Archive: News

5th & 6th November Progress

Evening!

We’ve been fixing up lots of monster parts and AI, naming weapons, fixing balance issues with everything from armor crafting recipes to monster damage and adding and configuring tech! And we’ve gotten around to naming a bunch of our tiered weapons, too. There’s one called “Baboom”. :D

Hard to give you much more in the way of details, since we’re pretty much just trucking along in preparation for beta at this point. Maybe it’d be better to give you more substantial weekly updates instead of trying to do them daily or every other day? :O

In any case, meet the morphball tech. May still be changes on the way (I think it goes without saying by now that everything is subject to change, but that’s ok because LOOK I’ve turned into a ball:

morphball

3rd & 4th November Progress

Hey!

We’ve continued to work on our pre-rendered monsters, with artists finishing up animations and programmers going to town on their AI. Also, as you might have noticed on Tiy’s twitter, we’ve been updating the ship designs!

Today Armagon worked on a dungeon and OH JEEZ WATCH OUT THE FLOOR IS LAVA (or hot coals). He also appears to be really fond of that armor. :O Here’s a screenshot!

starbound 2013-11-05 10-50-56-31

We’ve got the usual bug fixes as well including one involving monster/weapon/shield levels, and Tiy and Legris are doing a lot of work on treasure pool distribution for hundreds of items.

And that’s all I’m sayin’ tonight! Goodnight. :)

2nd November Progress

Good evening!

I know I went a little quiet this week– we haven’t quit doing updates! I was just super busy and away from home. :P I’m gonna keep things pretty brief!

We’ve been configuring tech today, on top of the usual monster configurations and balance tweaks. We’ve got a bunch more NPC dialogue in, too! Merchants have different greetings depending on their race now, among other things.

Here’s a vague peak at a couple of techs (that are still subject to change, but I wanted to show ’em off). :O

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