This update is accessible via the Steam Beta "Testing" release of Boundless.
The release will be accessible as "Testing" until the end of the week, whilst we resolve issues with the playing community. When this additional polish is complete the release will be promoted to Steam "Live" for all players.
Adjusted stone and metal crucible textures to better support tinting, assigned correct tints to Iron and Titanium crucibles.
Warp blocks now have a less confusing label on their textures. Don't worry though, it's still a placeholder asset.
Crafting:
Fixed bug where the machines do not produce wear.
Fixed bug where broken blocks would always drop items with the world's default colour rather than the block's colour.
Creatures:
Fixed a bug with creature spawning where creatures are not spawned fairly between players.
Trading:
Changed the trading flow to add trading requests.
HUD + GUI:
Added a compass to the HUD which tracks other players and beacons.
Added grapple control text.
Added pop-up when the player exits the game.
Added word damage in the message shown when the player takes damage.
Change Smart Stack controls: now left click picks up, right click opens stack.
Count the total number of items available for a recipe, not just until there is a sufficent amount to be able to craft the item.
Fixed the message shown to the player when picks an item.
Removed the worlds menu. Players should now always join on the same world they were on when they left the game.
Reversed the amount needed and amount have in the recipe pop-up.
Server:
Player data and inventory shouldn't be lost when a server crashes (on restart the data is recovered).
World builder:
Config path changed to be relative to the Documents folder for the user rather than the Application folder, for MacOS this will be ~/Documents/boundless/ and for Windows C:\Users...\Documents\boundless. Users with existing configs should copy their old config files to the new location, preferably before updating the world builder, but not critical.
Known Issues:
The following items are known issues in this release.
Some items in player hands in 3rd person view are huge (e.g. Power Core).
Some of the items are not positioned in the hand correctly when the players are seen in 3rd person view.
Some of the items displayed in the inventory screen are not positioned correctly.
Sometimes the animation for left handed tools do not swing continuously.
The recipes are not final.
Z-fighting with some items (workbench and other machines) when placed underwater.
Cross posted from devlog forum which can be found here
This update is accessible via the Steam Beta "Testing" release of Boundless.
The release will be accessible as "Testing" until the end of the week, whilst we resolve issues with the playing community. When this additional polish is complete the release will be promoted to Steam "Live" for all players.
Adjusted stone and metal crucible textures to better support tinting, assigned correct tints to Iron and Titanium crucibles.
Warp blocks now have a less confusing label on their textures. Don't worry though, it's still a placeholder asset.
Crafting:
Fixed bug where the machines do not produce wear.
Fixed bug where broken blocks would always drop items with the world's default colour rather than the block's colour.
Creatures:
Fixed a bug with creature spawning where creatures are not spawned fairly between players.
Trading:
Changed the trading flow to add trading requests.
HUD + GUI:
Added a compass to the HUD which tracks other players and beacons.
Added grapple control text.
Added pop-up when the player exits the game.
Added word damage in the message shown when the player takes damage.
Change Smart Stack controls: now left click picks up, right click opens stack.
Count the total number of items available for a recipe, not just until there is a sufficent amount to be able to craft the item.
Fixed the message shown to the player when picks an item.
Removed the worlds menu. Players should now always join on the same world they were on when they left the game.
Reversed the amount needed and amount have in the recipe pop-up.
Server:
Player data and inventory shouldn't be lost when a server crashes (on restart the data is recovered).
World builder:
Config path changed to be relative to the Documents folder for the user rather than the Application folder, for MacOS this will be ~/Documents/boundless/ and for Windows C:\Users...\Documents\boundless. Users with existing configs should copy their old config files to the new location, preferably before updating the world builder, but not critical.
Known Issues:
The following items are known issues in this release.
Some items in player hands in 3rd person view are huge (e.g. Power Core).
Some of the items are not positioned in the hand correctly when the players are seen in 3rd person view.
Some of the items displayed in the inventory screen are not positioned correctly.
Sometimes the animation for left handed tools do not swing continuously.
The recipes are not final.
Z-fighting with some items (workbench and other machines) when placed underwater.
Cross posted from devlog forum which can be found here
This update is accessible via the Steam Beta "Testing" release of Boundless.
The release will be accessible as "Testing" until the end of the week, whilst we resolve issues with the playing community. When this additional polish is complete the release will be promoted to Steam "Live" for all players.
This update is accessible via the Steam Beta "Testing" release of Boundless.
The release will be accessible as "Testing" until the end of the week, whilst we resolve issues with the playing community. When this additional polish is complete the release will be promoted to Steam "Live" for all players.
This update is accessible via the Steam Beta "Testing" release of Boundless.
