Hello everyone! 🪐 We have great news today: we just released a new trailer for Starbase, showcasing the look and features coming to the game in 2020! The trailer reveals the possibility for players to colonize moons and planets, where small outposts and early trading routes can eventually turn into huge cities with a thriving society. Players can land anywhere with no loading screens, walk around the big cityscapes and interact with other pioneers – explore the new world! Reaching even the closest moon, however, will require a massive joint effort and ingenuity from players. It will be the first […]
Week 4 (January 20th – 24th) Here are the progress notes of Week 4: Design Features Mockup designed for new Assembly Job workstation layout. Assembly Hall reworked, so all the workstations can be identical and fit well. Issue, where mining backpack inventory icons were not visible in game, fixed. Font, text locations, names and other changes made for Player Profile page. Tax related design worked on and new tax values tested. Mining laser statistics and damage adjusted. Stations New starting station Capital Imperial A has been created and added in the universe. Threshold in marketplace hangar module has been lowered, […]
Week 3 (January 13th – 17th) Here are the progress notes of Week 3: Design Features All the Mining Job UI screens now support localization and dynamic key binds in the instructions. Mining Job tested, issue regarding a delay when grabbing things investigated and improved. Mining Job UI configured and some bugs fixed. Assembly Job visual instructions mock-ups designed, the visual instructions screen in Assembly Job workstation setting tested. Mock-ups made for various station inventory grid arranging solutions. Design for company social features (chat functions and commands) worked on. Stations The stem wall modules and corridor entrance modules adjusted to […]
Weeks 1-2 (December 30th – January 10th) Hello everyone! It is time for the first Starbase Progress Notes of 2020. We apologize for the silence over the last couple of weeks, but now the developers are back at work after the holidays! We hope you continue to enjoy these snippets of the development progress this year as well. Design Features Local tests done on the initial weapon balance. Player to player trade design being worked on. Necessary sub components added to the new Cargo Crate assets. All components of the new Cargo Crate assets configured and tested. Calculations made for […]
In Boreal Blade attacking follows the same natural rules that blocking does, which adds a completely new layer of depth and skill to the combat. In Boreal Blade the attacker has many options to get through a seemingly strong defense. Figuring out how the situation would work in real life will help in executing successful attacks. For example, if the opponent has their weapon posed on their left side, it is still possible to perform a successful attack to that side of the opponent, as simply having the weapon on the side where the attack is coming from is not […]
Weeks 51-52 (16.12. -27.12.2019) Hello everyone! These are the last progress notes of 2019 for both week 51 and 52 Design Features VoxelMaterialTypes configured for material cubes: This will fix misbehavior in some situations like bolting. Bolt profiles added to all of the refined materials and laid out the materials in such a fashion that the profiles are easily updated if needed later on. Stations Collisions caused by the station asset’s pivot point update have been fixed. Spaceships Overlap issue in Kodiak ship map fixed by increasing collision error threshold for asset. Pincer: YOLOLs that were controlling generator updated to […]