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Starbound [Winter Update!] - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Arts & Entertainment (https://www.southperry.net/forumdisplay.php?fid=12) +--- Forum: General Entertainment (https://www.southperry.net/forumdisplay.php?fid=71) +---- Forum: General Gaming (https://www.southperry.net/forumdisplay.php?fid=74) +---- Thread: Starbound [Winter Update!] (/showthread.php?tid=51948) |
Starbound [Winter Update!] - FenixR - 2013-07-01 "Starbound the Musical" lol. also: C-c-c-c-combo Breaker ... Again
Starbound [Winter Update!] - z0mgc00k13 - 2013-07-02 http://playstarbound.com/1st-july-progress/
1st July Progress
Hi guys,
A couple of the devs were completely indisposed today (Kyren moved to Orlando! (temporarily) ) so we decided to continue with our weekend work and work on core features through the coming Saturday instead. The extra time allowed us to polish up the music system a little more. It now reads ABC files perfectly and has a range of instruments. Check out a little recording here: http://www.twitch.tv/chucklefishlive/c/2509131 That said, I continued to make progress on the descriptions. Only the human set left now! George has completed some wonderful work on the Hylotl villages. Rho completed the art for a couple of NPCs Legris is finishing up an intro Omni is adding a ninja rope. This coming week were going to take a whole bunch of systems and tie them together to create progression. Its an exciting week! Edit: A present from George in the form of a screenshot. This is some of the Hylotl stuff hes working on. Itll be below the ocean when its finished. ![]() Starbound [Winter Update!] - z0mgc00k13 - 2013-07-02 EDIT: Now the full update for today http://playstarbound.com/2nd-july-progress/
2nd July Progress
Hi Guys,
Kyren is still busy moving stuff around, but today has been very productive. Were working a ton on progression right now. Lots of bits and pieces are coming together and our goal is to get the game fully playable without any admin commands. That means every important item needs to be craftable, getting the costs right and the leveling right for everything that has a level. Making sure ore distributions are correct. That sort of thing. Its going to take us a while but its a major step towards the completion of the game. Were also working on the quest system which is going to help give the player direction (if he or she wants one) and alternative ways to earn money and items. On top of that weve been giving each of the random monsters an evolution. You can see an example of an evolved monster hanging around with his base chums here: http://playstarbound.com/wp-content/uploads/2013/07/adult.png Starbound [Winter Update!] - z0mgc00k13 - 2013-07-04 http://playstarbound.com/3rd-july-progress-2/
3rd July Progress
Evening everyone! Quick update tonight.
We finished the Floran intro, which is appropriately barbaric. You can see a shot of that here: ![]() We also finished off a bunch of base work that will allow us to do new things with player characters, and continued work on unique NPCs. And lots of testing was done! Hooray for testing. Weve been testing how smooth progression is in the beginning of the game. Its crucial that players understand what theyre doing and why, that crafting and survival make sense and arent too daunting, and that the UI is intuitive and easy to understand. And that the game is interesting, of course! So far so good. ![]() Starbound [Winter Update!] - z0mgc00k13 - 2013-07-05 http://playstarbound.com/4th-july-progress/
4th July Progress
Happy Independence Day to you Americans out there.