The release will be accessible as "Testing" until the end of the week, whilst we resolve issues with the playing community. When this additional polish is complete the release will be promoted to Steam "Live" for all players.
This update is accessible via the Steam Beta "Testing" release of Boundless.
The release will be accessible as "Testing" until the end of the week, whilst we resolve issues with the playing community. When this additional polish is complete the release will be promoted to Steam "Live" for all players.
This update is accessible via the Steam Beta "Testing" release of Boundless.
The release will be accessible as "Testing" until the end of the week, whilst we resolve issues with the playing community. When this additional polish is complete the release will be promoted to Steam "Live" for all players.
This update is accessible via the Steam Beta "Testing" release of Boundless.
The release will be accessible as "Testing" until the end of the week, whilst we resolve issues with the playing community. When this additional polish is complete the release will be promoted to Steam "Live" for all players.
This week we have been busy testing new features and fixing bugs for the Testing updates we did on Thursday and Friday. We will be fixing more bugs and making tweaks with feedback from the community next week so that we can update the official Live release with all the latest goodness.
Next month, we will be putting more efforts on the following.
Code This week there lots of work on features to get the release out. The release notes cover most of what has been worked on.
In addition we’ve been working on:
a more sophisticated Spawn Location for creatures and players, both when they first join, to improve the ‘golf drop’ and when they respawn after death.
making the portal transitions even smoother.
the procedural palette generation for worlds.
We’ve been looking investigating back end database options and started some refactoring to allow benchmarking. The server were updated to Ubuntu 16.04. We have had an VFX artist join us so there's been quite a bit of knowledge sharing and set up.
Design Matt has wrapped up the five world configs and numerous biomes that will provide worlds for us in the near future. This is a great base to build on, but there is plenty more amazing things that could be done. All of his work will be available to see and play with in the World Builder. The Worlds and Biome used in the Testing 22 release are currently in a branch of the boundless.worlds project. If you want to contribute to the worlds for the game you can get involved – message Nevir or Ollie for help on this.
Luke has been tweaking and balancing experience gaining and the rewards. He’s also continued to work on the design for the stats system, as well as thinking about VFX that are important from a design perspective. Finally he saved Ollie from going mad by doing the second half of the descriptive text for the objects in the game.
Ollie has been helping to get the release ready, keeping up with reviewing bug reports, polish tasks and supporting the coder’s work on analytics and “smart stacking”.
Art This week the art team have been supporting the Testing release build.
We’ve concepted adjustments to the Totem to support the new Location Marker creation on remote worlds.
We’re modelling the final Shovels: wood and stone seen below. They will be added to the Testing and Live releases soon.
This week we presented the first 4 Boundless creatures, including their Progression, Elemental and Exotic visual treatments. Each post contains details on different aspects of the design. You can check them all out below:
This week we have been busy testing new features and fixing bugs for the Testing updates we did on Thursday and Friday. We will be fixing more bugs and making tweaks with feedback from the community next week so that we can update the official Live release with all the latest goodness.
Next month, we will be putting more efforts on the following.
Code This week there lots of work on features to get the release out. The release notes cover most of what has been worked on.
In addition we’ve been working on:
a more sophisticated Spawn Location for creatures and players, both when they first join, to improve the ‘golf drop’ and when they respawn after death.
making the portal transitions even smoother.
the procedural palette generation for worlds.
We’ve been looking investigating back end database options and started some refactoring to allow benchmarking. The server were updated to Ubuntu 16.04. We have had an VFX artist join us so there's been quite a bit of knowledge sharing and set up.
Design Matt has wrapped up the five world configs and numerous biomes that will provide worlds for us in the near future. This is a great base to build on, but there is plenty more amazing things that could be done. All of his work will be available to see and play with in the World Builder. The Worlds and Biome used in the Testing 22 release are currently in a branch of the boundless.worlds project. If you want to contribute to the worlds for the game you can get involved – message Nevir or Ollie for help on this.
Luke has been tweaking and balancing experience gaining and the rewards. He’s also continued to work on the design for the stats system, as well as thinking about VFX that are important from a design perspective. Finally he saved Ollie from going mad by doing the second half of the descriptive text for the objects in the game.
Ollie has been helping to get the release ready, keeping up with reviewing bug reports, polish tasks and supporting the coder’s work on analytics and “smart stacking”.
Art This week the art team have been supporting the Testing release build.
We’ve concepted adjustments to the Totem to support the new Location Marker creation on remote worlds.
We’re modelling the final Shovels: wood and stone seen below. They will be added to the Testing and Live releases soon.
This week we presented the first 4 Boundless creatures, including their Progression, Elemental and Exotic visual treatments. Each post contains details on different aspects of the design. You can check them all out below: