes today.

Artists did artisty things with a few new objects and UI work.

And I pushed a fun new feature… The lighting for morning / midday / evening / night is now much more configurable and also configurable per biome / star.  This sort of completes omni’s previous work with getting lighting colored based on the planet’s star, except now the background sky and parallaxes and all the things not lit in the main world layer are also colored and match nicely, and the effect is overall really good.

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