Were still working on bits and pieces that play into the progression system. This is going to be a running theme for a while as we get it sorted out. Kyren is now fully moved and is back to programming. Right now shes writing a small piece of code that will allow us to play around with leveling curves and get everything exactly as it should be. Its a process thats going to require a lot of tweaking and testing but once its out of the way itll be glorious. Weve also finished up the design of the quest screens. You can see a mockup here: ![]() These will be implemented once Bartwe is done with some deep level voodoo. Also, because yesterdays post was so controversial. Heres another image from the Floran intro. ![]() Starbound [Winter Update!] - z0mgc00k13 - 2013-07-06 http://playstarbound.com/5th-july-progress/
5th July Progress
Hi guys,
So today we finally got the bed functionality in. It was a lot more complex than it should have been because it required some deep changes to make the player pose-able in new ways. But its done at last and now I can go through each of the beds configuring the sleeping animation. Good job Bartwe! ![]() This is a good example of a feature taking longer than expected because a bunch of changes needed to occur to get it working as intended. But its there now and tomorrow we can apply the finishing touches to the poses. Would you prefer the player to be clothed or stripped of their armor when entering a bed? Outside of this, Kyren is making great strides with the leveling system. Shes currently working on NPC leveling and soon moving onto ore multipliers for planets of varying threat levels. Omni is finishing up work on a brand new tool, if all goes well we might be able to show it to you tomorrow or the day after. Depending on how many bug fixes need to happen. Legris has started work on the Glitch intro after finishing all the art for the Floran intro. George finished up the last of the quest mockups. Theyre looking really slick. Until tomorrow! Starbound [Winter Update!] - z0mgc00k13 - 2013-07-07 http://playstarbound.com/6th-july-progress/
6th July Progress
Hi guys,
So another weekend another set of side projects. Today I experimented with the idea of building extra sections onto your ship block by block. I ended up with something that allowed me to do this: ![]() Honestly Im not all that happy with how it looks, the mismatch between predrawn + block built ships really doesnt look good. Perhaps itll work out with some blocks made especially for this purpose? Hull blocks maybe? I need to experiment with it a bit more and see how it ends up. If I cant get it looking any better it might not make it into the game
though I suppose if you dont build out your ship you dont have to.We also got campsites spawning on planets. Theyre pretty rare but theyre nice to come across. Youll meet NPCs at some of them that may or may not be friendly. ![]() Weve also configured all the beds in the game now, so when you do find a campsite you can take a rest at one. Resting restores health. ![]() Omni hasnt quite finished up his new tools yet. He ran into some bugs that slowed him down but hes back on track now, so *HOPEFULLY* I can show you something of those tomorrow. Cheers guys Starbound [Winter Update!] - z0mgc00k13 - 2013-07-08 http://playstarbound.com/7th-july-progress/
7th July Progress
Hey guys!
Tiyuri has kindly allowed me to hijack todays progress report (not without me nagging him repeatedly, mind) to talk a little about what Ive been working on the past few days with our musical instruments. Bartwe worked hard last weekend to get the system in place, and Ive been taking full advantage, testing various potential instruments with dozens of ABC files. At present theres almost 20 instruments already in the game, with more to come as time goes on. Its been a bit of a time-consuming task collecting all the necessary samples to make it work well, but hopefully the video below will demonstrate that its an effort thats paying off nicely! [video=youtube;JdfawUC-NRo]http://www.youtube.com/watch?v=JdfawUC-NRo[/video] Hope you guys like what you hear! All that remains really as far as the instruments are concerned is some pretty graphics to make them look the part, proper animations with the hands, a user interface so players can easily select their song of choice, and getting synchronized performances across multiple players. Its shaping up to be a great feature considering it started as a weekend project, expect to hear more soon! Good night everybody! Starbound [Winter Update!] - z0mgc00k13 - 2013-07-09 http://playstarbound.com/8th-july-progress/
8th July Progress
Oh man its me again..
