We just released a new Starbase video! This video will show how we filmed the Starbase - New Features Trailer, especially focusing on the scenes with a massive number of ships. In it we will explain some of the underlying technology behind those scenes and take a look at the rendering and netsync tests we’ve performed with a thousand ships.
https://youtu.be/vGvjtAAQ4RA Find out how the trailer scenes came to life and watch us test the game's capabilities with a 1000 ships by checking out Starbase - Trailer Making-of: 1000 Ships Rendering & Netsync above!
Hello everyone! Here are the progress notes of week 5:
Design
Features
Assembly Hall station modules updated with fixed level art
Cargo Crate configurations tested, after some code rework the Crates now work properly
New single entity object created from the new Cargo Crate components
Economy configurations: new items added to market, infantry weapon pricing adjusted and general economy rule adjustments were made
Insurance transfer terminals added to the new station
Autocannon electricity usage increased from 110 to 150 per bullet
Autocannon projectile velocity reduced from 900 to 800
Utility panels: Design for UI that players use to move resources (power, propellant, building materials) between station storage and lot/ship devices. Design for basic alternative, automatically providing devices with resources from storage
Station storage: Design for updated station item storage UI logic, targeting better filtering and sorting of item grid. Design for shop UI adjustments improving interaction with station storage
Stations
Skyscraper modules have been updated to minimize the needed module and instance amount
Station lot areas have been made compatible with the upcoming Utility panel
Capital Imperial A's missing MapPartNames have been added
Landing platforms in Capital Imperial A have been relocated due to possible collisions with the public transport
Collisions caused by the "slanted triangle" asset update have been fixed
Spaceships
Twist handles for propellant containers added for Zilant
Cable added to Lancer, to fix an issue where lever was not connected to the data network
Mining laser and mining laser controls removed from Ithaca V2 and V4
Code
Gameplay
An issue fixed, where camera panning to YOLOL chip resulted in an unplayable game state when the chip was destroyed
YOLOL chip is now locked when pressing escape while zoomed into it
Support added for safezones that are larger than a single universe cell
Chat notifications for leaving/approaching/entering safe zones have been added
Building tool now restores object armor/environment damage as well as voxel damage
Showroom ships loading into the main menu fixed
Support added for cargo crates having the latch on the crate rather than the lid
Sitting rotation restrictions updated, feature implemented for pilot chairs
Custom ships can now be created via SSC
Client showing incorrect prices for some items fixed
Economy now treats bolts, cables and pipes within ships correctly
User interface
An issue where materials dropped to the world spawned in wrong sized cubes has been fixed
Dragging not starting when pressing LMB and dragging item out of equipment slots has been fixed
Weapon with magazine not reloading on the first try after logging has been fixed
Opening animation has been added to the main menu's message box
Audio
Damage signalling has been updated
Main menu state has been implemented
Background music in SSC has been fixed
Tracking of aggressive players added to detect end of battle better
Art
Art notes
VIS headquarters has been fully updated with level art
New logo sign pieces have been made
Texture stretching on device rack cores and the new socket to the socket core have been added
Thruster textures and tintmasks have been finished
UI inventory category icons have been updated
Resource Grid Utility Panel and Resource Grid Utility Box have been added (allow transfer of resources between station storage and devices)
Alpha moons have been updated
Backpacks: Thruster pack textures updated and paintjobs added
Armor sets: All base armor pieces were fixed to have white base colour
New asteroids made and some distance/size tests made with them
Asteroid base material microdetail/color adjustments and testing has been made
The depth based emission of particles modified (reducing particles based on distance)
Particles added to thrusters
Existing flamer effect reworked and new hit effect made for it
The laser turret hit effect updated with depth settings
The trailer reveals the possibility for players to colonize moons and planets, where small outposts and early trading routes can eventually turn into huge cities with a thriving society. Players can land anywhere with no loading screens, walk around the big cityscapes and interact with other pioneers - explore the new world! Reaching even the closest moon, however, will require a massive joint effort and ingenuity from players. It will be the first major community objective.
