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 […]
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 […]
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 […]
Week 50 (9.12. – 13.12.2019) Here are the progress notes of week 50: Design Features New test entities added to a cargo beam test map, the beam power consumption tested again. Object rotations in carry mode tested, axis lock threshold adjusted for better user experience. Cargo lock beams power consumption tested, the power consumption levels adjusted for better balance. Cargo lock beams power consumption tested in test environment and with Nautilus cargo ship in real gameplay situation. Four new mining backpack variants created. UI screen issues in asteroid mining job fixed, all the screens are working again. Economy configuration updates: […]
Week 49 (2.12. – 6.12.2019) Here are the progress notes of week 49: Design Features Testmap built for cargo lock frame and cargo beams: electricity consumption tested for both cargo solutions. Mining backpack tested: compression rates and processing speed for the backpack configured. Ship weapon prices adjusted to more reasonable values and crafting material requirements updated. Economy adjustments: material and resource value calculations and price corrections and profit margins adjusted in configurations. Improvements to joint motor behaviour design to prepare for new types, allowing cable connections on both sides for data and power. New UI created for creating and joining […]
Week 48 (25.11. – 29.11.2019) Here are the progress notes of week 48: Design Features Cargo Lock Beam “status”-fields added to YOLOL, functionality tested: cargo lock beam state can be shown in the UI screen with YOLOL. Group instancing in asteroid mining job tested: group members can see each other and all the asteroids in instances regardless being inside or outside of the instance. Electricity costs for furnaces, material smelting and cargo beams calculated. Economy simulation calculations and planning worked on. Maneuver Thruster resource consumption adjusted to meet it’s reduced thrust power. UX improvements to UI design: unifying highlight and […]
Week 47 (18.11. – 22.11.2019) Here are the progress notes of week 47: Design Features New mining backpack tested and configurations adjusted: processing materials now has raw and processed materials in their own slots and conversion rates of the processing have been updated. Mining job halls worked on: issue where players would not receive rewards in certain areas of the hall fixed by making the reward area larger. Group instancing in mining job workstations tested, instancing with groups still has issues. Cargo lock frame electricity consumption design reviewed. Inventory icons for materials configured and fixed. Device configuration improvements: Robot arm […]