Archive:

7th August Progress

Here’s some info on what was completed today, list style

– A bunch of new behaviour on the first boss

– Trees were given a proper animation when they’re in the process of being chopped at

– Work was undertaken on shift+clicking items to move them between a chest and the inventory

– A bug was fixed that broke the ability to hold backspace to erase multiple characters

– Visual armor slots were implemented

– A small fix to the interactable area on usable objects

– E is now the use key instead of right click to prevent accidentally using an item when using your secondary fire

– A bunch of additions to terrain generation were added to ensure interesting land features appear

– All objects were made two handed by default

– Failing to load a missing image no longer crashes the game

– Fixed building in OSX that broke the other day

– New minibiome art

– New objects to collect

– A large number of deep bug fixes

 

Here are a number of large screenshots I took today, they don’t show off anything in particular

large2 large3

large4 largeimage

 

3rd August Progress

Hi there,

So today was another round of bug fixes and technical changes.

A lot of work has gone into getting msvc working nicely with Starbound, which will make it far easier for us to debug and bug fix in the future.

We’ve made sure stack traces are as informative as possible.

We’ve revamped our performance logging / charts to display additional data.

Vsync and triple buffering were made optional in direct 3D mode, improvements were made to D3D error reporting.

A bunch of GUI work was completed. the GUI is nearing 100% completion. Only a couple more things to add.

The tier 1 boss continues to receive new behaviors (as does it’s minions).

Some bug fixes were made to the weather system.

I managed to get hold of some orange sunglasses so I could work outside, now I have a sunburn.

2nd August Progress

Hi guys,

So a very dull update today. We took a little break from progress to bug fix and performance enhance.

It’s been a really good day for debugging, we’ve increased the framerate, massively reduced the bandwidth requirements when hosting a server, decreased the minimum required specs. All really important stuff, but sadly nothing that translates into a good screenshot. (It even gives me the wrong fps if I try to take a screenshot with the fps counter enabled! :@!)

Of course our artists have been plugging away at more biomes and content.

screen2

 

Here’s an image I posted earlier today from a playtest + balance session. We’re polishing and fine tuning the core gameplay now. I think one day soon I’m going to stream some tier 1 gameplay. Tier 1 takes you through the tutorial quests, teaches you to build a camp and survive whilst improving your equipment. It ends of course with an awesome boss fight.