Archive: Dev Blog

20th January – Monkey Business

Hey everyone!

We’ve been working on missions for the final game! Here’s a little look at the start of an upcoming mission – looks kind of intense. What do you think it’ll be about?
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This week’s community-run Build of the Week theme is Crash Sites, and there have already been some really really cool submissions. Here’s a crashed freighter from ElvenCourage!

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To submit your Build of the Week, check the Starbound subreddit for the current week’s theme, build something awesome, and then submit it as a link post with the prefix [BotW] or [Build of the Week]. Sometimes we post our favorites. :)

‘Til next time~

Post your comments here!

18th January – Tech Support

Hey everyone!

Metadept’s work on the new hunger system continues, but he’s also been spending some time overhauling techs! Here’s what’s happening with the new tech system:

Tech has been reduced to three tech slots (from four). Each of these slots will carry a base tech that the player is guaranteed to unlock over the course of progression. The three base techs are Double Jump, Distortion Sphere, and Dash.

Once a base tech is unlocked, you’ll be able to choose from three upgraded variants of it, and unlock each of them via tech card. Although you’ll still only be able to equip one variant at a time.

The reasoning behind this change is due to player behavior tending to sway towards a few specific techs. This is mostly down to many of the alternatives being very situational, with players not wanting to sacrifice important movement abilities in exchange for something more specialised.

The solution to this has been to take the most popular techs and give them more interesting variants, without the sacrifice of losing the functionality of the base tech.

Combined with the new augmentation system discussed last week, you can pull off some seriously powerful moves. Here’s an example of two upgraded techs in action, the Sonic Sphere and Wall Jump:

Mollygos is back in the office tomorrow, so you’ve all been spared a week of pun fuelled dev blog posting from me. If you’d like to comment, please post in this thread! 

15th January – Collar Duty: Advanced Warfur

Happy Friday!

Tccoxon has been working on a set of pet collars that work much like the EPP augmentations. When you obtain a pet collar, you can right-click on a filled capture pod to place it on that pet.

The type of collar effects range from stat-boosts to damage, health boosts, light generating and even elemental type effects. There’s also the ‘oblivious collar’ which makes your pet invulnerable but non-aggressive, so you can have a completely passive pet.

collardutyThat’s all for today!

Feel free to post comments in this thread!