So, whats the scoop.. Well, like Tiy said Ive moved to Orlando! Holy cow is moving 420 miles with two people and two cats in a pickup truck not as fun as I imagined it to be! But Orlando is nice and as of today I now have a desk and a bed finally so I should be good to go ![]() Bartwe has spent the day squashing all sorts of bugs all over the place, some with beds, some with status effects, and some others. Omni is still working out the final touches on the ninja rope. I know its taking a few days, but after hearing the explanation of what hes doing with it.. its gonna pretty cool and well worth the wait. Legris is currently working on the glitch intro, which is coming along nicely and were all very excited about! Like Tiy said Ive been working on leveling.. everything. This is the part of the development cycle where the game really starts to take shape as a real game, and its important that its done properly and in a flexible way that allows us to adjust and balance everything properly. Sit down while I get technical for a second: Because so many things in the game are dynamically generated or at the very least flexible, an awful lot of things really cant just be *set* as a value, because a single value is just too limiting and boring. For example, take a random monster with a certain leg type that we decide should give the monster a ground speed boost. Should that ground speed boost be the same for each level that we can generate monsters with that part, or should the speed boost become greater as the level of the monster rises? Maybe take the same scenario, but with a jumping boost, or an armor boost etc. Some numeric parameters like this *will* be hardcoded, or perhaps specified as some kind of multiplicative factor, but there are an awful lot of inputs for us to deal with and an awful lot of balancing to do, and not everything will work like that. Any randomly generated monster has a ton of what *could* be level dependent parameters. An incomplete list would be health, energy, physical damage amounts, knockback amounts, status resistances, mass, walking speed, running speed, swimming speed, etc etc etc. Then, after that, it has a list of status effects it gives off, and those have intensity and duration, and then also any projectiles they give off have projectile speed, projectile time to live, projectile physical damage, projectile status effects, etc etc etc. So how do you take ALL THESE PARAMETERS that are more or less randomly selected and turn it into something that can be balanced? The trick is, is that really none of these parameters can just be a value, they have to be a function of the level. We dont want to hard-code anything in source code because theres a lot of tweaking / balancing to do with a TON of inputs, besides being really really difficult to manage in code. The best most flexible solution we found was to allow these fields to be specified, in JSON, as a *function* of the level. Now, I dont really want to write a math parser to handle real mathematical functions, which is good because exactly nobody wants to write real mathematical functions either. Instead, tons and tons and tons and tons of parameters in our configuration files will look like this: baseMaxHealth : ["cubic", "clamp", [1, 20.0], [50, 500], [80, 1000], [100, 3000]] Which is a pretty simple to understand thing, its just a table of <level> and <value>. But through the miracle of *cubic spline interpolation* it turns into a nice smooth curve which Im too lazy to draw right now. In this way, were able to specify *how parameters change with level* rather than just specify the parameter directly. This will also allow us to do the huge amount of balancing and tweaking that we will have to do with as little pain as possible, which is probably still quite a bit of pain ![]() So, Ive pretty much gotten this applied at least in some form to most things that use damage and stats, but theres still a *lot* left to do, and not everything that is leveled is this simple! There are biome and ore distributions to adjust, the existing gun and sword and shield generator math needs to be looked at again, there will probably be a large number of parameters to monster and npc generators that are not curves but tables of what parameters are acceptable at what level, and on and on. So, sorry for talking your ear off, Kyren Out.
New Edit
Edit: It has been pointed out by Havoc that the curve listed looks weird with cubic interpolation, which is true! In fact, these are a) values I pulled out of the air, and b) it comes from a code example which is linear interpolation rather than cubic, and I changed it because I thought cubic was more interesting for a post. Nice catch, though, should have plotted it before posting it as an example!
And hes right it is weird, and shows that you have to be careful when using different types of interpolation or you might end up with a not monotonic increasing function! ![]() Starbound [Winter Update!] - z0mgc00k13 - 2013-07-10 http://playstarbound.com/9th-july-update/
9th July Update
Can you believe weve been doing these for two months? Crazy. To celebrate Im going to be doing a rather technical update, which several people have told me that they wanted. So youll get everything, including badly drawn diagrams using my trackball, and my oddly disjoint ramblings.
