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Whoops! Yesterday I drank too much coffee and did loads of things, but remembering to write the weekly update round-up was not one of those things.
I’ve spent the past couple of days getting the tiered novakid weapons into the game, both functioning and craftable. Some of the guns are still a little on the big side, so they’ll likely undergo adjustments, but it’s nice to have something for the novakids to use besides that rusty old revolver.
Beyond that, I’ve been planning the structure for the Glitch mission, which I’m pumped to start working on. It’ll likely be very script-heavy so it’s one that may have some roadblocks to overcome before I’ll be able to finish it. I can at least start building the environment in the meantime.
That’s it from me, have a good one!
Apologies for the lack of update yesterday! The team’s really been kicking the pace up a notch with sweeping changes across the board. I’ve been constantly sidetracked from the Glitch mission to do a bunch of configuration work, fixing a handful of UI elements, updating objects and adding a few new sounds to boot. That said, the mission is pretty thoroughly mapped out in my concepts now, so I have begun building and been chipping away at it whenever I’ve not been on some other task. The case being that this is a Glitch mission, it of course involves a castle.
I’m trying to establish a greater sense of scale than the generated glitch castle dungeons, so expect it to be quite open. It’s a bit bare since it’s still in early stages, but hopefully this peek at the castle gardens will give you some sense of what I’m going for. What exactly will be happening at this castle? I’ll leave you to speculate!
In case you missed it, Tiyuri posted over on our new Chucklefish blog earlier today. If you’ve had concerns about the longevity of Starbound lately, I suggest giving it a read. We’re not giving up this project of passion any time soon, and we’re gunning to get the next stable update to you as soon as we can. Thank you everyone for your continuous support and patience.
On Friday I decided to make a small change to the treasure table format. I got a bit carried away and ended up spending a bunch of time over the weekend to clean up, organize, and rebuild ALL of our .treasurepools files, which I finally finished. It was a lot of work but the results make treasure much easier to work with and a much better system in general, so I’m very happy to have completed it.
For a bit of technical detail: our treasure pools are specified as weighted lists of items. The weight associated with an item determines how likely it is to be randomly selected, relative to other items in the table (not an absolute percentage chance). This means that adding new items to a table changes the likelihood of each of the other items in the table being selected. As you can imagine, this makes it very hard to edit and balance the tables! The engine change I made was to allow treasure tables to reference other treasure tables. With that functionality implemented, I rebuilt our tables by splitting loot into categories. For example, here’s the new table for a single general treasure item, such as you might find in a plain surface chest:
[see post for example]
As you can see, the probabilities are now specified for general categories of items, each of which has its own separate treasure pool. Now, when we add (for example) a new weapon, the probability of getting SOME weapon will stay the same, as will the probabilities of other categories within this file. I’ve also split several of these categories up into sub tables, divided them based on threat level, and massively reorganized things to make them easier to work with. The end result is that we can now move ahead with our work on biomes and progression (more on that later in the week!) without creating huge amounts of redundant configuration files and future work in the process.
As per usual, I’ve been juggling a few tasks the past couple of days.
Work has continued on the Glitch mission I told you guys about last week, though a gameplay decision that came about midway in its development has made me have to re-think the overall structure a bit. It turned out that having a larger scale structure didn’t necessarily equal more fun for the player. None the less, it’s coming along nicely and I’m looking forward to getting into scripting it. The old structure will likely end up being utilized elsewhere down the line.
As part of our restructure of the tiered progression, the mining experience is currently under the microscope. You may recall some time back, Metadept was experimenting with the matter manipulator as an upgradeable tool. Many who have tried the nightlies have likely experienced this in the form of the completely unbalanced and relatively weak starting iteration. The reason we haven’t addressed this yet is because we decided it didn’t make sense to focus on balancing the tools until we had tackled the larger task of rebalancing all of our tiles.
Every tile in the game has its own set health that governs how difficult it is to break. Since we’re having biomes split up by tier during the initial progression (note that all biomes will be available with higher difficulty levels at the end-game), it meant we needed to balance the large number of materials based on their biome and their place in the overall progression. At time of writing we have 140+ different types of tiles that each needed to be assessed and reconfigured, so most of my time the last couple of days has been tied up with this task. For now it’s looking good, but it’ll likely require adjustments as we test.
In the wake of the matter manipulator becoming the primary mining tool, it bears mentioning that the pickaxes won’t be going away altogether. Instead they will remain in the form of rare drops that, depending on your luck, could end up being one markedly more powerful than your matter manipulator at the time. The trade-off is that they will no longer be repairable, so you’d want to save them for the toughest of blocks.
The next step is going to be balancing the matter manipulator and its upgrades. We’ll be sure to keep you in the loop!
Hello humans and non-humans, and others!
Have you ever dreamed to decorate your house with reeds? Sleep on reeds, sitting on reeds, or even eating on reeds? Starbound will make your dream come true!
As you know we are working on new minibiomes now. Next step (for my part) will be more oasis things, a bedouin outfit, and a throwable coconut.
Have a good space night!
So as Kyren mentioned, yesterday I arrived in the UK! I said I’d write a post, but then immediately got distracted by a bunch of other discussions… sorry!
My main activities yesterday were discussing plans and priorities, getting my desk set up, and being a zombie from lack of sleep! Kyren and I talked a lot about her progress on the new status system, which is sounding awesome. The biggest feature is the conversion of all complex status effects to Lua scripts. Aside from massively improving the engine code and cleaning out a ton of unused hard coded stuff, this will allow us to easily implement some very interesting status effects, so we spent awhile coming up with ideas for possible scripted statuses. I also talked with GeorgeV and Armagon about how to implement features they need for the missions they’re designing. More traps, logic/wiring bits, and scripted/triggered events for NPCs are all in the works. More on that later; time for me to write some code!
Oh, and a small note for modders: Kyren added Lua bindings for getting and setting arbitrary world properties, so we now have access to world-level storage to communicate between script contexts and store persistent world data. I’m sure people will come up with some great uses for this!
So we’re going to have a few missions in Starbound and here’s just a glimpse of another one. This is a Floran mission where… bad things happen. Staying true to myself I’ll barely say anything and let you wonder…
This week is off to a very good start, with lots of small (and not so small) progress made on several different fronts. My main accomplishment was adding functionality for quests to be turned in to quest giving NPCs rather than completing immediately once the requirements are met. Kyren’s continuing work on the status system and Lua APIs. We improved the gate placement and starting system selection, cleaned up a bunch of quest text, improved the layout of the AI interface a bit and fixed some GUI issues and other bugs. We’ve also started adding in tiered guns and ship upgrades for the Novakids!
That’s so exciting, it’s the first time I make a “daily update”! I take this opportunity to introduce myself : I’m Neco (or Necotho), I recently joined the Starbound team as an artist. End of the introduction, let’s get serious! I have finally finished making the graphics for all of the the tiers of the Novakid’s Space-Train-Ship, and I spent a long time to implement them in the game.
I really looking forward to seeing how you will fill your Space-Train!
“Starbound is one of the most impressive never-ending games I've ever played.”
9 – Polygon
“Starbound's delivering on its core promises even in its early access incarnation.”
“This might be a bare-bones version of the game to come, but boy, check out those bones. The game's minutiae will be mapped out across various wikis for years to come, and many mechanics will be added and refined, but even now, Starbound is an enticing journey of discovery that reminds you just how exciting it can be to stare at a sky full of stars.”
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