Archive:

27th June Progress

Hey all,

One of those posts where we’re all continuing with larger tasks today I’m afraid.

I continue to finish up the description system. I’m almost done now (I skipped sleep last night to do it).

It’s adding so much life to the game, I’m excited to have it finished.

Kyren continues to work on how planets change at different levels. This is a large task because it ties into almost every part of the game. The kind of drops you find, the ore distributions, monsters and so on.

Bartwe finished some new consumable functionality that allows us to finish up the rest of the food items.

Omni is finishing up the sleep system, hopefully that will be in place tomorrow.

George is working on finishing up the final dungeons.

Legris is tearing through the intro content.

Rho is working on various animation work that’s needed finishing for a while.

 

Also I’ve set up a Q&A thread on the forums. Take a look at that here:

http://community.playstarbound.com/index.php?threads/ask-us-anything.24965/

 

I’m falling asleep as I type. So I’d better leave it here.

Goodnight!

 

26th June Progress

Hello guys.

A super busy day!

Direct 3d / Direct X support is now complete. It’s made a huge difference on cards that don’t support OpenGL all that well. A massive performance increase. So that’s great.

Legris is working on the Floran intro, which is suitably creepy.

Rho has completed the final tier of ore based objects.

George is starting on the last of the dungeon art.

I continue to write descriptions. I’m now at well over 2000 and completely entrenched in lore.

Bartwe worked on the way NPCs/Monsters are spawned in procedurally generated dungeons.

Kyren has moved onto some of the leveling/scaling mechanics after finishing D3D support.

Omni has completed a pose system for player characters.

Today I also heard Malukah’s first draft of her Starbound song. It’s absolutely wonderful!

 

24th June Progress

Hi guys

Today we set about revamping the examination system. Where examining an object used to bring up a tool tip with a description of the object in it (still accessible when the object is obtained). Your character will now comment on the object directly. Not only that but each race will comment on objects differently. This leads to some vary interesting scenarios where, for example,  you might ask your friend playing as an avian to examine an object you found in an Avian tomb because their knowledge might be greater than your own.

investigate

 

Of course this means I need to write 6 descriptions for everything you can investigate. Which is well over 6000+ descriptions.  So you can guess what I spent the day doing.

I managed to complete over 800 so far. Quite a way to go on that then!

We’ve also been running a bunch of tests on D3D mode, completing the last of the ore based furniture, working on beds, finishing the next intro, adding a ton of new sounds and more.