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+---- Thread: Starbound [Winter Update!] (/showthread.php?tid=51948)
Just a dull one tonight, weve been working on recipes all day. There are thousands of them and theyre not really anything we can show a screenshot of sadly.
But its important stuff and its getting done!
Bartwe has made the finishing touches to the tech screen and Omni is working on some special blueprint / unlock stuff.
Legris has been working more on the biome I dont want to talk about.
Rho has been making crafting items like copper wiring and circuit boards.
In other awesome news, Stardew valley was greenlit!
So in honor of that, heres a screenshot of Stardew!
So the great recipe undertaking is still underway, I managed to do over 800 today but theres still a lot more to be done.
Im hoping to have the recipes finished before next week. Fingers crossed.
Weve also finally added nametags to multiplayer. A small thing but a little bit more work than youd expect.
When a player appears on your screen, their name tag is shown for around 5 seconds before fading out. Name tags wont be displayed for players who appear on screen in the dark. So you can still be sneaky.
Weve also added a status button (alt), holding down the status button displays everyones nametag regardless of how long theyve been on screen. It also causes all interactive objects in the world to flash.
Heres an ugly gif of that. In game its a nice smooth pulse.
Were also working on the 3D printing interface, which is very similar to the crafting interface but youre also able to scan in items to reverse engineer them. Almost any object you find in the world can be scanned/reverse engineered to allow you to print it using pixels. However, anything you make with a 3D printer will be marked as printed and will have a much lower value. If you want authentic gear youll have to find it.
Were also revamping the way mobs spawn, giving them herds/groups and making sure they dont spawn in undesirable spots.
Oh dear, apparently Im doing the progress update today. This should be interesting
So, most of the mob spawning bugs are worked out, finally. NPCs spawn in clusters that are far apart, and dont tend to spawn in undesirable spots anymore or on top of each other. Mobs are de-spawned properly if no players are nearby, and mobs are spawned only if there is enough room in a given region to place them all. There were some bugs left that caused NPCs to be de-spawned in certain cases while still on screen, and those have been fixed. So thats good!
The next stage for NPCs at this point, which Im working on at the moment, is fixing some of the behavioral problems they have. They tend to be a little too determined to try and reach their goal (to attack a player), and they need to have way better detection for when this is just not possible and they need to get bored and wander off a little faster. There are also plenty of general navigation bugs and limitations that remain, and hopefully a good chunk of these can be fixed by tomorrow. Im hopeful!
Omni and Rho are working on a fun little UI animation for ship travel that will give UI feedback for when the ship is currently flying and cant be controlled, but more importantly looks really cool! Hopefully we can post a video of it tomorrow, but for now heres a pretty terrible screenshot of it:
Bart has finished some lighting changes for nametags and object highlighting that makes them a bit smarter about the surrounding light level, and it looks really nice now!
Another change were working on right now is putting the actual mod loading mechanics in! This is the part of the code that will scan additional asset directories and handle the load order for them, and load assets from them instead of the base assets directory. This also includes the addition of packed asset files, which should make startup times on real distributed versions of the game much much faster than the in-dev versions, because packing the assets folder means a whole lot less filesystem access, and we can add indexes that make everything much easier to load. Also its a lot simpler for people to manage.
In non-starbound related news, I have just recently recovered from what I can only assume to be the flu, and I do not recommend it. However, good news is that I finally have new glasses to replace my broken ones! I can see the text on my monitor again! BEHOLD:
Now that I can see again, coding should be slightly less challenging!
Been working on a whole bunch of different things today.
Everyone is working hard. Kyren is working on NPC pathing, making them a whole lot smarter.
Theres not too much I can show in a screenshot there, but its going to round off combat nicely.
After were done with the path finding and a few more tweaks we can really begin to show off the combat. Its shaping up to be very interesting.
Bartwe has been working on speech bubbles, theyre currently very very ugly (as you can see), but the important thing is they work. Tomorrow well be working on making them look much nicer.
Omni has been working on the finishing touches to the travel animation.
Were working on a bunch of things I cant really post too many screenshots of because theyd be outright spoilers.
But just to keep you in the loop.
The tricky final polishing on the Speech bubbles is being finished up.
Work on flying NPC behavior is ongoing, as well as additional work on various behavior scripts.
A ton of unique ore based weapons have been created and more are coming. A full set of weaponry for each race at each tier is being produced. Thats 60 ore based weapons per race. Not including other uniques.
Biome work is constantly on going.
The avian tomb generator is being fleshed out a bit more.
The transition between ship upgrades is being worked on.
A whole bunch of cooking recipes are being designed.
So today we put the finishing touches on in game chat with character expressions.
When you type now your characters lips will move. Typing in various different ways or using emotes like :o or will cause your character to mirror those emotes.
You probably want to watch it in 720p full screen, to actually see the animations.
Work has been going on with the art for mechs / other vehicles.
Theyre starting to look really nice:
Weve also been working on adding more Terrain features. These are small portions of terrain that make use of our dungeon system code to place very interesting set pieces on the terrain. They blend in nicely with existing terrain and there are hundreds of them.
Heres an example of a terrain feature, a natural bridge:
Terrain features look different depending on the planet they appear on. We wanted a way to create natural structures the terrain gen would struggle to create naturally.
Today weve been swamped with dealing with webserver stuff, so we didnt get as much done as we usually do.
That said, weve now got a whole bunch of nifty functions to use in the intro comics, zooming, fading, that sort of thing.
As part of the flying NPCs update, Kyren has begun adding some nifty functionality to player physics that will allow us to do some really neat powerups.
Weve got tons of mechs being produced by our artists. There will be at least 1 mech and 1 hoverbike per race.
