Archive:

25th April – Information Stations

Hey everyone! We hope you’re having a good monday.

We’re fast approaching our polish phase, meaning we’ll be making passes on prettying up numerous parts of the game. Today we’re performing a pass on the interfaces in the game, and below you’ll find a few work in progress mock-ups.

The Navigation Console has been improved to provide more information, such as Quest Location markers and a Geological Analysis, which reveals the type of ores you’re likely to discover!

image_2016-04-25_17-19-29

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7th April – Manipulate What Matters

Hello, and welcome to the new and improved Starbound website!

In preparation for the previously mentioned final approach to 1.0, we’ve taken some time to give the site a new coat of paint. So take a look around, and let us know what you think!

So, what’s new with Starbound? Well, I think you’ll all be excited to read that you’ll soon be able to upgrade your Matter Manipulator in whichever way you see fit!

Do you focus all your modules early on towards maxing out the Power Generator? Or perhaps you’d find spreading your modules out on each area a more rewarding spend. The choice is now up to you in which order you focus your upgrades.

This feature is still a work in progress, but here’s a look at the interface as it stands right now:

manipulate

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18th January – Tech Support

Hey everyone!

Metadept’s work on the new hunger system continues, but he’s also been spending some time overhauling techs! Here’s what’s happening with the new tech system:

Tech has been reduced to three tech slots (from four). Each of these slots will carry a base tech that the player is guaranteed to unlock over the course of progression. The three base techs are Double Jump, Distortion Sphere, and Dash.

Once a base tech is unlocked, you’ll be able to choose from three upgraded variants of it, and unlock each of them via tech card. Although you’ll still only be able to equip one variant at a time.

The reasoning behind this change is due to player behavior tending to sway towards a few specific techs. This is mostly down to many of the alternatives being very situational, with players not wanting to sacrifice important movement abilities in exchange for something more specialised.

The solution to this has been to take the most popular techs and give them more interesting variants, without the sacrifice of losing the functionality of the base tech.

Combined with the new augmentation system discussed last week, you can pull off some seriously powerful moves. Here’s an example of two upgraded techs in action, the Sonic Sphere and Wall Jump:

Mollygos is back in the office tomorrow, so you’ve all been spared a week of pun fuelled dev blog posting from me. If you’d like to comment, please post in this thread! 

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