Starbase Progress Notes: Week 16 (2020)

ElluFB

Forever locked into The Pool
Frozenbyte
Joined
Sep 6, 2019
Messages
249
#1
Starbase Progress Notes: Week 16 (2020)
April 14th - 17th

Hello everyone and welcome to another Starbase Progress Notes! Doesn't work quite as well in text-format, but you get the point. Hopefully you enjoy this week's development reports again. How's the treasure hunt going?

Design

Features
  • Assembly Job tested, some issues found in bolt profile auto aim bolting in objects with more challenging geometry
  • Fracture debris destruction effect tested
  • Asteroid Mining Job rewards tested, some configurations made to the bonus rewards and balancing needs to be done to the rewards
  • Economy settings tested and future features planned
  • Economy design: ship weapon prices adjusted and missing items added to the turret shop
  • Design for missing highlights for multiple choice buttons in settings menu worked on
  • Upcoming chat channels design is underway
  • UI for armor customization tool worked on
  • Ship recovery feature:
    • Design tests on initial system completed
    • Initial design for potential future updates worked on
  • Device resource networks:
    • Ongoing design for resource net integration with inventory system
    • Investigating possible ways to improve system compatibility with possible future goals
  • Ongoing design for UI improvements to inventory, storage, and universal tool dialog
Spaceships
  • Durability issue in Ithaca V1 fixed: beam frame was a bit inconsistent near one of the main thrusters, frame near rear thrusters reinforced
  • Hedron and Urchin were found to have legacy YOLOL chips, YOLOL code edited to fit the current chip and old legacy chip was replaced
  • Mining ship tests underway: testing how long it takes to fly to the asteroid belt and fill up all all the crates
Spaceship Designer
  • Furnace modules added to category so they can be used inside Spaceship Designer
  • Ship design with furnace started, the ship needs a very durable frame since the furnace modules are heavy
  • Weaponry and Warheads limited object types configured and locales added
  • Spaceship Designer economy design tested
Other
  • All curved end plates are now correctly arranged by size
  • Material types for ship windows updated to correct type

Code

Gameplay
  • Manipulating non-owned ships in safe zones is now allowed
  • Cancelling a ship spawn now returns the ship to the inventory
  • Issues where grabbing lock remained after the grabber unloaded entity or when the player died have been fixed
  • Small ship despawning issues have been fixed
  • A tracking system for resources (fuel, power, etc.) is in the making
  • Support for lot inventories has been finished
  • Buzzsaw's reload audio event not firing has been fixed
  • Lot visualizations having wrong rotations has been fixed, lot area restrictions are now finished
User Interface
  • Item shop not allowing to buy multi-part items such as small button has been fixed
  • The rest of the item shop's max buy amount issues have been fixed
  • The ore vacuuming system now notices if there isn't enough power and stops vacuuming ores
  • Item pickup checks have been fixed, won't allow picking up Mining and Assembly Job spawned items anymore
  • Feedback server implementation is underway, some UI tweaks have been made
Spaceship Designer
  • Station designer's background appearing in wrong orientation has been fixed
  • A log that can display text lines has been added to the bottom of the screen. This is currently only used to display a warning that an object in the current placement cannot be created
  • Lot terminal menus no longer display non-station lot blueprints
  • A bug that prevented multi-part robot arm selection has been fixed
  • A bug that prevented properties window device fields from updating properly in multi-selection has been fixed
  • A crash that occasionally happened when transforming objects too fast has been fixed
  • Alphabetical sorting has been added to module library in station creator
  • The possibility to use custom decimal count for sliders in settings menu has been added
Planets
  • Support added for instancing multiple planet groups
Renderer
  • Gas giant's orientation has been fixed in Spaceship Designer
  • Testing and fixing dynamic sky system refactor for the new mixed render queues and buffered updates has been finished
  • The explosion damage on solid planet has been implemented

Art

Other
  • Retopology for Pipe Tool has been finished
  • Additional info/decoration animations have been added for market station
  • Weapon turret assets' low poly and UV's have been updated
  • A new tiling metal fracture material which works with voxel fracture pieces and fracture debris assets has been finished
  • Rock instance amounts and render distances have been optimized,
  • New small pebble rocks have been finished and tested
  • Touchstone armor set's texture and paintjob quality has been polished
  • Ad animations have been updated
  • Small adjustments have been made to rocky asteroid materials
  • Ice asteroid materials are in the making

Gallery

Week16_Starbase_armorsets_touchstone_polish.jpg Week16_Starbase_Furnace_ship_wip.jpg Week16_Starbase_ice_asteroid_material_wip.jpg Week16_Starbase_ice_snow_asteroid_material_wip.jpg Week16_Starbase_metal_fracture_material_1.jpg Week16_Starbase_Module_ship.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!
 
Joined
Apr 16, 2020
Messages
12
#5
Doesn't work quite as well in text-format, but you get the point. Hopefully you enjoy this week's development reports again. How's the treasure hunt going?
Well treasure hunt going good so far, just nervous I miss something. "Doesn't work quite as well in text-format, but you get the point" hmmm I think thats a hint but I have no idea what it means, anyone else any idea? Keep up the good work!
 
Joined
Aug 9, 2019
Messages
18
#8
Spectacular notes! Keep up the stellar work!

Edit: Is there any chance you all will be including networking notes in the future? I'm curious how the server tech is coming along.
 
