Daily Updates

Hi guys,

Just a quick note about the daily updates. Obviously they haven’t been appearing as frequently recently but there’s a good reason for that.

I recently moved into a new apartment and I won’t have a real internet connection until the 24th. I’ve been trying to post over a 3g tether but it’s pretty much a waste of time, with the posts I write timing out and being lost.

In the mean time other members of the team have been trying to fill in for me, but they’re super busy with what they do. So expect posting to resume properly on the 24th. In the mean time we’ll try our best to keep you updated.

<3

17th September Update

Hey!

Today was an awesome day, because today Omni’s long-awaited grappling hook tech– while still in need of tweaking– was finally ready to show off. It’s reeeaally fun!

Armagon started work on the Glitch village “dungeon” map, which is one we’ve been really excited to see in all its procedurally generated, Armagon-designed glory.

And Bart continued his work on NPC behaviors! It’s been really interesting to watch how they’ve evolved, intelligence-wise. Sleeping, sitting down and no longer walking into walls. Good stuff.

While we’re posting videos, last night Bart uploaded a video of the developer livestream we recorded late one night at I49! Loads of people missed out on it at the time, so here it is for your viewing pleasure.

Today we addressed some questions and feedback about communication/how we spread information, and how we can do better. It’s been a long day, but I’m working on getting the website up to date with the sort of news we regularly post on the forums, IRC and elsewhere that doesn’t quite make it onto the front page. So, look for all that plus the roadmap to be updated by the end of the week! Apologies if it seems like we’ve sort of slacked on it.

Goodnight, guys!

16th September Progress

Good evening!

Today we’ve focused a lot on adding a bunch of the enemies our artists have been creating to dungeons, adding unique behaviors/AI, and configuring loot pools. Hooray, loot!

We’ve also continued working on friendly NPC AI, with NPCs becoming gradually less stupid as we go. Now NPCs will say different things depending on your species, jump over little gaps in terrain, turn around when they’re walking into walls, using emotes, etc. Y’know, the important things. Maybe someday soon they will actually become self-aware and when that happens…well… *shudder*

Screenshot_2Although…this guy’s got nothing to say to me. Think it might have something to do with the gun?

Nahhh.

Earlier today Rho introduced a new monster! Sort of a tougher version of GeorgeV’s controversial sewage-based monster, The Po. This one’s proving a bit controversial as well…

nlbOdEW

Obviously, crude toilet humor isn’t for everyone. We don’t expect everyone to agree that a giant walking sewage golem is hilarious, and we don’t plan on adding more poop-based enemies. :P

Starbound’s not an overly serious game, though. It’s got elements of serious storytelling and the opportunity for serious roleplay, but overall it’s meant to be entertaining, and we like throwing in some humor where we can! Usually it’s a little bit more subtle, but hey. Sewage monster kind of fits in with a sewer-themed dungeon. Sorry if that’s not your thing! I believe we’ve got enough serious-business intimidating monsters to make up for it. :)

Anyway! Onwards to tomorrow, lovely Starbounders. Goodnight!