Today, I finally got the grappling hook in the game, as in you spawn it and equip it and doesnt crash or break or anything. But theres many different glitches I need to fix before I can show you off. So for todays update I thought Id talk you guys through the logic of how its (already should, but doesnt quite yet) operate. As I mentioned before in various places, but many of you may not have yet seen. Im basing the behavior against an old SNES game that very few people have heard of called Umihara Kawase, a game which I was introduced to back in 2004 by a TASVideos run. So lets talk about grappling hooks and the properties thereof. First off, lets talk about how the stretch mechanics works. If you remember back to your physics class, were going to be using pretty much just the spring equation to calculate this. This is simply F = kx, where k is a constant that were going to define in a config file, and x is how far the rope is stretched from rest. Of course, you can make the ropes rest length longer and shorter while you swing around. So all we need to do is calculate how long the rope is. Well how do we do that? Especially considering that the rope might wind up going around blocks. Well, we need to keep track of where the rope has bent around something, of course. So, lets talk about what defines a corner point. Well, first it needs to be anchored to the block its curving around somehow, so it needs an anchor point, which is typically one of the corners of a specific block. But blocks share corners in a tile based world, so we need to know which block its curving around. Which means we need to keep track of a list of these pairs of values, one tile coordinate, and one spacial coordinate. But the real source of complexity in this problem is the ability to add and remove blocks. Most other games that Im aware of with an interesting and complicated grappling hook (Umihara Kawase, Worms, Hedgewars, Im sure there are more than a few others), dont have to worry about mutable terrain. We do. This means that at any time one of the blocks that an anchor point is sitting against can simply disappear. What happens then? Or what happens if a block is placed over the line? Well, in the case of a block disappearing, we want to detect that and then move the anchor point toward the midpoint of the line formed by the previous and next anchor points. Unless the anchor point that disappeared was the hook. In that case we just want to break the connection and watch the poor sap plummet to his doom. Actually, Im probably going to change that up a bit and just make gravity nom the hook, rather than making the line disappear, but right now I just want it good enough to get on the screen and start testing so I didnt implement it. ![]() After we flag the anchor point as moving (over the course of several frames) towards the midpoint, we also need to check the lines before and after to make sure that we didnt accidentally drag the line into the wall as a result of the move. We also need to check to see if were close enough to the middle to remove the anchor point entirely and treat it as a straight shot through. How about for the case where a block appears in our path? Well! Thats actually similar to (but not the same as) the case where youre moving around and the line runs into the wall. So I can just write one set of rules to handle that. If the path between point A and point B is blocked, we first must determine all of the tiles that its colliding with. Then figure out which one is the closest. This will be our working block. Now theres two cases here. The first case is when youre looking at the block face on, in which case youre going to need to consider the two corners that you can see. The second case is looking at the tile edge on, which means you need to consider the two opposite corners. ![]() We consider one side, then the other, which means that I eventually need to introduce a randomness element so it doesnt consistently favor one path over the other. Anyway in the first case we try the left corner, and check to see if we can actually go around this way (by checking the tiles adjacent to the corner), then if that works, we repeat the algorithm until it returns that we made it (so we try to draw another line between the corner and the far point, discover that were travelling through the block again, and then aim at the other corner.) Additionally, there are some checks that prevent doubling back or doing otherwise impossible things. This is a rather crude depth first search through sort of an impromptu graph. I dont even keep a visited list, those I might need to in future iterations of the code for reasons of not having infinite loops. There also are other cases, for instance youre swinging around a wall and your grapple pulls away from the wall, we need to detect that (by detecting that the angle formed is greater than 180 degrees.) There are some more complicated bits, but its now 5AM in my part of the world, and I have to get up at 9AM to start work again on this stuff. Hopefully, well be able to show this off in the next few days. Sorry, I jumped the gun a bit and promised Tiy that I was going to make a video on it when I got it done in a day or two (which was like 4 days ago ), I had some code problems that slowed me down dealing with unimplemented areas of C++11 that I expected to be there (specifically the function I wanted was std::deque::insert(DestInterator locationToInsert, SourceIterator begin, SourceIterator end); I expected it to return an iterator, because when you call insert on deques it invalidates all current iterators to the deque, but it didnt, because it hadnt been implemented yet.) As far as what everyone else has been doing, I honestly have no clue. Ive managed to wall myself off to work on this for a few days, and its been a bit stressful, but ultimately rewarding. This was really fun to work on, and thank you so much for your indulgence. And I hope this wasnt too boring or frankly terrible oh my god I cant believe you call that drawing what is wrong with you. Starbound [Winter Update!] - z0mgc00k13 - 2013-07-11 http://playstarbound.com/10th-july-progress/