Hello everyone! The development continues - here are the progress notes of week 3:
Design
Features
All the Mining Job UI screens now support localization and dynamic key binds in the instructions
Mining Job tested, issue regarding a delay when grabbing things investigated and improved
Mining Job UI configured and some bugs fixed
Assembly Job visual instructions mock-ups designed, the visual instructions screen in Assembly Job workstation setting tested
Mock-ups made for various station inventory grid arranging solutions
Design for company social features (chat functions and commands) worked on
Stations
The stem wall modules and corridor entrance modules adjusted to match the updated apartment grid
Spaceships
A pipe section and a piece of cable that were not connected to spaceships fixed
Code
Gameplay
LODs of perfectly still ships not showing up until they move fixed
Building tool issue solved, already intact/fixed objects would get fixed when using the tool
Fixes to sensors and missile thrusters and YOLOL improvements on torpedoes
Profile deletion reworked to be more reliable
Tool ammo consumption along with Grabbing Tool updated
User interface
When creating a company the owner now gets the correct rank
Missing scrollbars added to boxes
Name restrictions added to rank creation (max character limit, ranks can't share same name)
A big fixed where failing to join a company caused all other invites to be deleted
Audio
Basic station/exploration music logic updated
Battle state detection in the making
Starbase Spaceship Creator
Tech needed for buying a ship made in the SSC has been worked on
Renderer
Size depth scaling and scale stop distance added for particles
Art
Stations
VIS floor decoration in the making
Elevator shaft decoration in the making
Weapons
Distance scale settings edited on all weapon hit effects except turrets
Bolter's hit effect reworked and reload effect added and tweaked
Bolter weapon's effects worked on: muzzle flash updated, hit effect modified, the projectile is now based on the rail cannon projectile
Auto-cannon's muzzle flash not having audio fixed
Debris particles removed from some hit effects
Bolt Tool now has a 3rd person animation when reloading
New animations: landing with a pickaxe and a rifle along with crouched pickaxe relax in/out transitions
Other
High-poly models made for triangle thruster assets, triangle thruster nozzles updated
Modular control assets for cockpit/control surface use: Bases with different button, switches and screen that be combined in a control surface layouts. 2 different buttons, 2 buttons with safety lids, 1 switch, 5 screens/progress bar bases
A new trim sheet texture in the making to be used with small assets, can also be used to replace some older texture sets in use. Aim is to have trim sheets that are easier to use and expand for needs of future assets
Resource Junction: The twist handle width has been scaled down to 24 cm, as it was not usable in certain configurations
Resource Junction: The twist handle width has been scaled down to 24 cm, as it was not usable in certain configurations
Tools: Bolt Tool textures updated and paintjobs added for the pickaxe
Backpacks: Weapons rack, communications pack, Energy booster pack textures updated and paintjobs added
Hello everyone! It is time for the first Starbase Progress Notes of 2020. We apologize for the silence over the last couple of weeks, but now the developers are back at work after the restful holidays! We hope you continue to enjoy these snippets of the development progress this year.
