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Thank you Richard.
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# ¿ May 19, 2015 20:30 |
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# ¿ May 15, 2024 02:02 |
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ScorpioMajesty posted:I think the biggest problem with this game isn't wether or not people find it fun and more a lack of direction coupled with a VERY long development time. Though I think there starting to reign in what they want the game to be it still took about a year and a half past there early access release to get to this point. I feel like they should have focused on that rather than add like a bazillion art assets but what are you to do when 80% of your development team are artists and not really too amazing at coding. I think you've established that one of the biggest problems is time. Things take longer than expected, but that doesn't mean there's zero direction. Right now it's actually an even split, so the 80% you pulled out just isn't true in any way.
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# ¿ Jun 7, 2015 18:22 |
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Cicadas! posted:serious question though, is the game actually moving forward in any meaningful manner or are you just stuck adding fluff pieces forever? serious answer: There's a lot of things moving forward at once right now that will ultimately tie into each other. There's big changes to combat, we just got the functionality to do a lot more interesting stuff with weapons now, the economy stuff is starting to come together with the pricing of items and buying/selling interface, the colony system is making good progress, the main story-line pieces are being put in place, with the main missions being worked on simultaneously, all the current quest stuff is placeholder for progression so that's getting a second pass on it soon. It depends a lot on what you consider fluff pieces.
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# ¿ Jun 7, 2015 22:19 |
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dog kisser posted:
This looks good, nice job! So are you making an entire new race? I think you might've accidentally left a part overlapping another on the final tier ship, just above the engines. On Friday I worked on the parallax backgrounds so the forests actually look like forests now. I'll do a little more work on Monday so the trees always match up.
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# ¿ Jun 14, 2015 17:44 |
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pwnyXpress posted:Supernorn, if you manage to get Chucklefish to donate $100 to Bernie Sanders' campaign, I will never post anything negative about Starbound anywhere on the internet ever again. Even though you've barely made less than 15 posts in this 59 page thread, I liked your proposal. But you didn't even it. Come on, man.
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# ¿ Jun 14, 2015 21:00 |
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Cicadas! posted:Why are you so weirdly bitter I'm not bitter at all! Sorry if you're reading it that way. Let's keep that criticism pointed at the game though, okay. Thanks for the tree comments. Pretty happy with how it's looking, just need to expand on it a bit further. Eonwe I looked it up and I have to be an American to donate. Am I going to be arrested in the middle of the night if I make a donation? Kernel Monsoon fucked around with this message at 21:49 on Jun 14, 2015 |
# ¿ Jun 14, 2015 21:46 |
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JerikTelorian posted:Does the background change with the density of foreground trees? As you said, I think Terraria does it because you're transitioning through the biomes, whereas this parallax only appears on forest planets. So no background changes, it'll be dense forest all the way across the surface. Already started with the canopy alternatives:
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# ¿ Jun 15, 2015 23:32 |
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We're putting some more work into weapons, It's coming along nicely and now we can do way more interesting stuff that wasn't possible before:
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# ¿ Jun 23, 2015 15:30 |
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Tyty posted:So like Our policy is to let people continue developing other people's abandoned mods, as long as they can show they have permission from the original mod author. It's happened a couple times as far as I'm aware.
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# ¿ Aug 6, 2015 13:10 |
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I know Inventory improvements were requested a bunch here so I thought this should be posted. New objects tab, and item sorting are now in the nightly: http://playstarbound.com/7th-august-sort-it-out/
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# ¿ Aug 9, 2015 14:00 |
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Orv posted:The dream of a playable Space Station 13 died at least in part for Starbound. That cannot be forgiven. I think if there's enough interest it'll probably happen in some capacity. I'd definitely still be up for it, but I can't do it alone. It'd need a proper team of people and not just a bunch of us from goonstation (who quickly run out of free time).
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# ¿ Aug 11, 2015 00:10 |
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Kly posted:the nighlty updates are just recompiling and downloading the same thing every day. according to the official starbound wiki nothing has actually been added to the nightlies since june 12 We post exactly what's going into our nightlies, every single day on our website. The wiki might not always be completely up to date, but I'm not sure where you're seeing that. http://starbounder.org/Version_History/Nightly Kernel Monsoon fucked around with this message at 20:35 on Aug 11, 2015 |
# ¿ Aug 11, 2015 20:31 |
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That entire list is all stuff added since June, as far as I know. The nighty build is named 'Pleased Giraffe'. I can see why it's confusing though, because the date and the build name appears halfway down.
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# ¿ Aug 11, 2015 20:55 |
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We just pushed a build to unstable. Stable build will follow hopefully in the next few days! Patch Notes Here.
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# ¿ Aug 17, 2015 23:23 |
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We're live with the latest update! https://www.youtube.com/watch?v=f6db4718sRY&feature=youtu.be
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# ¿ Aug 24, 2015 20:40 |
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Yeah it looks like there were a few issues with the prereqs, most could be solved just by restarting steam but the rest should be fixed now. Let me know what you think! There's still a lot of work to be done, but we've touched on every part of the game in this update. The next update will mainly focus on improving how combat works in the game, and everything that goes along with that. We started work on the combat update while wrapping up the main work on the colony update, so there's actually a bunch of changes to combat in this update already, but they're pretty minor compared to the work we're going to put into it now.
