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.

 

 

19th June Progress

Good eeeeveeening.

Today was another busy day, it feels like we’re working at a blistering pace lately. Which is good!

We completed a whole bunch of miscellaneous bits and bobs. Whilst finishing up the optimization and direct X implementation.

Let me list off some of the random bits and bobs we completed today.

river

 

We added mannequins to armor previews.

Beds have been prepared for sleep/rest implementation. They have multiple layers so you can actually see your character inside the bed.

Here’s that same wooden dummy getting into bed

inbed

 

He isn’t quite positioned correctly yet, but we’ll fix that up tomorrow.

We redid the explosion art.

It looks *really* good in motion, I’m super pleased with it now. But not so great in screenshots.

I’ll try and get a gif of it tomorrow

explosion

 

You can now access your logbook from the hud which is nice and handy

logbook

Plus a wholeeee bunch of miscellaneous changes.

18th June Progress

Hello guys,

Another productive day today.

We fixed a whole bunch of bugs, including the infamous oversized weapon icon bug. *gasp*

swords

 

We also started giving Starbound directX support on windows.

This comes with some big performance increases on certain graphics cards and increased compatibility.

Some nice lighting effects were added for certain kinds of liquid.

lavaglow

 

The artists have started working on a unique set of furniture and blocks per ore tier.

This is along side the thousand+ race specific objects. We felt we needed more for the player to do with their ores.

There were also a ton of other miscellaneous bug fixes today, but a lot of it is internal stuff.

https://www.humblebundle.com/s?gift=KT3WXkux3Xup
https://www.humblebundle.com/s?gift=dRKWRqefuxkA
https://www.humblebundle.com/s?gift=ahvPmpEYKEek

Here are some more Risk of Rain keys :) as always, please vote it up on greenlight if you take one.

You can do that here:  http://steamcommunity.com/sharedfiles/filedetails/?id=131467288

 

Cheers guys!