14th June Update

Welcome to the update, ladies and gentlemen.  My name is Omni, I’ll be your guide for today.

Once upon a time earlier today, I spent several hours resolving a bug where certain object items would not scan.  And although I could reproduce the issue, it was strange that sometimes I’d scan the same item and it would work.  Eventually, working together with Tiy, we stumbled across the actual problem.  It was a difference in the metadata.  A empty Variant and a Variant containing an empty VariantMap are two different things.  And items spawned by different parts of the code were spawned in very subtly different ways.  I spent a good  solid 9 hours working on this issue before I hit on that, so my total committed code output for today was 9 lines added, 13 removed.  Whoo.  I’m also in the middle of making money a thing with scanning items and connecting that to the UI.  But that will have to be finished tomorrow because that one bug killed me today.

Kyren is going through and cleaning up some of our core code to be less easy to screw up.  Because she wound up running into some bugs that revolved around references to objects living longer that the objects themselves.  And our core code shouldn’t be that easy to shoot yourself in the foot like that.  So she’s updating some of the older code to be both a) more efficient and b) less brittle.  So that’s pretty awesome.  She also put clothes on those poor, poor NPCs.

Bartwe is also going through the core code and tuning performance.  He’s modifying some of the hotter string functions and various other things to avoid unnecessary copies.  He also troubleshot a problem that involved SDL lying about the true size of the window :O

Anyways, now that the NPCs have covered their shameful nudity, I can show you a picture of a bunch of NPCs walking around.  Here they are, just derping right along.

congressOfApex

Tomorrow, kyren’s wife is going to go to New Orleans, I think she’s dragging kyren along with her.  So she might be out of commission.  I’ll be gone Sunday, spending time with the old man.  I’m unsure what everyone else’s plans are for Father’s Day weekend.  How about you guys?  What are you planning on doing if anything?

13th June Update

Hi there,

I have been officially restricted from trolling during the daily update. :P

Today, I mostly worked on bug fixes for the crafting interface and the 3dprinter, (they use the same backend of the code).  There were some issues with certain recipes not showing up, and with some items being able to be “eaten” by the printer then they shouldn’t have been.  As well as some crashing bugs.  Then I worked on my laptop moving data around and properly upgrading the hard drive, (I had previously just thrown the hard drive in an installed Linux, I’m going back and making sure my dual boot works properly and that my data is backed up off of my old HD and that’s taking time.  Exciting, I know).  Recently, I did some big asset changes that eliminated lots of redundant information (inventory items and automatic 3dprinter recipes for objects), and we’re just generating that on the fly now.  My next project is going to be rather boring.  Bug hunting!

Kyren made a huuuuuuuuuge merge, and now we have humanoid NPCs.  They’re naked for right now, and they only walk left and right.  But it’s a really big change.  The game’s coming together!  And I’m excited :D

Bartwe is working on the damage system, doing scaled knockbacks and he recently rewrote the status effect system.  Huge change.  Lots of redundant code eliminated.

Tiy’s been helping out Bartwe and I deal with the ridiculous numbers of config files that need to be mutated from the recent changes.  Lots of hard work, hat’s off to him.

Work has moved from Glitch Castle to Apex Heights on the dungeon design front.  And Armagon added a frying pan that goes bang when you hit someone with it.

That’s it for today.  Good job PaRappa, you can go on to the next stage now. (Noting my previous restriction on trolling, this link has nothing to do with Starbound).

12th June Progress

Hey guys,

Today the pixel printer was finished for the most part. This was a big change with lots of moving parts so it’s nice to see it complete.

Well done Omni!

printer

Weapon wise we’re at around 350/360 tiered (ore) weapons complete. I wish I could show them to you, they’re very cool. But this is exactly the kind of thing I shouldn’t spoil.

Here’s a little sample though:

axes

 

Here’s a mockup of the new suggestion page you’ll see on the site some time soon.

feedback

Don’t worry, the people working on this aren’t the same lot working on the game. It won’t slow anything down.

I look forwards to seeing what everyone’s fav suggestions are though.