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

22nd June Progress

Ah, another daily update!

Today our coders have been hard at work fixing bugs, cleaning up code in places that needed it, and messing with DirectX stuff.  They’re also still working on that “super advanced” fish A.I. and doing more with flying NPCs.

We have also been working on craftable furniture.  Each “tier” will have it’s own unique theme with a unique look.

Here’s a sneak peak of one furniture set:

shard

 

Hope you liked our little update and see you tomorrow!

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!