10th July Progress
Hi chaps
A busy day at Chucklefish. Weve been doing a bunch of design work today. Consolidating our final todo list (its getting shorter!), working on boss designs, fixing a ton of bugs, tweaking a bunch of UI elements, slotting items and features into the progression system. Were also working on the leveling system and the quest log. Omnis grappling hook is now in the game but requires some bug fixing before he can show it off. I know hes super eager to do so. The grapple hook code is actually going to be used in a whole bunch of different items. Through play testing we felt that the inventory was just too small, so we reorganized it and increased its size a bit. What do you think? ![]() Starbound [Winter Update!] - Ryukiroku - 2013-07-11 Meep, can't wait to see what they got for boss designs. Starbound [Winter Update!] - z0mgc00k13 - 2013-07-12 http://playstarbound.com/11th-july-progress/
11th July Update
Hi guys,
An exciting day today with lots of fun things going on. Were (finally!!) starting to enter that stage of development where the additions come thick and fast. Today we implemented a plethora of new items and accessories. Sadly theyre exactly the kind of thing Id prefer you to find on your own out in the game world so Im not going to spoil them here. We also implemented throwable items (which have been a long time coming). Pretty much anything you can throw will use this system and weve already started abusing it to make a ton of items. We also implemented the first of the quest interface pieces. I know you guys have seen this before, but here it is in game! ![]() We also implemented a whole bunch of rusty, wooden or otherwise purposefully rubbish looking weaponry for the first tier of gameplay! Our chest database is almost complete, its a way of managing what will appear in chests across different planets/dungeons/planet levels/biomes and so forth. Were also working on throwing in a bunch of breakables, these are objects you can smash open with your gun or sword for goodies. A bunch of biomes have been tweaked and now look a lot prettier and a great deal of evolved monster pieces have been completed. ![]() We also took on board the feedback from yesterday and agree that the player portrait in the inventory window should be a bit bigger, so thats done ![]() In other Chucklefish news, we have a game in the steam sale! Wanderlust (developed by Yeti Trunk, published by chucklefish) is available to buy at £1.74 at the moment. Its a great online, coop, arcadey, action RPG and sales directly support Chucklefish. So for those interested you can grab Wanderlust here: http://store.steampowered.com/app/211580/ ![]() Starbound [Winter Update!] - z0mgc00k13 - 2013-07-13 http://playstarbound.com/12-july-progress/
12th July Progress
Hi guys,
Today has been wonderfully productive again. We added another big set of items to find, from flares to ocarinas. Weve got a list of items we want to get in that will provide a whole bunch of fun things to play with. We also worked on the way biomes spawn objects. These include smashables, crops and chests and works hand in hand with the chest database weve been working on lately. Work is also continuing on our quest system, the first quests were adding are a small number of tutorial quests that teach you the absolute basics. Given that most of this update is a were continuing what we were doing yesterday update, I figured Id show you something Stephen our audio guy is doing. Its massively WIP and can sound a little odd at times, but its hilarious. Here is singing in Starbound [video=youtube;PyvuOvo_G08]http://www.youtube.com/watch?feature=player_embedded&v=PyvuOvo_G08[/video] In other Chucklefish news, the Risk of Rain dev team is announcing the addition of Online coop to Risk of Rain tonight. Ive tried it out and its a crazy amount of fun. Check out their trailer here: [video=youtube;aDFFSede0j8]http://www.youtube.com/watch?feature=player_embedded&v=aDFFSede0j8[/video] Also, here are a few keys if you want to grab the Risk of Rain prerelease. https://www.humblebundle.com/s?gift=eaNCukw77U6C https://www.humblebundle.com/s?gift=am4tGPdez23M https://www.humblebundle.com/s?gift=rHBYrKeRpuXV https://www.humblebundle.com/s?gift=Ms3hahXCW2uF https://www.humblebundle.com/s?gift=AYHk7EVXtcVT And if you want to help the Risk of Rain guys out (and my extension, us!) here is their greenlight page: http://steamcommunity.com/sharedfiles/filedetails/?id=131467288/ Starbound [Winter Update!] - 案山子 - 2013-07-13 Awww, the keys are gone.
Starbound [Winter Update!] - Jon - 2013-07-13 http://playstarbound.com/13-july-progress/
13th July Progress
Evening folks!