Design
Features
Local tests done on the initial weapon balance
Player to player trade design worked on
Necessary sub components added to the new Cargo Crate assets
All components of the new Cargo Crate assets configured and tested
Calculations made for taxation and different taxation events
Stations
Missing snap points placed on multiple hall modules
Window frames found in marketplace_small_corner -hall module updated
Station modules' names have been updated to follow a more unified and distinctive naming pattern
Spaceships
Propellant containers enabled for the following ships: Lancer, Spatha, Knight, Vector, Vasama Vanette, Vasama, Twin Vasama, Republic wing and Ithaca V1
Code
Gameplay
Device fields approach of FlightControlUnits and MainFlightComputers refactored
Building Tool autofill feature: resource consumption implemented and final tests and fixes made
A bug fixed where cables were drawn twice or more when they crossed separate objects the right way
A bug, where the game would crash if you tried to exit game while holograms in the lot were loading, fixed
A bug Fixed with mining laser hitting other objects as well as the player momentarily if the player was its closest hit entity
Multiple fixes to grabbing tool options
Chat and company client: if a company invitation is received, a link with a company name now shows up in chat. By clicking the link, the CV-Menu, with CompanyTab pops up, with invite screen opened
The station tech refactoring project started, the purpose of refactoring is to introduce player-created stations into the game
User interface
Company member info now shows time since member was last online and the right rank
Ranks now show up in the company tree
Checkboxes and input fields added for rank name and description
Some sound bug fixes
Settings: FPS limit slider added, Vsync made default in settings, slider handle positions and scrolling fixed, shadow quality setting definitions fixed, support added for resetting ephemeral settings
Quickbar swapping of backpack items fixed: couldn't previously swap items if there was no free slot in backpack
A bug fixed where Company tab wasn't opening when inventory menu wasn't open
An error fixed where old chat company invites could be opened and where company invites could be sent to players who already were in the company; it is also now possible to leave a company
Detecting conditions for different music events to be fired in the making and station proximity logic implemented for music context switching
Starbase Spaceship Creator
Automated test that reports any missing asset browser localizations added
A number of issues fixed where the autobolter and the bolt tool interacted with the repair assist hologram
The repair assist hologram appearing in invalid pose for certain ships has been fixed
SSC terminal accessibility improved. Ships no longer have to be completely within the terminal's bounds for the terminal to be activatable
Missing UI localizations have been fixed
Art
Stations
Trading market LOD and windows in the making
Snap points on window plates fixed
Weapons
Assault rifle's hit effect and muzzle flash updated
Rail rifle now has a reload effect and its hit FX has been updated
Some minor weapon effect fixes: minigun's projectile has now been assigned correctly
Shotgun and assault rifle's muzzle flash tweaked and updated
Hit FX used by Gauss rifle switched as well as the beam used by laser cutter tool
Rocket launcher, grenade launcher, combat shield and Whiplash textures and paintjobs updated
Other
More variations of asteroid medium/small rocks in the making
Asteroid rock basic material underway
Light optimization tests
Shelf assets in the making
Medal concepts for achievements and actual medals underway
Colour palette has been updated
Cargo crates have been updated
Snap points updated for a bunch of intersection and corner beams and flight computer assets
Material Cubes: collision problems caused by extra voxels fixed, visual update on the bolting holes finished
UI: Bigger versions of raw material icons created to be used in the 2x2 inventory slot
Device Hardpoints: snap pointsadded to the middle of the outer edges of the small device hardpoint
Modular buttons and switches updated
Cable tool, laser cutter, building tool and durability tool textures updated
Hello everyone! With less than two months remaining of 2019, many of you have been rightfully asking what our current plans with Early Access and the Closed Alpha are as well as the schedule regarding them.
Even though we've made a lot of progress during the months after the announcement, we've not been able to start outside testing as early as we predicted. This means that Starbase will not be Early Access ready in 2019.
Our current focus is getting the Closed Alpha underway as soon as possible. Once the Alpha starts, our plan is to increase the number of its participants in stages. We want to test the game thoroughly in Alpha before going into Early Access to make sure everything works and we're ready for a large playerbase.
As unfortunate as this delay is, we hope the added features and polish will make it worth the extra wait time.
In the meantime, you can follow the development progress of Starbase in the weekly progress notes that we post on the Official Starbase forums.
A new Starbase video has been released. This video shows the smallest ship, the Vasama, being disassembled in reverse to show what kind of a structure and what parts the ship needs to work. This is done by hand, outside the game's ship/blueprint editor.
If you wish to know more about the inner workings of a spaceship in Starbase, check out the video below.