June 18th – Let’s get to building!

As you may have been able to infer from previous posts I’ve made, I tend to juggle my duties a lot. While I wait on the sound on projectile functionality, I’ve spent the past couple of days getting the outpost dungeon file working with its key. There’s still a couple of items I’m waiting on from George, but it’s complete enough that I can commence work putting together the outpost, so that’s what I spent my day doing.

I typically go through a process of mapping out in my head how a dungeon is going to function before I start actually placing blocks in-game. The first thing I decide is whether this dungeon is going to be predominantly an above ground structure or a sprawling underground one. It sounds like a minor thing, but it changes my design process in some fundamental ways.

First, ensuring the dungeon has a nice unpredictable layout is a good deal easier when it is below ground, as typically I don’t need to worry about whether the structural support makes sense or not, giving me far more leeway to make pieces as big or small as I want. Most underground dungeons can sprawl freely and connect to just about any piece so long as they are not blocked by another existing piece. This also helps to make the layouts less predictable, provided a dungeon has a good number of pieces (see the Avian Temple for example).

Avian Temple

There are distinct downsides to this approach however. Because of the sprawling and highly unpredictable nature of the pieces placed in an underground dungeon, it’s not so uncommon for pieces to be placed in such a way that they turn back on themselves, resulting in abrupt ends where it won’t even place a proper wall. These necessitate me creating what I’ve taken to calling “end caps”, that are in essence very small pieces that are used to close off a hallway or room where there is no room for any other pieces. Even though these pieces are small, making sure they connect and look smooth everywhere can become pretty involved, especially if you want decent variety in them.

Designing a dungeon to be an above ground complex comes with its own set of pros and cons. It demands you put more thought into the overall structure and layout of your dungeon, which results in a more consistent design at the expense of randomization. Typically my approach to the above ground kind of dungeon is to either design a series of separate structures with randomized elements within them (see the Human Prison), or one grandiose structure with a lot of areas that can be randomized (see the Glitch Castle). Using the latter approach, multiple layouts are critical to increasing variety and reducing repetitive elements (particularly when players encounter the same dungeon type repeatedly). The more layouts I’m able to make, the better the end result will be.

Which brings me to the Outpost.

Outpost In-Game Test

This is just the barebones structure right now, hence the lack of decoration indoors. The main focus has been laying down my foundation, working out precisely how large the rooms are going to be, how much will be randomly picked and how much will be clearly defined.

The outpost will be a relatively small scale dungeon, and I’m structuring it in a fashion similar to the Glitch castle with multiple layouts planned to mix things up. Making multiple layouts for the castle was fairly long-winded due to the sheer scale and my determination to ensure each layout was decorated differently. The outpost being smaller in scale means I’ll be able to produce more layouts far more rapidly, but my initial goal will be getting all the smaller rooms finished first.

Outpost FrameworkIn this map of the first outpost layout, the large grey areas within the structure are where the game can place randomly selected rooms. The more rooms and layouts I create, the more variety players will get.

I hope this gives you guys a bit more insight to my design process and the various ways the dungeon system can be used. I’m looking forward to sharing a more full-featured version of the outpost soon!

17th of June, 2014: Dev Blog Mega-George

Hi! GeorgeV here! Here’s another store you’ll be able to find in the outposts in Starbound:

penguinbayOnce again they’ve cannibalized a shipping crate to build the store. This one will probably sell you weapons, armor and the like.

Until next time…

Nightly builds are live!

Good evening/afternoon/morning!

The first automatic nightly build is live! If anyone is interested, you can opt-in the same way you opted into the unstable branch.

Nightly builds are there for people who really wanna track our progress– not for people who just want to play the latest version of the game. Please back up any saves or worlds you care about. No, seriously. Back up your saves. It’s always best to assume they will be destroyed and the game will be at least somewhat broken.

Tonight, for instance, because we’re working on monster spawns, monsters aren’t spawning. This is the sort of thing you should expect from nightly builds.

(Tiy note: Also, because we’re currently working on progression, the very first thing you’ll probably notice is that your ship is damaged and the fuel system doesn’t work (sparks flying out of it). The only way to currently fix the ship is through admin commands so unless you know them you’ll be stranded. This is *really* for people that want to see progress + modders. You have been warned!)

I’ve updated the support page with a guide, but I’ll paste it here too:

What is the “nightly” branch and how do I switch to it (or back)?

The “nightly” branch of the beta receives updates automatically every single day. This means that using the nightly branch will frequently destroy your saves or contain other game-breaking issues depending on what we’ve been working on that day. Only use this branch if you really really want to follow our progress and don’t care about breaking the game. 

To switch between branches (click on images to enlarge them):

      • Right-click on Starbound in your Steam client’s “Library” tab and select “Properties”:
        unstable-step1
      • In the window that appears, select the “Betas” tab and then select the branch you want to use from the first drop-down.nightlybuilds
      • You should receive a confirmation message along the lines of “Successfully opted into the ‘nightly’ content beta.” below the textbox next to the “Check Code” button (note: no beta access code is required to opt into the nightly branch).
      • Click close and let Steam download the update for the new branch. If you’ve switched to the nightly branch, Starbound should now be listed as “Starbound [nightly]” in your Steam library, otherwise it will be listed as just “Starbound”.

starbound_nightly