Starbase Progress Notes: Week 11 (2020)

ElluFB

Forever locked into The Pool
Frozenbyte
Joined
Sep 6, 2019
Messages
249
#1
Starbase Progress Notes: Week 11 (2020)
March 9th - 13th

Hello everyone! Another week and another post full of Starbase progress.

Special note: we at Frozenbyte have switched to work remotely. Remote work is nothing unusual for us, but completely changing to remote work does bring some extra arrangements and work. Overall our work will carry on as normal, so please continue to enjoy the Starbase Progress Notes!

Design

Features
  • Components and locales configured for the Assembly Job
  • Instancing areas added to the Assembly Job workstations
  • Spawners and component arrangements configured, so more products can be spawned
  • Decals added to the Assembly Job workstation floor, to indicate where to drop the assembled products
  • New special ore zones added to the asteroid belt, there are now 13 special ore zones
  • Icons added for rails and other objects, missing inventory icons added for missile parts and two plates
  • Chat bug and feature fixes: incorrect opening and closing of the context menu, highlights and missing or incorrect elements fixed
Stations
  • VIS Headquarters grid slots have been added to mega stations: Capital Imperial A, and Empire Headquarters B
  • ShipTransportAreaEntities and ShipSpawnTerminalEntities have been added into Ship Design Workshop
  • Vertical Bridges have been added into build
Spaceship Designer
  • Total object limit configured so that attachment plates, cables and pipes are excluded from total object count

Code

Gameplay
  • An issue where built lot objects were not saved has been fixed
  • Grabbing Tool's invalid pose highlights causing FPS drops has been fixed
  • Lot blueprint unload not unloading whole blueprints has been fixed
  • Ship despawning is now allowed for a group member if the ship owner is not present
  • Client issues when buying large amounts of items have been fixed
  • Buying more items than inventory has room for has been prevented
  • Various aspects related to Grabbing Tool's pose validity checks have been fixed
  • Normals of collisions involving LODs have been fixed
  • Blueprint snapping issues have been fixed
User Interface
  • CV profile page has been updated to match current design, unused variables deleted
  • Bolt Tool has been improved, bolt profile visualization worked on
  • Assembly Job has been updated, locales changed
  • Feedback Tool's text inputs and menu structure have been updated
Audio
  • Various UI sounds have been added to the game
Spaceship Designer
  • Esc menu now has button for exiting test flight mode when in Spaceship Designer
  • Asteroid pieces in Mining Job won't turn to debris anymore
  • An issue where ships would not fit into Spaceship Designer has been fixed
Planets
  • Grabbing Tool issues with planets have been fixed
  • Asteroid rock spawning has been fixed

Art

Stations
  • More animated signs have been added to Market Station
  • New logos are in the making
  • Sign and advertisement gradients have been updated with dithering to reduce banding
  • Animated pointing arrows and holographic area have been added to Asteroid Hall
  • 'Sell' advertisement has been made for Market Station
  • Skyscraper roof building is underway
  • New farlods are in the making
  • New commercial signs are in the making
Moons and Asteroids
  • More asteroid clusters have been worked on
  • Planet terrain height tests are in the making
Animations
  • Small improvements have been made for various animations
  • All tools/weapons now have sit animations
  • Pistol and tool aim animations have been fixed
  • Jumping and landing animations have been polished
Other
  • Inventory icons for alloy materials (Velidenum, Armored Velidenum and Bastonium) have been made
  • Assets and inventory icons for the current alloy materials have been made
  • Job Instance effects have been made for station use
  • Floating decals and decal bleeds fixes have been made
  • Armorsets: Hammerhead set textures and paintjobs have been polished
  • First iteration of the new area indicator cube for certain areas in space is in the making

Gallery

Week11_Starbase_alloy_material_assets.jpg Week11_Starbase_armorsets_hammerhead_polish.jpg Week11_Starbase_asteroid_cluster_002_view_a.jpg Week11_Starbase_asteroid_cluster_004_view_b.jpg Week11_Starbase_in_game_ads_backpacks_in_editor.jpg Week11_Starbase_level_art_ship_demolish_hall_farlod.jpg Week11_Starbase_tools_saw_bg.jpg Week11_Starbase_vis_hq_empire_slot.jpg

Videos





As always, feel free to ask any questions regarding these progress notes!
And if you haven't yet, go add Starbase to your Steam wishlist!
 

Zaff

Learned-to-turn-off-magboots endo
Joined
Aug 9, 2019
Messages
49
#7
> First iteration of the new area indicator cube for certain areas in space is in the making

Wonder what sort of "certain areas" are marked. Safe zones likely? Can a faction station define its territory in a visible cube?
 
Joined
Nov 11, 2019
Messages
3
#10
Starbase Progress Notes: Week 11 (2020)
March 9th - 13th

Hello everyone! Another week and another post full of Starbase progress.

