Global Accessibility Awareness Day (GAAD) is on the 21st of May and we want to join others in celebrating it! What better way than by finding out how we could make our games better in terms of accessibility? And who can better tell us than you, our players? Accessibility is sometimes harped on about as trying to make games too easy, but we don’t agree. While the point of our games is to challenge our players, they should challenge our players in ways that we intend them to. So if you love the puzzles in Trine, but just can’t see […]
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 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 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, […]