1. Starbase
  2. News
  3. Starbase - Progress Notes Week 6

Starbase - Progress Notes Week 6


[h2]Progress Notes Week 6[/h2]
[h3](February 3rd - 7th)[/h3]
Hello everyone! Here are the progress notes of week 6:

[h3]Design[/h3] Features
  • Old tooltips remade with a bigger font, to improve readability
  • Ship weapons tested against basic materials / ships to get better feel of current material/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 projectile mass reduced from 6 to 5
  • Damage adjustments tested against Onimum, new values feel better
  • New bolt profiles made for mounted weapon body 2
Stations
  • VIS grid slot: support beams added, collisions fixed, walkways, landing platforms, hallways and take-off docks updated
  • Skyscrapers worked on: corridor apartment entrance and roof modules updated and new room modules created
Spaceships
  • Vasama and Twin Vasama re-balanced, some plating had to be removed / relocated
[h3]Code[/h3] Gameplay
  • Support added for kill zones that instantly kill players and destroy objects
  • An assert fixed with the building tool autofill feature
  • A bug where virtual bridges disappear from components with multiple virtual bridges has been fixed
  • Custom ships created via SSC are now bought for the intended price instead of obtaining them for free
User Interface
  • Inventory tabs have been added to Material Sell menu
  • Bank tab code has been refactored
  • Filter buttons have been added to sort players and ships
  • An issue related to too long company names fixed by making the company name be maximum of 24 characters long
Audio
  • First simple approximation of projectile-to-ship context detection for battle music has been implemented
  • Distance filtering has been added to hostility events, so that fighting far away doesn't start battle music
  • Player distance-to-ship parameter has been added for player-ship association in battle context
Planets
  • Ship collisions with planets have been implemented
  • A bug where planets would disappear after visiting SSC was fixed
  • Planet memory usage has been optimized
[h3]Art[/h3] Stations
  • Asteroid Collection Zone ad design has been made
  • Asteroid Mining Job sign post and new logo sign pieces have been created
  • Skyscraper wall level art underway
  • Skyscraper base module building underway
  • Elevator hall and salvage shop decoration updates
  • VIS office module has been updated and some windows added
Moons and Asteroids
  • Alpha moon terrains have been finished
  • Updated moon textures are in the making
  • Procedural object placement for moons has been adjusted
  • Asteroid rock and material updates
  • Rock meshes topology fixes has been made
Other
  • Cargo crate baking and texturing has been made
  • Universal Projector's high poly, low poly, UV's, bakes and materials have been finished
  • Resource Grid Utility Panel's assets design modified
  • Resource Grid Utility Panel & Box's assets finished, high poly, low poly, UV's, bakes and materials have been finished
  • Armor sets: Jackal set textures and paint jobs have been polished
  • Weapon lockers have been updated
  • Whiplash gun's hit effect edited and switched
  • Offset on maneuver thruster's effect has been edited as the spawn point had been moved
  • Maneuver thruster on torpedo changed for a smaller one



[h3]Gallery[/h3]


[h3]Videos[/h3]
[previewyoutube][/previewyoutube]


Don't forget to check our official Starbase forums and Frozenbyte's blog for more pictures and videos of the weekly development.

Until next time! 🪐