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Starbase - Progress Notes Week 8 (2020)


[h2]Progress Notes Week 8[/h2]
[h3](February 17th - 21st)[/h3]
Hello everyone! Here are the progress notes of week 8:

[h3]Design[/h3] 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
Spaceships
  • A fix regarding turrets starting to move by themselves after being detached tested and verified
  • More bolts added to Wing to fix an issue where the ship loses Ship warp class and gets a loose plating after opening hatch
[h3]Code[/h3] Gameplay
  • An issue where tractor beam model wasn't showing until it grabbed something has been fixed
  • Tractor beam doesn't target objects carried by the player anymore
  • The planet kill zone re-killing players who use insurance after dying in the zone has been fixed
  • Net pose extrapolation reliability has been improved in cases where the host's framerate varies greatly
  • Various fixes made related to cargo held by Cargo Beams
  • Autobolter support added for existing attachment plates
  • An issue fixed where ammo stacks appeared only after second component was collected
  • Snapping works now with Cable and Pipe tools in a moving ship
User Interface
  • Promote and demote toggle functionality to Company Ranks is in the making
  • Everyone can now invite people to groups and not only the group leaders
  • An issue where social tab remove button was not removing group members fixed
  • Company news are now sorted so that the most recent is on top
Audio
  • Added button press/release audio support that works as intended with different interactions
Starbase Spaceship Creator
  • Localization support for the remaining mission and directory names has been added
  • A bug that allowed certain parts to be placed in overlapping positions has been fixed
  • Autobolter tool crashing when applied to certain maps has been fixed
  • Issues with ship spawning locations and rotations with SSC terminal have been fixed
[h3]Art[/h3] Stations
  • New lights have been placed and lighting updated
  • Storage floor LOD has been finished
  • Station farlods and hall modules have been updated
  • Farlods have been added for all shop modules
  • Market station interior ads for the shops in the making
  • Window LODs have been updated
  • Advertisement assets: Assets for Ares Weapons ad underway
Moons and Asteroids
  • LOD generation distance setting tests for small and medium asteroid rocks underway
  • Some tweaks have been made to rock placements
  • Moon rocks have been optimized and XL rocks for alpha moons are in the making
Other
  • New weapon/tool lockers for spaceships in the making, older models have been updated
  • Resource Port: Asset finished, high poly, low poly and materials done.
  • Inventory icons have been made for loose cable and loose pipe items.
  • Modular Ore Cargo Crate: Asset finished, concept and preliminary model are done as well as high poly, low poly and materials
  • Armorsets: Pathfinder set textures and paintjobs have been polished
  • Tests on how to improve the feel of flying animations have been made


[h3]Gallery[/h3]

[h3]Videos[/h3]
[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! 🪐

Starbase - Progress Notes Week 7 (2020)


[h2]Progress Notes Week 7[/h2]
[h3](February 10th - 14th)[/h3]
Hello everyone! Here are the progress notes of week 7:

[h3]Design[/h3] 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
Starbase Spaceship Creator
  • Issue where Autobolt "Apply to selection" mode leaves some plates unbolted fixed
[h3]Code[/h3] Gameplay
  • Support added for showing locations in the universe in the main menu
  • Ship thruster exhausts damage and push components & players have been added
  • Bounds & selection related issues in autobolting have been fixed
  • Bolting of a moving target has been fixed
  • Support added for ammo stacking
  • New bolt indicators have been added to the Bolt Tool
User Interface
  • Player invitations are now case sensitive
  • The maximum amount of Company ranks is now 50
Audio
  • A check added for player shooting inside a ship (to filter out incorrect battle detection)
  • A bug where battle music was triggered inside safe zones has been fixed
  • Interactable buttons' audio issues have been fixed
Starbase Spaceship Creator
  • Station tech refactoring changes have been merged into the main codebase. Most systems now support player stations
  • Multiplayer issues in mining job have been fixed
  • Custom ships now automatically spawn to the world after buying them instead of being put in the inventory
[h3]Art[/h3] Stations
  • Holograms in multiple areas has been finished
  • Skyscraper walls have been finished
  • Decoration for skyscraper elevator chutes, pillars and floors have been finished
  • Assembly Job/Spaceship Factory/Spaceship Shop/Asteroid Collection ads have been created
  • Mining Job ad has been updated
  • Rotation support has been added to signs and signs no longer cast shadow
  • VIS office floor LOD updated
Moons and Asteroids
  • Moon rock material has been updated
  • Material for rough asteroid rocks made and tested on different sizes of rocks
  • Large and medium size rock topology fixes have been made
  • Texture scales for solid planet asteroids have been updated
  • The most of the asteroid surface object settings have been added and tweaked
Other
  • Several transition animations have been made for entering/exiting "weapon lowered" and universal tool stances
  • New emotes have been added, animations' hand lengths modified
  • Animations for landing during movement have been polished
  • The skybox has been updated and made slightly less brighter
  • Cargo crate textures and tintmasks have been updated
  • UI: Item storage filter icons: 6 categories with 4 states. Used to filter out and hide items when browsing item storages
  • UI: An additional icon to the category filter set to represent misc and semi-built asset combinations in inventory has been added
  • Resource Port asset: concept and preliminary model are done



[h3]Gallery[/h3]

[h3]Videos[/h3]
[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! 🪐

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/