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Starbase - Progress Notes Week 4


[h2]Progress Notes Week 4[/h2]
[h3](January 20th - 24th)[/h3]
Hello everyone! It is time for another week of progress notes!

[h3]Design[/h3] Features
  • A mock-up designed for new Assembly Job workstation layout
  • Assembly Hall reworked, so all the workstations can be identical and fit well
  • Issue where mining backpack's 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 to the universe
  • Threshold in marketplace hangar module has been lowered, since it caused the player to get stuck
  • Blueprint terminals have been removed from take off docks
Spaceships
  • Veles' armor plating improved and propellant tanks fixed
  • Beam structure near rear triangle thruster stack on Ithaca v4 reinforced
[h3]Code[/h3] Gameplay
  • Ship LODs warping out of place when viewing client warps to a new cell fixed
  • Camera panning fixes made
  • Issues with missile thruster propellant consumption fixed and tested
  • Torque adjustments made and issue fixed with torpedo YOLOL
  • Rotation and translation by thrust adjusted
  • Effect-support added on torpedo maneuver thrusters
  • Ship prices can now be configured
User interface
  • Issue with bank's inventory scrollable items not clipping correctly fixed
  • A bug where newly created characters were not able to equip weapons fixed
  • Ores bought to backpack from shop will now be stacked and merged with current ores in the inventory
  • Material amount bought is now in kilovoxels instead of voxels
  • Item on the backpack slot is now spawned / removed when the item on the large backpack slot changes
  • Swapping items via quickbar only unequipping current item on hand fixed
  • Backpack changes not reacting to swap (item on large slot wouldn't change on player's back) fixed
  • Item Shop code refactored
  • Message of the Day added to the main menu and infobox added to it
  • Common function for "Click to edit" input boxes added
Audio
  • Player context tracking improved
  • Context tracking added for projectile-environment collisions
  • First iteration of battle logic now works
Renderer
  • Depth scaling added to particle emit rate
[h3]Art[/h3] Stations
  • Hall LODs updated
  • VIS main hall exterior decoration: windows placed in loading docks and other floors
Weapons
  • Proper textures and paintjobs added for the Sentinel rifle
  • Sentinel rifle now has a 3rd person reload animation
  • Torpedo trail effects updated and new explosion effect made for the hit
Other
  • Snapping points and rotations of multiple models fixed
  • Slanted triangles fixed
  • Combat shield orientation and position fixed
  • New 3D stars single object has been made and skybox updated
  • Cargo crate updated: lid won't clip with the crate itself anymore
  • Thruster nozzle textures fixed
  • Problems with voxel generation in the displays of the modular control asset set fixed
  • Preliminary HUD icons for transponder states have been made
  • Rank plates for the drones armor sets made
  • Asteroid base material adjustments
  • Sit animations when wielding a weapon/tool are being worked on
  • Landing animation for pickaxe
  • Crouched relax in/out animations for rifle and pickaxe polished
    Distance scaling to existing weapon effects being implemented
  • Particle visibility on plasma turrets tests underway
  • Beam for weaker laser cutting tool updated


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

Until next time! 🚀

Starbase - Progress Notes Week 3


[h2]Progress Notes Week 3[/h2]
[h3](January 13th - 17th)[/h3]
Hello everyone! The development continues - here are the progress notes of week 3:

[h3]Design[/h3] 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 match the updated apartment grid
Spaceships
  • A pipe section and a piece of cable that were not connected to spaceships fixed
[h3]Code[/h3] Gameplay
  • LODs of perfectly still ships not showing up until they move fixed
  • Building tool issue solved, already intact/fixed objects would get fixed when using the tool
  • Fixes to sensors and missile thrusters and YOLOL improvements on torpedoes
  • Profile deletion reworked to be more reliable
  • Tool ammo consumption along with Grabbing Tool updated
User interface
  • When creating a company the owner now gets the correct rank
  • Missing scrollbars added to boxes
  • Name restrictions added to rank creation (max character limit, ranks can't share same name)
  • A big fixed where failing to join a company caused all other invites to be deleted
Audio
  • Basic station/exploration music logic updated
  • Battle state detection in the making
Starbase Spaceship Creator
  • Tech needed for buying a ship made in the SSC has been worked on
Renderer
  • Size depth scaling and scale stop distance added for particles
[h3]Art[/h3] Stations
  • VIS floor decoration in the making
  • Elevator shaft decoration in the making
Weapons
  • Distance scale settings edited on all weapon hit effects except turrets
  • Bolter's hit effect reworked and reload effect added and tweaked
  • Bolter weapon's effects worked on: muzzle flash updated, hit effect modified, the projectile is now based on the rail cannon projectile
  • Auto-cannon's muzzle flash not having audio fixed
  • Debris particles removed from some hit effects
  • Bolt Tool now has a 3rd person animation when reloading
  • New animations: landing with a pickaxe and a rifle along with crouched pickaxe relax in/out transitions
Other
  • High-poly models made for triangle thruster assets, triangle thruster nozzles updated
  • Modular control assets for cockpit/control surface use: Bases with different button, switches and screen that be combined in a control surface layouts. 2 different buttons, 2 buttons with safety lids, 1 switch, 5 screens/progress bar bases
  • A new trim sheet texture in the making to be used with small assets, can also be used to replace some older texture sets in use. Aim is to have trim sheets that are easier to use and expand for needs of future assets
  • Resource Junction: The twist handle width has been scaled down to 24 cm, as it was not usable in certain configurations
  • Resource Junction: The twist handle width has been scaled down to 24 cm, as it was not usable in certain configurations
  • Tools: Bolt Tool textures updated and paintjobs added for the pickaxe
  • Backpacks: Weapons rack, communications pack, Energy booster pack textures updated and paintjobs added
  • Asteroid base materials optimized and adjusted


You can check the Progress Notes on the official Starbase forums and on Frozenbyte's blog for some progress pictures and videos, as well!