Last edited:
Joined
Apr 8, 2020
Messages
5
#10
Starbase Progress Notes: Week 16 (2020)
April 14th - 17th

Hello everyone and welcome to another Starbase Progress Notes! Doesn't work quite as well in text-format, but you get the point. Hopefully you enjoy this week's development reports again. How's the treasure hunt going?

Design

Features
  • Assembly Job tested, some issues found in bolt profile auto aim bolting in objects with more challenging geometry
  • Fracture debris destruction effect tested
  • Asteroid Mining Job rewards tested, some configurations made to the bonus rewards and balancing needs to be done to the rewards
  • Economy settings tested and future features planned
  • Economy design: ship weapon prices adjusted and missing items added to the turret shop
  • Design for missing highlights for multiple choice buttons in settings menu worked on
  • Upcoming chat channels design is underway
  • UI for armor customization tool worked on
  • Ship recovery feature:
    • Design tests on initial system completed
    • Initial design for potential future updates worked on
  • Device resource networks:
    • Ongoing design for resource net integration with inventory system
    • Investigating possible ways to improve system compatibility with possible future goals
  • Ongoing design for UI improvements to inventory, storage, and universal tool dialog
Spaceships
  • Durability issue in Ithaca V1 fixed: beam frame was a bit inconsistent near one of the main thrusters, frame near rear thrusters reinforced
  • Hedron and Urchin were found to have legacy YOLOL chips, YOLOL code edited to fit the current chip and old legacy chip was replaced
  • Mining ship tests underway: testing how long it takes to fly to the asteroid belt and fill up all all the crates
Spaceship Designer
  • Furnace modules added to category so they can be used inside Spaceship Designer
  • Ship design with furnace started, the ship needs a very durable frame since the furnace modules are heavy
  • Weaponry and Warheads limited object types configured and locales added
  • Spaceship Designer economy design tested
Other
  • All curved end plates are now correctly arranged by size
  • Material types for ship windows updated to correct type

Code

Gameplay
  • Manipulating non-owned ships in safe zones is now allowed
  • Cancelling a ship spawn now returns the ship to the inventory
  • Issues where grabbing lock remained after the grabber unloaded entity or when the player died have been fixed
  • Small ship despawning issues have been fixed
  • A tracking system for resources (fuel, power, etc.) is in the making
  • Support for lot inventories has been finished
  • Buzzsaw's reload audio event not firing has been fixed
  • Lot visualizations having wrong rotations has been fixed, lot area restrictions are now finished
User Interface
  • Item shop not allowing to buy multi-part items such as small button has been fixed
  • The rest of the item shop's max buy amount issues have been fixed
  • The ore vacuuming system now notices if there isn't enough power and stops vacuuming ores
  • Item pickup checks have been fixed, won't allow picking up Mining and Assembly Job spawned items anymore
  • Feedback server implementation is underway, some UI tweaks have been made
Spaceship Designer
  • Station designer's background appearing in wrong orientation has been fixed
  • A log that can display text lines has been added to the bottom of the screen. This is currently only used to display a warning that an object in the current placement cannot be created
  • Lot terminal menus no longer display non-station lot blueprints
  • A bug that prevented multi-part robot arm selection has been fixed
  • A bug that prevented properties window device fields from updating properly in multi-selection has been fixed
  • A crash that occasionally happened when transforming objects too fast has been fixed
  • Alphabetical sorting has been added to module library in station creator
  • The possibility to use custom decimal count for sliders in settings menu has been added
Planets
  • Support added for instancing multiple planet groups
Renderer
  • Gas giant's orientation has been fixed in Spaceship Designer
  • Testing and fixing dynamic sky system refactor for the new mixed render queues and buffered updates has been finished
  • The explosion damage on solid planet has been implemented

Art

Other
  • Retopology for Pipe Tool has been finished
  • Additional info/decoration animations have been added for market station
  • Weapon turret assets' low poly and UV's have been updated
  • A new tiling metal fracture material which works with voxel fracture pieces and fracture debris assets has been finished
  • Rock instance amounts and render distances have been optimized,
  • New small pebble rocks have been finished and tested
  • Touchstone armor set's texture and paintjob quality has been polished
  • Ad animations have been updated
  • Small adjustments have been made to rocky asteroid materials
  • Ice asteroid materials are in the making

Gallery

View attachment 968 View attachment 969 View attachment 970 View attachment 971 View attachment 972 View attachment 973

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!
"How's the treasure hunt going?"
I do not know the others, but I am having a lot of fun, until now you made us sweat ... wait 1h for a small part of an image xD there are those who have not been able to sleep for the hype that you have generated!
I can't wait for this timer to expire too !!
 
Joined
Apr 20, 2020
Messages
1
#14
"How's the treasure hunt going?"
I do not know the others, but I am having a lot of fun, until now you made us sweat ... wait 1h for a small part of an image xD there are those who have not been able to sleep for the hype that you have generated!
I can't wait for this timer to expire too !!

Did i miss something? what timer ?
Iam soooooo hyped
 

XenoCow

Master endo
Joined
Dec 10, 2019
Messages
588
#18
I'm excited to build a sniper ship using the railguns. I want to be able to sit on the outskirts of a battle and take out internal juicy bits of enemy ships. Maybe even have a custom fire sequence that fires a few in quick succession to drill through the armor instead of all hitting at once.
 

CalenLoki

Master endo
Joined
Aug 9, 2019
Messages
741
#20
None of the weapons are hitscan. Railcannon has something around 1200m/s.
Laser around 900, ac around 800, pc around 600, rockets around 250.

Someone correct me if I'm wrong. Writing from memory.
 
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