Archive: Featured

14th May – It’s tough being an NPC

Howdy!

Kyren‘s been working on some changes that improve networking, Metadept has been working on celestial graphics and the ability to delete materials without corrupting worlds, and Supernorn‘s been working on some effects for monster skills!

Following on Tccoxon’s adventures in colonization testing, he caused an innocent NPC a lot of distress today when he heartlessly removed a chest from their home.

It was the single most upsetting moment of that NPC’s life. For Tccoxon, it was just another Thursday.

… ’til tomorrow!

13th May – A Path Wrought With Danger!

Hey guys!

Work on the Avian mission has continued along at a steady pace, and I’m really pleased with how it’s shaping up so far. You can look forward to some branching paths, each with their own obstacles to overcome. I’ve been making sure there’s some secrets sprinkled here and there as well. Here’s a glimpse of what you can expect!

A path wrought with danger!

Continuing to expand our options for mission design, Metadept has added another bit of wiring functionality since my post last week; a delay logic gate which, as the name implies, causes a signal passing through it to be delayed by a short time. This has allowed me to do some pretty cool stuff with our new traps!

In other news, Metadept and George spent some time today improving the graphics on planets in the celestial interface; chiefly making ocean and non-ocean worlds more visually discernible from one other. Gas giants also have more colour variation.

Planet Changes

That’s it from me. Enjoy your evening folks!

Hello!

Metadept and George V have done a bit of work on making monster palettes match the biome they’re in. It sounds like a small change, but atmospherically it seems to make loads of difference. :) See for yourselves!

biomecolors

On the colonial side of things, Tccoxon has been testing NPC respawning, which involves doing a whole lot of this:

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