30 April – Greetings, humanoids

Afternoon!

One of our recent updates created a separate app for Starbound’s unstable/nightly branches, so now players can install that alongside the stable version. This is a pretty cool addition for those who want to check out the changes in the nightly without risking their saves in the current stable! However, some of you aren’t so into the idea of having two Starbound apps in your Steam library. Happily, there’s a fix for that. :)

In your Steam library, right click on the app you want to hide. Select set categories -> hide this game. Voila!

Today:

  • Metadept finished working on changes to humanoids, which added additional ways to configure races and individual NPCs. Now he’s onto bug fixes and enhancements to the quest system.
  • Most of the art team has been working with Healthire on various missions!
  • Supernorn has moved onto overhauling swords.

scanningwalls

  • Tccoxon has been implementing/testing features for colonies. Here’s a test that shows a wizard scanning some walls!

In other news! — We’ve had a boring old table sitting around the office for ages and we weren’t quite sure what to do with it, until we remembered that so many of you have created incredible Starbound fan art over the years and not nearly enough of it was on display… so with a bit of spare time, we turned our super boring table into an awesome community collage.

table_4

Hark! A fan art table! The finished product is fun to stare at. It still needs a coat of varnish, and sometime soon I’ll grab a better camera and take some proper photos, but we hope you like it as much as we do. :)

That’s all for today. ‘Til next time! <3

28 April – Total Warhammer

Afternoon!

I hope yesterday’s stable bugfix patch is working out well for everyone so far. And in case you missed it, Tiy wrote a big post about colonies and the endgame. Excitement!

spearsnhammerstransparentSupernorn’s been working to replace many of our existing weapons for the combat update, as well as adding new ones! Previously we’ve shown off the new axes, and now he’s replaced spears and hammers which you can see above (click for full-size). We think they fit quite a bit better with the theme of the game. :) What do you think?

EDIT: It’s worth noting that the colors shown above aren’t the only possible color combinations! They’re just an example.

Necotho’s been working on mini-dungeons for ocean biomes, and they’re looking awesomely eery. We’re all looking forward to oceans feeling a bit more mysterious and exciting!

mwMQwPXThat’s all for tonight. See you tomorrow! <3

 

Colonies and Endgame

Hi Guys,

We’ve been asked a lot recently about the plans for end game and colonisation. It’s been a while since we posted about future plans so I thought it’d be nice to share some basics on the colonisation feature coming to Starbound before 1.0. We’re working on this actively now, and whilst it won’t be in the next (combat) update. We do want to get the basics in in the not too distant future.

As always, everything mentioned here could change, see additions or subtractions.

We’ve been gearing up for colonisation for a while now; we’ve recently added a teleporter network feature to allow you to jump between locations quickly, even if they’re galaxies away. We’ve been giving objects new properties and ensuring they’re priced appropriately and we’ve been massively improving the NPC pathing and behaviour systems internally. All of these features are key to the colonisation system.

Object properties

To enable the colonisation system to function we’ve begun tagging objects with special properties. For example, an Apex mutant pod might have the following tags.

exampletags

All of these tags, coupled with the size of the object allow us to figure out how a house is decorated and what kind of person might move in. Different NPCs will only move in if enough of a house is decorated with objects and blocks that match their interests.

Houses also have some basic requirements, like light, walls and doors. Here are a couple of examples of houses and who will move into them.

Apexscientist Glitchsoldier

 

Whilst the type of NPC that moves in is based on the type of furniture used, the visual appearance of that NPC is based on the exact layout of the furniture within the house. So you’re able to put your feng shui skills to the test to attract someone in particular.

Once NPCs move in they’ll offer all sorts of different benefits. Some NPCs will sell unique items, some will defend the town, some will offer quests and others will place new unique objects in their home like new crafting tables or facilities. Sometimes you’ll only be able to attract an NPC using items a previous NPC has given you, allowing for colony progression. Sometimes you’ll need objects from a unique dungeon or sub biome to attract particularly rare NPCs. For example, obtaining all the blueprints for slime furniture from the slime biome, crafting it and using it to decorate a house will cause a slime creature to move into your colony and in turn sell you a unique weapon.

slimeenthusiast

Later we plan to expand on this system with enemies attacking your colony, inter-NPC interactions and various other complexities. But this initial implementation will tie together much of the exploring, questing and adventuring in the game and serves as a key part of Starbound’s end game. We may even tie the system to planet and biome type, so setting up on certain planets is the only way to attract some of the rarer NPCs.

This won’t be the only end game feature, we’re looking into randomly generated repeatable missions, farming and procedurally generated quests. As well as the final stars enabling high level versions of all the existing biomes.

We’d love to hear your feedback on this system!