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Full Starbound update
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Whoops! Yesterday I drank too much coffee and did loads of things, but remembering to write the weekly update round-up was not one of those things.
17th September - Reach for the sky!
Howdy folks! I’ve spent the past couple of days getting the tiered novakid weapons into the game, both functioning and craftable. Some of the guns are still a little on the big side, so they’ll likely undergo adjustments, but it’s nice to have something for the novakids to use besides that rusty old revolver. Beyond that, I’ve been planning the structure for the Glitch mission, which I’m pumped to start working on. It’ll likely be very script-heavy so it’s one that may have some roadblocks to overcome before I’ll be able to finish it. I can at least start building the environment in the meantime. That’s it from me, have a good one!
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19th September - Welcome to my garden!
Evening all! Apologies for the lack of update yesterday! The team’s really been kicking the pace up a notch with sweeping changes across the board. I’ve been constantly sidetracked from the Glitch mission to do a bunch of configuration work, fixing a handful of UI elements, updating objects and adding a few new sounds to boot. That said, the mission is pretty thoroughly mapped out in my concepts now, so I have begun building and been chipping away at it whenever I’ve not been on some other task. The case being that this is a Glitch mission, it of course involves a castle. I’m trying to establish a greater sense of scale than the generated glitch castle dungeons, so expect it to be quite open. It’s a bit bare since it’s still in early stages, but hopefully this peek at the castle gardens will give you some sense of what I’m going for. What exactly will be happening at this castle? I’ll leave you to speculate! In case you missed it, Tiyuri posted over on our new Chucklefish blog earlier today. If you’ve had concerns about the longevity of Starbound lately, I suggest giving it a read. We’re not giving up this project of passion any time soon, and we’re gunning to get the next stable update to you as soon as we can. Thank you everyone for your continuous support and patience.
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22nd September - Loot loot loot!
On Friday I decided to make a small change to the treasure table format. I got a bit carried away and ended up spending a bunch of time over the weekend to clean up, organize, and rebuild ALL of our .treasurepools files, which I finally finished. It was a lot of work but the results make treasure much easier to work with and a much better system in general, so I’m very happy to have completed it. For a bit of technical detail: our treasure pools are specified as weighted lists of items. The weight associated with an item determines how likely it is to be randomly selected, relative to other items in the table (not an absolute percentage chance). This means that adding new items to a table changes the likelihood of each of the other items in the table being selected. As you can imagine, this makes it very hard to edit and balance the tables! The engine change I made was to allow treasure tables to reference other treasure tables. With that functionality implemented, I rebuilt our tables by
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