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# ¿ Aug 25, 2015 10:13 |
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Section Z posted:Are the new and improved upon combat mechanics the primary change, or will how much you can survive getting hit and how many hits it takes to kill an enemy been changed as well? (More forgiving? Less forgiving?).. Yeah, revamping the combat mechanics will require a lot of balance changes out of necessity, both for the player and enemies. We'll be tweaking all of this stuff as we go forward with the changes. Section Z posted:The combat skewing towards Rocket Tag at times, along with the dearth of practical non grindy recovery options has always been my primary about the game design from day one. So hopefully that gets sorted to more forgiving instead of more calling fast deaths A lot of the game itself has been pretty cool and impressive and that is the primary thing that has been making me throw up my hands and go play with other things What would your idea of practical non grindy recovery options be, out of interest? Sloppy Milkshake posted:lots of feedback This is cool, thanks for posting your thoughts as you go through. I think we can address some of this stuff pretty easily. Kernel Monsoon fucked around with this message at 21:22 on Aug 25, 2015 |
# ¿ Aug 25, 2015 21:16 |
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Magmarashi posted:They were supposed to have non-random monsters in a long rear end time ago, I recall they even got the go-ahead for adding Creepers and Diggles...they just CF'd it up or something We've got a bunch of unique monsters going in, (more than 50 right now) with their own unique attacks and abilities as part of the combat update. I think it was only a few pages ago that people were asking for non-random monsters! The creeper thing is a little odd, We did get permission from Notch to add them. He no longer owns Minecraft though, so we'd have to double check that.
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# ¿ Oct 21, 2015 19:30 |
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Patware posted:what defense? he ignores nearly all the criticism, both the dumb pooey ones and the actual intelligent effortposts Yes, I should definitely be taking this thread seriously.
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# ¿ Oct 21, 2015 20:28 |
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Mediocrity Goggles posted:Well, I don't know if my post was intelligent and full of effort but I suppose it was more than what typically goes on in here these days. Whatever the case, it does seem quite clear that each little revision here or there to make the combat more "deep" has fallen short and was not well received by this thread. Starbound really doesn't look like a game that needs super deep and punishing combat, that would be more something I would expect out of say Signs of Life. (disclaimer, never played that and I may be pulling that comparison out of my rear end, but it looks like that game was more built to support such complexity.) And as for the farming and jacking up the tedium by massive amount a while back, I would be ok with this if there was eventually automated or high tech solutions to bring automatic farming back to the way it once was. I just don't agree with that view. Go and seriously watch some footage and compare the game 2 years ago, to what we have now. Sure, not everything we have now is polished or in a state with which we're happy with, but it's night and day to what was there before. I do agree that the combat just hasn't been hitting the mark, you know it. And we've known that. It's been a weak point in the game for a while, and there's been a few attempts to improve it along the way while the rest of the game saw improvements. This update we're working on is the first time we're directly focused on tackling how combat works. It's not just about changing a few monster attacks, or weapons. You really have to spend time on every part of it, and we're dedicating that time now. robodex posted:i mean i kinda see the rationale behind some of the design decisions w/r/t adding a sense of progression to the game; when the first few versions hit there really wasn't anything to do aside from explore planets and build poo poo so it was basically minecraft in space. progression actually gives you a reason to play it for more than an hour or two before you get bored of seeing the same biomes over and over. Progression is incredibly important to the game. And it does give players a sense of direction or purpose to what would otherwise be a straight sandbox. The current progression isn't final, it's something that we've been working towards the last few updates, and the quests you have to do right now are artificial placeholders to keep some sort of progression intact. Right now it's in a limbo state where it's getting overhauled, but not all of those pieces are there yet. I definitely share your frustration on that front, because they are a little jarring right now. Kernel Monsoon fucked around with this message at 21:43 on Oct 21, 2015 |
# ¿ Oct 21, 2015 21:36 |
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Turtlicious posted:Who here actually has said anything besides how bad starbound is? I like to read the feedback about the game to get a sense of what people want to see improved, and for the most part it lines up with the stuff we're working on or want to see improved ourselves. This thread is by far the harshest towards the game. That doesn't mean anyone here is wrong, there's just not a lot of useful criticism or feedback to be gleaned from it that hasn't already been said. And most of it is poo poo posting, let's be honest here. A lot of the posts i'd consider feedback are about the core game, but that isn't an overnight fix or improvement because that's not just one feature. That's the result of how everything works together. And some of it is waiting on things that are unfinished, or don't exist yet. That's the nature of an early access game unfortunately. Making 20 million dollars on a thing doesn't mean much if the thing comes out bad. I think we can all agree on that.
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# ¿ Oct 21, 2015 22:03 |
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Hey goons, stable is now out https://www.youtube.com/watch?v=waZGJjJLFps quote:WEAPONS:
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# ¿ Dec 8, 2015 14:19 |
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# ¿ May 15, 2024 02:02 |
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1.0 is out! https://www.youtube.com/watch?v=-O6PUh3reG0
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# ¿ Jul 22, 2016 17:55 |