Frozenbyte proudly presents: Starbae, a dating app for all the endos in Starbase. In Starbae you can: Swipe profiles in space Like profiles in space Date endos in space Find your arch nemesis in space Get [The Item] in space Coming soon to your Universal Tool ❤️ (Happy April Fool’s!)
Week 13 (March 23rd – 27th) Hello everyone! It’s time for another week of Starbase progress notes! Design Features Assembly Job tested, Bolt Profile snapping feature made the bolting really easy. Assembly Job tested, item blocker entities added on each doorway so objects cannot be thrown through the doorways. Buzzsaw power usage configured to 10/sec, which equals to 100 seconds of continuous sawing with one power pack. Bolt Tool and the bolt profile override feature tested, works without issues. Chat features worked on, default settings adjusted. Insurance terminals’ location and parenting fixed in origin map. Mining Job tested in the […]
Week 12 (March 16th – 20th) Hello everyone! It’s time for another week of Starbase progress notes! Design Features Instancing area configured and added to ship showroom. Mining Job instancing issues with parent hierarchy fixed. Buzzsaw damage configured and tested, tool is now more balanced. Pickaxe testing and adjusting, it’s no longer a good weapon against materials with high armor value. Mining Hall rotation fixed in Work Hub grid slot. Ore zone weight configurations that were producing unwanted outcomes in ore distribution were fixed. New items added to the economy, old economy configurations fixed and adjusted and locales worked on […]
Week 11 (March 9th – 13th) Hello everyone! Another week and another post of Starbase progress notes. A special note: we at Frozenbyte have switched to remote work. It is not unusual for us, but switching to remote work completely does bring some extra arrangements and work. Overall, our work will carry on as normal, so please continue to enjoy the Starbase Progress Notes! Design Features Components and locales configured for the Assembly Job. Instancing areas added to the Assembly Job workstations. Spawners and component arrangements configured, so more products can be spawned. Decals added to the Assembly Job workstation […]
Week 10 (March 2nd – 6th) Hi everyone! Here are the progress notes of Week 10: Design Features Three new special ore distribution zones configured: there are now five special zones where ores are distributed with different weights compared to the rest of the universe. Marketplace terminals fixed. Economy configurations fixed for torpedoes. Design for a Spaceship Designer Coloring Tool worked on. Spaceship Designer multiplayer issue: removing cable with Cable Tool breaks if client and host is removing cable simultaneously fixed and verified. Stations Kingdom Headquarter station and Kingdom Outpost Ruins added to the universe. Ship and shop terminal issues […]
Week 9 (February 24th – 28th) Hi everyone! Here are the progress notes of Week 9: Design Features Hauling Hall instances fixed: they now support group instancing. Ship ownership menu for companies reworked: filters improved and new lists made. Economy configs worked on for virtual manufacturing: calculations for different kinds of resource crafting data. UI design worked on for Station storage. Component configuration and testing for utility connection devices. Stations SafeZoneDespawnAreaEntities’ dimensions have been updated. Spaceship Factory is now called Spaceship Design Workshop. Grid slots now have their locale names added into the Mega Station Designer. “Work Hub” grid slot […]
Week 8 (February 17th – 21st) Here are the progress notes of Week 8: Design Features Inventory testing, trying to reproduce issues regarding the drag and drop feature Thruster exhaust damage areas configured and tested Maneuver thrusters exhaust damage configured to ignore players Electricity usage calculations worked on for refining raw ores Economy configurations and insurance/terminals fixed in a mega station Detailed designs worked on for updated equipment UI elements and interactions Inventory icons added for objects: all objects in the shops now have icons Design for company ownership functions (ships and bank accounts) worked on Starbase Spaceship Creator A […]
Week 7 (February 10th – 14th) Here are the progress notes of Week 7: Design Features Shop search bars should be deactivated if the player looks outside of the screen. Small changes to tooltips, moving text and testing possible layout changes. Material armor value updates: Now medium-high caliber infantry weapons cause damage to objects faster. Shotgun projectile mass increased to make it little more effective against light armors. Economy configurations for the Empire Outpost station. General design worked on for significant updates to equipment and storage UIs. Small adjustments made to the Utility Panel technical design to simplify components required. […]
Week 6 (February 3rd – 7th) Here are the progress notes of Week 6: Design Features Old tooltips remade with a bigger font, to improve readability. Ship weapons tested against basic materials and ships to get better feel of current material and 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 […]
Week 5 (January 27th – 31st) Here are the progress notes of Week 5: Design Features Assembly Hall station modules updated with fixed level art. Cargo Crate configurations tested, after some code rework the Crates now work properly. New single entity object created from the new Cargo Crate components. Economy configurations: new items added to market, infantry weapon pricing adjusted and general economy rule adjustments were made. Insurance transfer terminals added to the new station. Autocannon electricity usage increased from 110 to 150 per bullet. Autocannon projectile velocity reduced from 900 to 800. Utility panels: Design for UI that players […]
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, […]