Its the weekend, and weekends are for side projects/polishing up. The song systems GUI is finished now! Band functionality is fully functional! So you can enter a band name to play music with your friends. Traverse the universe in your kick-ass tourship. Serenade Big Ape with your sultry jazz tunes! The possibilities Note that the songs listed in the screenshot below wont be in-game. Youll have to add them in yourself using ABC notation files! Itll be super easy, though. ![]() ![]() A bunch of hats were implemented today too, because you should never underestimate the importance of hats. Bartwe spent his day off working through quest functionality, which is coming along nicely! Were really anticipating finally being able to test out some quests. The last of the race-specific item descriptions were finished today at least, for existing items! Well be adding loads more, of course. And I continue to work on the food system when I can spare a moment. Its fun and surprisingly challenging to try and form race-specific food menus that are balanced and interesting. See you tomorrow! <3 Starbound [Winter Update!] - z0mgc00k13 - 2013-07-14 http://playstarbound.com/14-july-progress/
14th July Progress
ello peeps!
Another small update for you. This time from the art side of things. Weve been doing work on everything from finishing dungeon objects to polishing and replacing old art that doesnt quite fit. Weve been adding hats and working on tiered rewards. Weve been working on a lot. ![]() Here is a tiny glimpse into some of the recent work. Some breakable objects. ![]() Starbound [Winter Update!] - z0mgc00k13 - 2013-07-16 http://playstarbound.com/15-july-progress/
15 July Progress
Hello everyone!
Apologies for the post being a little late tonight, but rest assured thats because weve been working hard! Weve been testing a lot of things with the planetary leveling today, particularly in regards to the hostile mobs that youll find on the worlds. One of our foremost objectives is making sure that fighting enemies with a level similar to that of your own gear is challenging, but fun! Its not quite at that point yet, but were getting there little by little! Weve scaled back the way enemies will attack you with projectiles, as it was annoying to deal with the faster enemies that could continuously run backwards while shooting at you! Especially when they could attack so rapidly you couldnt even close in on them without taking damage. Now theyre still dangerous, but not annoying. We also got crops spawning in the game today! So in your travels you might be lucky enough to find plants that you can get fruit and seeds from. If youre lacking a reliable food source, you can plant the seeds to build up your own little farm! This plant here gave me banana seeds! ![]() At the end of the night we did a big group survival run, where we tested the combat with a big group playing from all over the world to make sure it was still playable and fun when playing in spite of lag. As the resident Australian on the team, I routinely deal with lag around 450ms playing on a UK server, but I was still able to pull my weight in melee combat without too much difficulty. As it began to get dark, we chopped down a bunch of trees and built ourselves a watchtower for shelter where Tiy and Molly took some much-needed rest while I was on lookout duty upstairs. Looks like somebody was drinking and dozed off on the job! But no, shes just resting her eyes. ![]() ![]() Id personally just like thank all of you for your continued support and patience! This game has taken longer to make than Im sure a lot of us anticipated, but its shaping up to be better than I had ever imagined. Having spent a year working with these people now, I have absolute confidence in the quality of work that this team is putting in on a daily basis, and were especially grateful to have such a dedicated (and passionate!) community backing us. ![]() Good night everybody! Starbound [Winter Update!] - z0mgc00k13 - 2013-07-17 http://playstarbound.com/16th-july-progress/
16th July Progress
Hi chaps and chapettes.
A busy one today. A lot of work has gone into combat, particularly with the way monsters react to damage and shields. They now clash with your shield with a satisfying bump. Its also possible to stun an NPC with your shield to give you time to counter attack. Kyren is still working on the leveling database, she expects a big chunk of it to be finished by tomorrow morning. Planets now have different lighting depending on the kind of star they orbit and their proximity to it. Heres a planet VERY close to a red dwarf: ![]() I think we might need to tone it down a little ![]() A bunch of cool new items were added, making good use of the addition of the throwable item system. ![]() Weve begun adding bows which are going to be specifically used for hunting early on in the game. Right now theyre using the gun system so theyre a bit ugly. But well improve them. ![]() and a bazillion more tweaks and refinements. Starbound [Winter Update!] - Razmos - 2013-07-17 Quote:Planets now have different lighting depending on the kind of star they orbit and their proximity to it.Wow, what a nice touch. They are really going all out to put in every small detail possible. |

... Again