Were working on the in game options menu, which we havent bothered with for a long time (the defaults are good!) but we figured we should finally get it done.
A lot of costumes and clothes are going in, some of which terrify me..
We changed up the travel sounds, now theres more of a thunder boom as you enter hyperspace
Sorry for the lack of screenshots! Anything I screenshot for today would be spoilery.
Might be another sort of boring update today, sorry!
Today has been mostly about technical improvements and getting ready for things.
Omni is working on several things right now, he should be finishing up the Options menu and getting all the back end stuff tidied up with that. Hes also still doing some work to get ship transitions working properly, which turned out to be a pretty big technical challenge. The details are a little hairy, but essentially we have special Worlds just for things like ships, and transitioning a live world between one ship and another ship without causing all sorts of chaos is a bit tricky! Getting all that straightened out turned out to involve both Omni and myself, but it seems like its all straightened out now and ready to finish up.
Bartwe has been hard at work fixing bugs and making improvements to the code that runs our intro comics and splash screen. Hes also made emotes configurable and moddable in data and he and the artists have been hard at work making more emotes and fixing timing and things like that.
Both Omni and Bartwe are doing lots of GUI improvements and fixes that are required for later GUI work. GUI work is generally way harder than you would think it should be and kind of boring and thankless, so everyone really appreciates all the work theyve put in to making the GUI well.. work!
Ive been working on a couple of things also, like doing the big technical improvement that allows Omni to dynamically change ship structures, scripting flying NPCs, and of course The Big Physics Change. The Big Physics Change was necessary to get flying NPCs working properly, and like Tiy said, will allow us to be a lot smarter and more capable about giving the Player upgrades, handling vehicles, and things like that. Now, finally everything in the game has been moved from the old approach based physics to new physics with actual mass, force, friction and all that good stuff. Planets with different gravity levels are also back in now, and this time they work without bugs! Also, by by turning the players mass way up, the air friction way down, and the bounce amount to 0.9 you can make bouncy castle mode
The artists have been doing their thing, writing more recipes, drawing more costumes, adding emotes, and generally doing artsy things that Im utterly incapable of doing.
So no exciting updates today, but its all important stuff! More to come tomorrow!
It is very late, and the server maintenance has been delayed. Also it seems that the daily update falls to me today.
I generally keep to my coding cave, so Im going to infer what everyone was doing from the git updates (24 commits today), because Im kinda just winging this right now.
For what I did today, I added another widget type to our gui toolkit. Its a slider bar (whee). Thats pretty boring. Its also something that probably should have already been in the toolkit. But because I wrote most of it, I have no one but myself to complain to. :X
I also standardized the expected name of the json map in the assets. It used to be that each layout configuration was expected to have a random different name from nearly every other configuration, so I took some time to standardize each of the names. Its not a big change, but its one that will have modders thanking us later about. (Or at very least, not being confused, annoyed, and cursing us and our firstborn.)
Armagon, Bartwe, and Tiy made several commits today concerning cinematics. Work is continuing on that, mostly getting the first one in is the biggest challenge, because it comes with developing the system. After we get the first one in the 2nd, 3rd, etc. go much faster. Theres still more work to make cinematics a thing for in game, though.
A Helper Elf pushed a change that includes several minor changes to many items that I was completely unaware existed within the game. Like, one off costume sort of things, pretty cool! Horsemask? Horsemask.
It looks like Kyren is continuing her work on enemies, she made a small commit to tweak some behavior of the smaller bipedal enemies. I assume there is more that she simply hasnt committed yet. As Im actually currently at her home, I could probably snoooooop her computer and find out, but Ill be good. Because thats not cool, yo.
3 days without a screenshot? Theres no way Id let that happen, so heres something random.
A whole lot of our day was taken up with getting the website steady on a new host today.
Let us know if its faster/slower or if you have any other problems with it.
Kyren finished her big physics change and will have some fun things to show on that front soon.
I spent an absurd amount of time (12 hours?) tweaking intro cinematics.
We didnt want to simply load a video, thats always very obvious and ugly.
So we have an in game system that allows us to create comic style cinematics, getting all the cinematic timings right (by tenths of a second) however requires quite some patience.
Omni is putting the finishing touches on the options menu.
Legris is working hard on providing utterly beautiful art for the intros.
On an entirely different note, by popular demand (and because its funny). Weve decided to have a cosplay competition.
Itll be up on the forums soon, you can post your best (or worst) attempts at Starbound cosplay.
And well pick 10 for a free copy of the game + getting your name in the game as an NPC.
If you want to win, either make sure your costume is really awesome or really embarrassing.
Kyrens made changes/tweaks to flying NPCs, to make them a little smarter and more intuitive. Not like, Siri intuitive. I wouldnt ask one for weather reports, or strike up conversation with one. But still! Moving right along
Legris is still working on super pretty intro cinematics! Omnipotent Entity is finishing up work on the options menu!
As for me, Ive been working on oh god, Im really setting myself up for jokes here food! Working on implementing food recipes. Each race will start with its own set of recipes, but youll be able to learn every other races recipes as well. Youll craft food at a kitchen counter out of crops, meat and other materials. Some of it will require cooking to reap the full benefits, though. I mean, you CAN eat a raw alien burger, but I cant promise you wont regret it later.
And yes, you can totally bake a cake.
Foods and other consumables, on top of having health, hunger and possibly status effects, will be able to be placed on tables and other platforms for decoration. Nifty!
Oh, and heres a brand new mech from thefluvirus.
See you tomorrow. <3
PS- Its almost newsletter time! Last chance to send in any art and/or letters for a chance of having them featured!