Starbase Progress Notes: Week 38

ElluFB

Forever locked into The Pool
Frozenbyte
Joined
Sep 6, 2019
Messages
249
#1
Starbase Progress Notes: Week 38
Here are the weekly progress notes from the week 38.
16.9.–20.9.

Design

Features
  • CV aspect ratio and resolution tweaks
  • Assembly job workstation improvements (workstation layout tweaked)
  • Design improvements written for Building Tool, Cargo Lock Beam
  • Blueprint target coloring feature
  • Economy calculations, configs and adjustments
  • Transponder design, technical specifications and possible challenges resolved
  • Station inventories, current code state and new ways to set up logic and player interaction
  • All Company UI's resized from 1140 to 1183, also first version of Company frontpage
  • Design Version control logic - branches now more intuitive
Stations
  • VIS rebuild continues (Main hall + the deck below + exterior structures + other take off docks)
  • Ship creator guide, third version finished (reformend structure)
  • Two new videos on how to start designing from scratch, how to save that progress and how to continue from existing blueprint and save that progress
  • Stacked lot designs, multiple collisions fixed, walkways modified and loop structure tested
Spaceships
  • Updates on multiple ships:
    • Attachmentplates and bolts added to control table support structure
    • Automated test map ship spawn positions/rotations updated
    • Autotest spawn positions/rotations fixed
    • shiptransportAreaEntity removed
  • Automated ship test map updates/fixes finished

Code

Gameplay
  • Building Tool: targeting issues, oddly pivoted objects not being properly built and other small fixes
  • Further work on thrusters and systems for managing and identifying missiles, missiles now technically work
  • Cargo frames now use effective mass instead of voxel volume
  • Non-positional damage from ship thruster usage added when a single above-average-strength thruster is active at a level above a tolerance
  • Cargo crate fixes: indicator light system telling if assembled correctly, hinge grip debug visualizations removed and manual opening doesn't impact the crate
User interface
  • Inventory fixes: picking up ship parts no longer crashes the game, damaged item state not updating correctly, etc
  • Feedback tool, it's now possible to capture timed screenshots with space screen capturer
  • Feedback tool, separate views for player and developer now exist
  • Roster menu, filter-buttons created, function that creates buttons and Company member button rendering works
Starbase Spaceship Creator
  • SSC exit prompt works with the new blueprints, blueprint window worked to look as designed
  • Separated price server test, client<->shop server logic adjusted
  • Player transponder code sketch being worked on

Art

Stations
  • Details added for stations; adding ceiling art with lamps, recolouring voxel modules, seats updated
  • Resource junction asset finished and bolting places added
  • Light placing finished on the metro slot, lights updated
  • Empire shop and hall optimized and decos recoloured, modules updated
  • Connection module deco fixed modules updated to grid slots where they are used and deco fixes on maintenance modules
  • Module stations' textures fixed and repainted and decos added, major tintmask fixes
Ships
  • Missile asset improved and voxel collision fixed
  • Torpedo assets are under redesign
Other
  • Rod and bolt lock models updated
  • Rail model updated and optimized, textures rebaked and tintmask created
  • New concept ideas for lamps, factory walkways and an addition piece for railings
  • UI colors have been changed: replaced menu items that used non-palette, multiplied colors or colored images with Starbase palette.
  • Gas containers have been updated, the base of the twist handle can be bolted in to it from a decent angle and distance
  • Tactical shotgun and Whiplash textures and paintjobs updated
  • Tweaks on the Repeater pistol textures and paintjobs
  • Plasma rifle projectile effect updated

Gallery of the week

Week38_Metroslotseats.png
Week38_module_lounge_area_ship_repair_a.jpg
Week38_rail_relay.png
Week38_laser_designator_in_turrets_17.09.2019..png


Videos


Any questions about the progress notes? Leave them here!

If you've not wishlisted Starbase on Steam, do that now!
 
Last edited:

Nolfinkol

Active endo
Joined
Aug 9, 2019
Messages
26
#8
Starbase Spaceship Creator
  • SSC
Calling it this makes me think it's a separate program since normally you'd just say "spaceship creator" if it were in-game assuming people knew they were playing Starbase already lol. I'm curious to know more about the SSC now especially after seeing there are video guides added :D

I'm also excited about the possibility of in-game videos and guides located at stations for helping people learn about mechanics in the game (as well as the station jobs that help in the same way).
Stations
  • VIS rebuild continues (Main hall + the deck below + exterior structures + other take off docks)
  • Ship creator guide, third version finished (reformend structure)
  • Two new videos on how to start designing from scratch, how to save that progress and how to continue from existing blueprint and save that progress
  • Stacked lot designs, multiple collisions fixed, walkways modified and loop structure tested
 
Joined
Sep 28, 2019
Messages
8
#9
Do you guys have an idea on what the price range would be for starbase on release?
For my opinion it depends on product quality. You can pay 60 euros for finished product. DU is overpriced, but they give "single server" for all players and maintenance for such server infrastructure have it cost. SE cost 17 euros and you get bunch of bugs with few official server and deletion of your ships/base without warnings. Your videos are great and game look promising, but it is hard to speak about price when you don't know what quality of game play you get. I will pay 30 euros to test this game and if I will like it, my friends will buy it too (it is like chain reaction).
 
Top