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Starbase News

Starbase - New Features Trailer Blooper Reel



Frozenbyte has released a new Starbase video!

Since the Starbase - New Features Trailer was fully filmed in-game, it sometimes took plenty of takes to get a successful shot. This video is a collection of all the best bloopers from the trailer.

https://youtu.be/FM42eP5dFmU

Find out what kind of mistakes we made while filming the trailer by watching Starbase - Trailer Blooper Reel video from the link above!

Join the discussion on the official Starbase Discord.



And don't forget to wishlist Starbase on Steam!

https://store.steampowered.com/app/454120/Starbase/

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! 🪐

Starbase - Trailer Making-of: 1000 Ships Rendering Netsync



We just released a new Starbase video! This video will show how we filmed the Starbase - New Features Trailer, especially focusing on the scenes with a massive number of ships. In it we will explain some of the underlying technology behind those scenes and take a look at the rendering and netsync tests we’ve performed with a thousand ships.

https://youtu.be/vGvjtAAQ4RA
Find out how the trailer scenes came to life and watch us test the game's capabilities with a 1000 ships by checking out Starbase - Trailer Making-of: 1000 Ships Rendering & Netsync above!

Join the discussion on the official Starbase Discord.



And don't forget to wishlist Starbase on Steam!

https://store.steampowered.com/app/454120/Starbase/

Starbase - Progress Notes Week 5


[h2]Progress Notes Week 5[/h2]
[h3](January 27th - 31st)[/h3]
Hello everyone! Here are the progress notes of week 5:

[h3]Design[/h3] 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 use to move resources (power, propellant, building materials) between station storage and lot/ship devices. Design for basic alternative, automatically providing devices with resources from storage
  • Station storage:
    Design for updated station item storage UI logic, targeting better filtering and sorting of item grid. Design for shop UI adjustments improving interaction with station storage
Stations
  • Skyscraper modules have been updated to minimize the needed module and instance amount
  • Station lot areas have been made compatible with the upcoming Utility panel
  • Capital Imperial A's missing MapPartNames have been added
  • Landing platforms in Capital Imperial A have been relocated due to possible collisions with the public transport
  • Collisions caused by the "slanted triangle" asset update have been fixed
Spaceships
  • Twist handles for propellant containers added for Zilant
  • Cable added to Lancer, to fix an issue where lever was not connected to the data network
  • Mining laser and mining laser controls removed from Ithaca V2 and V4
[h3]Code[/h3] Gameplay
  • An issue fixed, where camera panning to YOLOL chip resulted in an unplayable game state when the chip was destroyed
  • YOLOL chip is now locked when pressing escape while zoomed into it
  • Support added for safezones that are larger than a single universe cell
  • Chat notifications for leaving/approaching/entering safe zones have been added
  • Building tool now restores object armor/environment damage as well as voxel damage
  • Showroom ships loading into the main menu fixed
  • Support added for cargo crates having the latch on the crate rather than the lid
  • Sitting rotation restrictions updated, feature implemented for pilot chairs
  • Custom ships can now be created via SSC
  • Client showing incorrect prices for some items fixed
  • Economy now treats bolts, cables and pipes within ships correctly
User interface
  • An issue where materials dropped to the world spawned in wrong sized cubes has been fixed
  • Dragging not starting when pressing LMB and dragging item out of equipment slots has been fixed
  • Weapon with magazine not reloading on the first try after logging has been fixed
  • Opening animation has been added to the main menu's message box
Audio
  • Damage signalling has been updated
  • Main menu state has been implemented
  • Background music in SSC has been fixed
  • Tracking of aggressive players added to detect end of battle better
[h3]Art[/h3] Art notes
  • VIS headquarters has been fully updated with level art
  • New logo sign pieces have been made
  • Texture stretching on device rack cores and the new socket to the socket core have been added
  • Thruster textures and tintmasks have been finished
  • UI inventory category icons have been updated
  • Resource Grid Utility Panel and Resource Grid Utility Box have been added (allow transfer of resources between station storage and devices)
  • Alpha moons have been updated
  • Backpacks: Thruster pack textures updated and paintjobs added
  • Armor sets: All base armor pieces were fixed to have white base colour
  • New asteroids made and some distance/size tests made with them
  • Asteroid base material microdetail/color adjustments and testing has been made
  • The depth based emission of particles modified (reducing particles based on distance)
  • Particles added to thrusters
  • Existing flamer effect reworked and new hit effect made for it
  • The laser turret hit effect updated with depth settings
  • Landing animations have been polished


[h3]Gallery[/h3]

[h3]Videos[/h3]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[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! 🚀

New Starbase Trailer Released!



We have released an adventurous new trailer for Starbase, showcasing the look and features coming to the game in 2020!

https://youtu.be/GAax6kzJkfc

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 major community objective.




Wishlist

Don't forget to wishlist Starbase on Steam!

https://store.steampowered.com/app/454120/Starbase

Discord

Join the discussion on Discord for latest Starbase news and eventual Closed Alpha access!



More information and mailing list

Visit www.starbasegame.com for even more Starbase related content!

Here are also some new screenshots for you to enjoy: