Week 20 (May 11th – 15th) Hello everyone! Here are the progress notes of Week 20, hope you enjoy! Design Features Mining job rewards have been increased by 50%, also outer materials will get higher rewards from the Collecting Area and inner materials will get higher rewards from the small Collector The mining job collectors effective area has been increased: ore nuggets are now collected more efficiently from the workstation area Spawn area markings added to Asteroid Mining Job workshops where asteroids spawns; this helps in multiplayer to identify area where players should not stand when spawning new asteroids Modular […]
Week 19 (May 4th – 8th) Hello everyone! Here are the progress notes of Week 19: Design Features Assembly Job and Mining Job rewards adjusted back up to 5000-6000 credits per minute, so getting a proper mining ship will not be too tedious New mining ships tested in the asteroid belt, The Hauler seems to be the best choice for the first mining ship Asteroid Mining Job reward issue, where players standing close to the instancing area would also receive credits, was fixed Collision issues were fixed in ship market map Stations now turn their ore stocks into refined ore […]
Week 18 (April 27th – 30th) Hello everyone! Here are the progress notes of Week 18: Design Features Tooltip popup times adjusted, new item collection tooltips and weapon tooltips tested New mining tech tested with a mining ship with 16 crates: filling the crates, transferring ore to station storage and selling them worked as they should New resource bridge version created: this one does not need power at all and will be used in mega stations with the sell terminals The material sell terminal and resource bridge connection were configured to work with the new station tower design Asteroid Mining […]
Week 17 (April 20th – 24th) Hello everyone! Here are the progress notes of Week 17: Design Features Material purity features and UI design are underway Balance adjustment: Weapon body electricity conversion increased from 500 to 1500 electricity per second Balance adjustment: Reduced Rechargeable Battery electricity storage capacity from 20,000 to 10,000 units Balance adjustments tested and configurations made to ships to support that Furnace math reworked and debugged into a “final” form, it can now survive from possible design alterations Inventory icons fixed for turret pieces Design for resource net integration with inventory systems continues Prototype options for Lictor […]
Week 16 (April 14th – 17th) Hello everyone! Here are the progress notes of Week 16: Design Features Assembly Job tested, some issues found in bolt profile auto aim bolting in objects with more challenging geometry Fracture debris destruction effect tested Asteroid Mining Job rewards tested, some configurations made to the bonus rewards and balancing needs to be done to the rewards Economy settings tested and future features planned Economy design: ship weapon prices adjusted and missing items added to the turret shop Design for missing highlights for multiple choice buttons in settings menu worked on Upcoming chat channels design […]
Week 15 (April 6th – 9th) Hello everyone! It’s time for another week of Starbase progress notes! Design Features Color palette updated for in-game chat, old colors replaced with new colors that are easier to read. Chat colors for leaders in Group and Team chats set to follow same logic as in Company officer chat. Faction functions and chat needs design worked on for separate faction and faction officer channels. Option to show channel names (long or short) and timestamps (long or short) added. Buzzsaw tested, issues detected in the 3rd-person view passed on to be fixed. Jobs in Work […]
Week 14 (March 30th – April 3rd) Hello everyone! It’s time for another week of Starbase progress notes! Design Features Shoulder piece art for insignia configured. Assembly Job added to Work Hub and is now accessible in game again, after build error fixes. New fracture destruction effect tested, needs polishing and new fracture models. Early game player progression looked into, earning credits with new mining system tested. Ship and ship pricing economy tweaked, making cheap mining ships for new mining system tested. Chat UI worked on, color scheme improved with new color palettes and brighter colors. Chat UI visibility improved […]
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 […]