Starbase - Progress Notes Weeks 1-2


[h2]Progress Notes Week 1-2[/h2]
[h3](December 30th - January 10th)[/h3]
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 restful holidays! We hope you continue to enjoy these snippets of the development progress this year.

[h3]Design[/h3] Features
  • Local tests done on the initial weapon balance
  • Player to player trade design 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 taxation and different taxation events
Stations
  • Missing snap points placed on multiple hall modules
  • Window frames found in marketplace_small_corner -hall module updated
  • Station modules' names have been updated to follow a more unified and distinctive naming pattern
Spaceships
  • Propellant containers enabled for the following ships: Lancer, Spatha, Knight, Vector, Vasama Vanette, Vasama, Twin Vasama, Republic wing and Ithaca V1
[h3]Code[/h3] Gameplay
  • Device fields approach of FlightControlUnits and MainFlightComputers refactored
  • Building Tool autofill feature: resource consumption implemented and final tests and fixes made
  • A bug fixed where cables were drawn twice or more when they crossed separate objects the right way
  • A bug, where the game would crash if you tried to exit game while holograms in the lot were loading, fixed
  • A bug Fixed with mining laser hitting other objects as well as the player momentarily if the player was its closest hit entity
  • Multiple fixes to grabbing tool options
  • Chat and company client: if a company invitation is received, a link with a company name now shows up in chat. By clicking the link, the CV-Menu, with CompanyTab pops up, with invite screen opened
  • The station tech refactoring project started, the purpose of refactoring is to introduce player-created stations into the game
User interface
  • Company member info now shows time since member was last online and the right rank
  • Ranks now show up in the company tree
  • Checkboxes and input fields added for rank name and description
  • Some sound bug fixes
  • Settings: FPS limit slider added, Vsync made default in settings, slider handle positions and scrolling fixed, shadow quality setting definitions fixed, support added for resetting ephemeral settings
  • Quickbar swapping of backpack items fixed: couldn't previously swap items if there was no free slot in backpack
  • A bug fixed where Company tab wasn't opening when inventory menu wasn't open
  • An error fixed where old chat company invites could be opened and where company invites could be sent to players who already were in the company; it is also now possible to leave a company
  • Detecting conditions for different music events to be fired in the making and station proximity logic implemented for music context switching
Starbase Spaceship Creator
  • Automated test that reports any missing asset browser localizations added
  • A number of issues fixed where the autobolter and the bolt tool interacted with the repair assist hologram
  • The repair assist hologram appearing in invalid pose for certain ships has been fixed
  • SSC terminal accessibility improved. Ships no longer have to be completely within the terminal's bounds for the terminal to be activatable
  • Missing UI localizations have been fixed
[h3]Art[/h3] Stations
  • Trading market LOD and windows in the making
  • Snap points on window plates fixed
Weapons
  • Assault rifle's hit effect and muzzle flash updated
  • Rail rifle now has a reload effect and its hit FX has been updated
  • Some minor weapon effect fixes: minigun's projectile has now been assigned correctly
  • Shotgun and assault rifle's muzzle flash tweaked and updated
  • Hit FX used by Gauss rifle switched as well as the beam used by laser cutter tool
  • Rocket launcher, grenade launcher, combat shield and Whiplash textures and paintjobs updated
Other
  • More variations of asteroid medium/small rocks in the making
  • Asteroid rock basic material underway
  • Light optimization tests
  • Shelf assets in the making
  • Medal concepts for achievements and actual medals underway
  • Colour palette has been updated
  • Cargo crates have been updated
  • Snap points updated for a bunch of intersection and corner beams and flight computer assets
  • Material Cubes: collision problems caused by extra voxels fixed, visual update on the bolting holes finished
  • UI: Bigger versions of raw material icons created to be used in the 2x2 inventory slot
  • Device Hardpoints: snap pointsadded to the middle of the outer edges of the small device hardpoint
  • Modular buttons and switches updated
  • Cable tool, laser cutter, building tool and durability tool textures updated


You can check the Progress Notes on the official Starbase forums and on Frozenbyte's blog for some progress pictures and videos, as well!

Boltcrackers Episode 6

In this Episode of Boltcrackers, Bob and Dr. Bolt create amazing modifications to various spaceships.

In pursuit of science they make good use of railmovers, cargo lock beams as well as missiles.

Watch to find out how to make a hull-breacher bike, carrier ship, a minelayer, and more!

https://youtu.be/yH8GJwxDSs4

Starbase Early Access Delayed



Hello everyone! With less than two months remaining of 2019, many of you have been rightfully asking what our current plans with Early Access and the Closed Alpha are as well as the schedule regarding them.

Even though we've made a lot of progress during the months after the announcement, we've not been able to start outside testing as early as we predicted. This means that Starbase will not be Early Access ready in 2019.

Our current focus is getting the Closed Alpha underway as soon as possible. Once the Alpha starts, our plan is to increase the number of its participants in stages. We want to test the game thoroughly in Alpha before going into Early Access to make sure everything works and we're ready for a large playerbase.

As unfortunate as this delay is, we hope the added features and polish will make it worth the extra wait time.

In the meantime, you can follow the development progress of Starbase in the weekly progress notes that we post on the Official Starbase forums.