Archive:

10th May Progress

Hi again,

Today we’re continuing to finish off this weeks work.

Shields functionality is now finished and bug free. Bartwe stomped a bug with collisions that cause some projectiles to pass through the shield. Blocking now works flawlessy in multiplayer.

We’ve added even more new attacks to NPCs, acid spitting, water spraying, bubble…beaming?

Functionally the crafting window has been done for a long time, now we’re starting to add a ton of info on the item you’re crafting, as well as a system to allow you to search through all your available blueprints. We need a nice search box given the sheer number of items in the game.

Our wonderful artists are beginning to work on ocean environments, coral reefs, plantlife etc. Ocean diving is about to get a lot more interesting.

ocean

We’re also adding a bunch more interesting costumes. I’m also pushing to get a ton of regular clothing in the game for people who just want to mirror themselves in the game.

costume

Kyren is working on a deep world storage change that will do some great technical things, then moving onto more combat related code.

We’ve also been improving the UI, we now have a message system that allows any item or UI element to pop up messages on the screen that slide nicely in and out, similarly to the food meter. A food command was added to check your current hunger level.

hello

 

Also, someone broke the sword icons!! *rage* (psst, I think it was Bartwe)

sword

 

 

 

Hi guys,

A quick update of what we’ve been working on this week.

First off we got all of the craftable (non-procedurally generated) armors finished up and in game. That’s 60 armors so far, not including costumes and clothing.

Every single one of these armors can be dyed a large number of different colours:

armorcolours

We’ve also got planets appearing in space/the night sky now, as you can see in the screenshot above. These planets reflect the solar system you’re currently in.

planet

 

This week we’ve also got shields working, we’re still tweaking them but at the moment they can be equipped in either your left or right hand (or both if you’re that way inclined). Holding a shield up will highly raise your armor level when projectiles or enemies hit the shield. Holding your shield up also stops your energy from regenerating and blocking attacks costs energy. The next step here is to load in art and special stats so we can get the game generating a large number of unique shields.

shield

We’ve also added a new style of biome, the frozen ocean biome is a cold biome full of deep water and small islands of ice.

ice

We’ve continued to work on the glitch Castles, giving them new layouts, rooms to mix up and decoration.

castle

We’ve also continued to improve the space travel animation and feel, added new weaponry, added new NPC behaviour, fixed some netcode issues that popped up, produced some new tracks for the soundtrack and a whole bunch of smaller bits and pieces.

I know some of you are eager to see this sort of thing appear on the roadmap, we will update it soon, we’re just deeply entrenched in our work at the moment. We’re going to try to update it around once a month.

Cheers guys <3

 

Starbound Preorder

Hello guys!

We’ve finally managed to open Starbound preorders!

Preordering the game will go directly towards funding development and get the game to you even faster.

The Starbound beta will be coming this year and preordering the game today will make sure you’re one of the first to get access when it’s available.

You also get 2 soundtracks, the Starbound Soundtrack and an Experimental Soundtrack. For a total of 62 tracks.

We’ll be adding new tracks to the soundtrack as we go too.

Click here to get to the store:

preorderbutton

Thank you all for being so wonderfully supportive. <3