Special note: we at Frozenbyte have switched to work remotely. Remote work is nothing unusual for us, but completely changing to remote work does bring some extra arrangements and work. Overall our work will carry on as normal, so please continue to enjoy the Starbase Progress Notes!

Design

Features
  • Components and locales configured for the Assembly Job
  • Instancing areas added to the Assembly Job workstations
  • Spawners and component arrangements configured, so more products can be spawned
  • Decals added to the Assembly Job workstation floor, to indicate where to drop the assembled products
  • New special ore zones added to the asteroid belt, there are now 13 special ore zones
  • Icons added for rails and other objects, missing inventory icons added for missile parts and two plates
  • Chat bug and feature fixes: incorrect opening and closing of the context menu, highlights and missing or incorrect elements fixed
Stations
  • VIS Headquarters grid slots have been added to mega stations: Capital Imperial A, and Empire Headquarters B
  • ShipTransportAreaEntities and ShipSpawnTerminalEntities have been added into Ship Design Workshop
  • Vertical Bridges have been added into build
Spaceship Designer
  • Total object limit configured so that attachment plates, cables and pipes are excluded from total object count

Code

Gameplay
  • An issue where built lot objects were not saved has been fixed
  • Grabbing Tool's invalid pose highlights causing FPS drops has been fixed
  • Lot blueprint unload not unloading whole blueprints has been fixed
  • Ship despawning is now allowed for a group member if the ship owner is not present
  • Client issues when buying large amounts of items have been fixed
  • Buying more items than inventory has room for has been prevented
  • Various aspects related to Grabbing Tool's pose validity checks have been fixed
  • Normals of collisions involving LODs have been fixed
  • Blueprint snapping issues have been fixed
User Interface
  • CV profile page has been updated to match current design, unused variables deleted
  • Bolt Tool has been improved, bolt profile visualization worked on
  • Assembly Job has been updated, locales changed
  • Feedback Tool's text inputs and menu structure have been updated
Audio
  • Various UI sounds have been added to the game
Spaceship Designer
  • Esc menu now has button for exiting test flight mode when in Spaceship Designer
  • Asteroid pieces in Mining Job won't turn to debris anymore
  • An issue where ships would not fit into Spaceship Designer has been fixed
Planets
  • Grabbing Tool issues with planets have been fixed
  • Asteroid rock spawning has been fixed

Art

Stations
  • More animated signs have been added to Market Station
  • New logos are in the making
  • Sign and advertisement gradients have been updated with dithering to reduce banding
  • Animated pointing arrows and holographic area have been added to Asteroid Hall
  • 'Sell' advertisement has been made for Market Station
  • Skyscraper roof building is underway
  • New farlods are in the making
  • New commercial signs are in the making
Moons and Asteroids
  • More asteroid clusters have been worked on
  • Planet terrain height tests are in the making
Animations
  • Small improvements have been made for various animations
  • All tools/weapons now have sit animations
  • Pistol and tool aim animations have been fixed
  • Jumping and landing animations have been polished
Other
  • Inventory icons for alloy materials (Velidenum, Armored Velidenum and Bastonium) have been made
  • Assets and inventory icons for the current alloy materials have been made
  • Job Instance effects have been made for station use
  • Floating decals and decal bleeds fixes have been made
  • Armorsets: Hammerhead set textures and paintjobs have been polished
  • First iteration of the new area indicator cube for certain areas in space is in the making

Gallery

View attachment 863 View attachment 864 View attachment 865 View attachment 866 View attachment 867 View attachment 868 View attachment 869 View attachment 870

Videos





As always, feel free to ask any questions regarding these progress notes!
And if you haven't yet, go add Starbase to your Steam wishlist!
Nice! Stay safe!
 
Joined
Aug 9, 2019
Messages
9
#12
So does this mean there is now the ability to have a freecam around your player? So the controls aren’t always tied to movement when not in a ship
 
Joined
Aug 9, 2019
Messages
18
#14
Is the Assembly Station/Job something people can do to help build components for others via contracts? Or are we just building placebos?

If the former, I could easily see people dedicating their time to building stuff for their respective faction.

Also, will this be multiplayer?
 

Geronimo553

Well-known endo
Joined
Feb 14, 2020
Messages
61
#15
So what stops someone from just assembling thrusters and taking them? Or bringing in a tool to break them or separately taking their parts and leaving.
 
Joined
Jan 15, 2020
Messages
16
#19
I like seeing how some of the jobs will work in these progress notes, it's very cool to see how things are going and maybe it's just me or are the notes getting shorter every week? which is NOT to imply that your doing less every week, but rather that there's slowly becoming less and less to write notes about as time goes by, because the game is getting closer and closer to completion and man is that a good thing. Reguardess I'm looking forward to the next one, these really do make Mondays great for all of us that care to read about this game, keep up the good work.
 
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