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4th August Progress

Hello again,

Despite today being Sunday, quite a lot happened today!  I’m a bit tired at the moment so I’m going to run through this pretty quick:

More progress on the tier 1 boss!  There are little sub-boss creatures that it spawns and they have some basic behavior now, as well as other fixes / improvements.

Tiy put in a brand new monster generator!

Bartwe (with a small assist from me) continued working on bugfixes and trying his mad dash of trying to get starbound working under Visual Studio.  There’s a good reason we’re doing this, and it’s because the way we compile on windows is getting old and finicky and creaky (MinGW) and it’s causing us a lot of headaches.  Well, to be frank supporting even the latest latest MSVC compiler is giving us headaches too, but it’s nice to have options :P  This I think is JUST about working finally, so woo.

Omni worked on some weapon tweaks and more bugfixes today.

Artists did artisty things with a few new objects and UI work.

And I pushed a fun new feature… The lighting for morning / midday / evening / night is now much more configurable and also configurable per biome / star.  This sort of completes omni’s previous work with getting lighting colored based on the planet’s star, except now the background sky and parallaxes and all the things not lit in the main world layer are also colored and match nicely, and the effect is overall really good.

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25th June Progress

Waz everyone! I guess it’s my turn to supply you with the daily update!

It’s a small-ish update today – Tiy continues his description marathon. So far all of the Apex objects are done and each have 7 different descriptions for every race, which we tested ingame today. It was actually pretty fun! A lot of the objects have descriptions that tie into each other – examining a cupboard as an Apex would reminisce about a past rebellion, but examining it as a Glitch would notice a hidden camera inside.

Even though D3D was implemented yesterday, it had a couple of bugs that needed to be combed over, so thanks to Kyren it’s totally completely in and working now. I tried it myself a few hours ago – the performance is very noticeable as a Windows user.

Furniture work continues – between George and I, we’ve completed all of the tier-based furniture bar the final tier, which we’re trying to find a theme suitably awesome enough to merit the highest tier. Each tier will have a basic set of craftable furniture, and we’ve tried to get as many themes as we can into it, ranging from antique cast-iron, to futuristic sci-fi, to spikes and eyeballs. The sets consist of: Chair, Table, Switch/Console, Bed, Light and Door. I also did a bit of work on the player ships, which are one away from being completely finished.

That’s all for today! Thank you, good night!

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Not.. Not the 8th of June progress update

Hallo,

Today saw a couple of cool developments, particularly with some of our lovely contributors.

ArchVince has fixed the last few (known) bugsin his new terrain code, and has merged that in!  This means that a couple of our  terrain generators (mountain and canyon) look a lot better than they have been and are a lot more interesting and navigable.  They look awesome, good job Arch!

Bartwe has been working on a very important change regarding status effects that will allow us to have lots of status effects defined by data rather than hard-coded, which will make working with status effects much easier.  He’s now done with his change, but unfortunately not before losing about 12 hours and his sanity on a massive debugging session.  It’s over though!  I feel for ya man, good job.

Omni continues working on the 3d printer interface and associated non-interface code and is nearly done, as far as I know.  Go omni! you can do it!

I continue to be embroiled in a multiple-day change for humanoid NPCs phase 1.  I’ll have more to say about that once it’s in place, which hopefully will be late tomorrow.  I’ve also made an update to our physics code that should allow other parts of the code to easily mod physics behavior temporarily, so that things like status effects can slow you or increase your mass or friction.  It’s a pretty minor change, but hopefully it will go along well with the status effects stuff that bartwe is doing.

The artists continue their artisty work on things like ship improvements, legris continues his work on intro sequences, and Tiy has been experimenting with a cool new “ship design” that we’re not sure will make it in or not, but damn is it cool!

Aaaaand…. I’ve saved the most important for last.  We have a new code contributor named “jordo” that has been helping us lately, and he’s super smart and capable, and has already being a huge help.  He has been doing some monster AI work and, just recently, implemented the most advanced, most important feature in all of Starbound…

Are you ready???

The fishes swim away from you!!!

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Kyren out.

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