Starbase Progress Notes: Week 6
Hello everyone! Time for progress notes again.
February 3rd - 7th
Design
Features
Code
Gameplay
Art
Stations
Gallery
Click for full-sized images:
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!
Hello everyone! Time for progress notes again.
February 3rd - 7th
Design
Features
- Old tooltips remade with a bigger font, to improve readability
- Ship weapons tested against basic materials / ships to get better feel of current material/weapon balance
- Company functionality design worked on: co-ownership, disband / owner leaving and general Company controls
- Inventory buy limits tested and confirmed, currently settled on 5000
- Asteroid spawner rotation offset configurations tweaked to improve the Mining Job experience
- Configurations updated:
- Oninum Armor value adjusted from 5000 to 3500
- Autocannon projectile mass increased from 10 to 11
- Laser Cannon projectile mass reduced from 6 to 5
- Damage adjustments tested against Onimum, new values feel better
- New bolt profiles made for mounted weapon body 2
- VIS grid slot: support beams added, collisions fixed, walkways, landing platforms, hallways and take-off docks updated
- Skyscrapers worked on: corridor apartment entrance and roof modules updated and new room modules created
- Vasama and Twin Vasama re-balanced, some plating had to be removed / relocated
Code
Gameplay
- Support added for kill zones that instantly kill players and destroy objects
- An assert fixed with the building tool autofill feature
- A bug where virtual bridges disappear from components with multiple virtual bridges has been fixed
- Custom ships created via SSC are now bought for the intended price instead of obtaining them for free
- Inventory tabs have been added to Material Sell menu
- Bank tab code has been refactored
- Filter buttons have been added to sort players and ships
- An issue related to too long company names fixed by making the company name be maximum of 24 characters long
- First simple approximation of projectile-to-ship context detection for battle music has been implemented
- Distance filtering has been added to hostility events, so that fighting far away doesn't start the battle music
- Player distance-to-ship parameter has been added for player-ship association in battle context
- Ship collisions with planets have been implemented
- A bug where planets would disappear after visiting SSC was fixed
- Planet memory usage has been optimized
Art
Stations
- Asteroid Collection Zone ad design has been made
- Asteroid Mining Job sign post and new logo sign pieces have been created
- Skyscraper wall level art underway
- Skyscraper base module building underway
- Elevator hall and salvage shop decoration updates
- VIS office module has been updated and some windows added
- Alpha moon terrains have been finished
- Updated moon textures are in the making
- Procedural object placement for moons has been adjusted
- Asteroid rock and material updates
- Rock meshes topology fixes have been made
- Cargo crate baking and texturing have been made
- Universal Projector's high poly, low poly, UV's, bakes and materials have been finished
- Resource Grid Utility Panel's assets design modified
- Resource Grid Utility Panel & Box's assets finished, high poly, low poly, UV's, bakes and materials have been finished
- Armor sets: Jackal set textures and paint jobs have been polished
- Weapon lockers have been updated
- Whiplash gun's hit effect edited and switched
- Offset on maneuver thruster's effect has been edited as the spawn point had been moved
- Maneuver thruster on torpedo changed for a smaller one
Gallery
Click for full-sized images:
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!
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