Archive:

23rd June Progress

Hi guys,

So Sunday is supposed to be our day off, which of course means we spend the time working on Starbound.

Everyone has ‘Secret sunday projects’ underway that I couldn’t describe to you if I wanted to, because I don’t know what they are.

It’s a fun way to end the stress of the week and have a break from the important stuff. Bartwe in particular is teasing me, referring to his project as [redacted].

Kyren has more or less completed Direct 3D support, which turned into a much bigger task than she’d hoped. But it’s almost done now and very worth the trouble.

Here’s a super heavily work in progress Avian intro, we’ve been working on adding additional sound effects to it today (though they’re not in this video).

I think this might be the last one I show off, given the spoilery nature of it. Though they do appear in the first few seconds of the game.

Our web monster is also working on getting the new suggestions section of the site up and running today/tomorrow.

-edit-

It’s now live! Check the top bar

21st June Progress

Hello Chaps,

Things continue to come together today.

Much of the ore based furniture is complete, it’s absolutely wonderful stuff but it’d be far too much of a spoiler to show off :( so no screenshots this time.

To make up for that, here’s a terrible ‘It’s-5am-and-I-don’t-want-to-wait-for-the-video-to-upload’ quality recording of the human intro sequence (which is work in progress!)

We’re putting the finishing touches on the direct 3d code. We’ve cleaned up the humanoid code so we can make use of various frames to create new animations (like sleeping).

I’d also like to introduce Copic, an AI programmer working on new behaviors for NPCs and Monsters. Copic has worked on a bunch of games (19, he informs me!) you probably know the name of, including AI in games like Assassins Creed. He made his first commit today. *Blows party whistle*.

We’ve also fixed another bunch of bugs, finished up the last bits and pieces of the knockback stuff we were working on yesterday and tweaked some visual stuff.

Until next time!

20th June Progress

Hey folks,

First off that explosion animation I promised yesterday:

pew

 

 

So what did we do today.

First off we finally got all of the respawn animations in game. They’ve been ready for implementation for a while, but actually configuring the cutscenes, making sure everything happens at exactly the right moment took forever!

It was one of those fiddly “change a value by 0.01 seconds and reload the game to see if it looks better” things. Took a total of around 4 straight hours of that. But it’s awesome to have them in!

Work continued on beds, we have occupied art for all of the different kinds of beds now.

inbed

 

Also a nifty little sleep animation has been set up.

We corrected a performance problem that occured when you have access to every crafting recipe in the game. The list was just so huge that it was slowing the game down. Now the engine handles that intelligently.

We now have ‘per monster type damage response’ which means different monsters can react differently to strikes of different intensity. (That’s a lot of different’s)

Direct 3D support is taking a bit longer than expected, but should be completed soon.. the 3 renderers we use have had to be combined into one monster renderer due to some differences in the way directx handles things like lines, and it turns out opengl code had leaked out of where it needed to be!  It’s all under control now though, won’t be long.