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Code Changes:


  • Absolutely massive changes to disk serialization (sorry reversers), which will allow us to never need to wipe players or ships again, and hopefully never need to wipe worlds again.

  • Related, we now have a proper versioning system for save files.

  • Added difficulty levels and permadeath characters to the game.

  • Packed assets into databases (speeds up startup significantly), and included asset packing and unpacking utilities with the distribution. This should also allow for easier distribution of mods, and easier construction and management of slimmed down distributions for dedicated servers (official server paks coming soon.)

  • Fix some graphical glitches with the wire nodes.

  • Fixed some pretty nasty deadlocking bugs with networking.

  • Fixed some very strange memory leak bugs stemming from a gcc lambda capture bug.

  • Fixed various crash bugs related to a number of different issues (thanks for the bug reports, keep em coming.)

  • Speed up improvements with falling sand and other projectiles.

  • More efficient databases storage layout.

  • Documentation for lua functions have been written, and we’re going to release them soonish.

  • Removed NaN floats from the code for performance reasons (reenabled -ffinite-math-only), we had been using them to signal that the float is disabled or in an invalid state, but we have a system for that now.

  • Some internal changes that make maintaining code much happier for us, including better enum to string handling and much faster compiles.

  • Other minor things, too numerous to list here.

 

Fun Changes:


  • It’s no longer the holiday, so we’ve removed the holiday stuff for now, we’ll put them back when we have a better way of enabling it for holiday time.

  • PVP is now forced enabled within Sector X. If you’re in a party there’s no team damage though.

  • All player drops are persistent now. So if you accidentally throw your diamond drill down a mineshaft, you don’t have to suicide trying to get it back before it disappears.

  • New Monster attacks (gravity slam! gust attacks! other stuff!)

  • Fixed Legendary Weapons damage (adjusted up to be more… well… Legendary.)

  • We’ve put in new Techs (such as a Glitch Mech).

  • New biome type enabled. Savannah.

  • Boss Lore!

  • No more eating bandages and stims, they have their own thing now.

  • Better, more featureful abc file support, and we have Wanderlust music in the game now. (Thanks Leth and D2!)

  • Made NPC chatter more configurable and slightly more varied.

  • Added new objects (such as lava biome treasure chests).

  • Added new items (like nightsticks and bonesaws).

  • Sword swooshes are only active for 0.6 seconds instead of 0.9 seconds. Making cooldown times actually matter without slowing down combat. Also fine tuned their hitboxes.

  • Viking helmet? Viking helmet.

  • Watch out for landmines.

  • Various changes to treasure drop pools (like avianguards actually dropping their guns…)

  • Minor tweaks to existing armors to make them look better.

  • Medieval Furnace now actually acts like a Furnace. (Rejoice).

  • Graphical upgrades to some existing plants, and new plants.

  • Other stuff!


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which will allow us to never need to wipe players or ships again, and hopefully never need to wipe worlds again

 

какое-то* стремное местоимение


Изменено пользователем Johanan

Безделье суть ересь.

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кароч минимум до лета походу :lol:


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патчик пошел :tusila:


Изменено пользователем S3rgAnt

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что блять

 

я уже качал патч, какого хуя оно качает ещё 500 метров

 

upd:

охуеть просто хотфикс


Изменено пользователем Nachos

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чет я ору, вся террария 50мб там весила или сколько, а тут патчи каждую неделю по полгига накатывают :trollface:

 

хотфиксы по 500мб :lol: мне не жалко, но сцуко почему?


dotabuff

http://dotabuff.com/players/99332930

 

steam

76561198059598658.png

 

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не зря скачал, цп грузило пиздец до хотфикса


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метеоритный дождь :palevo::vau:

а то думал снова фармить после вайпа. просто ходишь и собираешь ресы


антитефтель

 

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Вроде да.

 

Приеду домой сделаю нового перса секс-роботшу и сделаю дом-бардель :buba:


             _██_     _██_
         ( ง ͠° ͟ʖ ͡°)ง  \(°ᴗƪ)

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в чате ру старбаунда говорят, что это снова хотфиксы :lol:

твиттер молчит :dunno:

 

в мирке разрабов сказали что хотфиксы 2 :nate:

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в чате ру старбаунда говорят, что это снова хотфиксы :lol:

твиттер молчит :dunno:

 

в мирке разрабов сказали что хотфиксы 2 :nate:

хотфикс сервера


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The future of Starbound

 

The following is a collection of some of the broad changes coming to Starbound in terms of progression. Not included are smaller self contained features like ship upgrades, vehicles and so on.

Progression

 

As it stands, almost the entirety of the progression in Starbound is temporary. Built quickly to enable some basic gameplay during beta.

The final game will be structured differently.

The current 10 tiers of gameplay will all play out on the same Starmap, with each tier introducing hazards that can only be overcome by progressing through the previous tier and completing a mission at the end of each tier.

To access a mission at the end of each tier you need to obtain a certain number of pixels.

An example of this progression would be:

Play through tier 1 and gain enough pixels too.. > access the tier 1 mission > fight tier 1 boss > gain oxygen tank tech > now able to access tier 2 planets with non breathable atmosphere

 

Obtaining Pixels

 

Obtaining pixels will be key to progressing through Starbound. To access the mission in each tier you must first gather a certain number of pixels.

Currently obtaining pixels in Starbound feels like a bit of a grind. Particularly given the pixel death penalty and the high cost of various pixel sinks. In large part however this is down to unimplemented features being missing.

In the finished game you’ll be able to earn pixels in a multitude of different ways, essentially allowing you to play through the game the way you want to play. If you’d like to become an intergalactic farmer, growing and selling crops, keeping livestock and so on. The farming feature will be fleshed out enough for that to be your means of pixel gathering. On the other hand, if you prefer to be an adventurer, taking quests and gaining pixels as rewards. That route is just as good. Perhaps you prefer to be a builder, charging npcs rent based on the quality of the homes they inhabit. A pirate, robbing towns and ransacking villages. A tomb raider, gathering rare artifacts.

There will be many different routes through the game, each just as deep and profitable as the last. Each will branch out and become more complex as the player advances through tiers, unlocks new technology and becomes more proficient in their chosen skills. Essentially we’re describing the gameplay equivalent of a tech/skill tree.

 

End game

 

So eventually you’re going to get through all of the missions, you’ll have the best gear and you’ll be looking for a new challenge. This is where sector X comes in. Sector X is a collection of planets in which PVP is enabled by default and players battle over controlling various planets. To take part in the battle you first have to form an organisation (in game), which gives you access to a space station shared by other members of your organisation. The space station doubles as a ship that any captain in the organisation can control and is constructed from blocks and objects for full customization.

The PVP in this sector is entirely optional, players choose whether or not to attack each other or work together. Monsters, quests and events will be strong enough to be challenging even with the best tools in the game. And in game events, invasions and so on will keep the experience fresh.

 

Director Mode

 

On top of sector X, one major part of the replayable content will be director mode. Director mode exists within a separate Starbound client that allows admins to connect to their servers with a range of new tools built to control the action for their players. Admins in director mode (there can be multiple), will be able to spawn blocks, items, monsters, npcs at will. Take direct control over them, have them speak and interact with players. Essentially director mode allows admins to take on a similar role to that of a dungeon master in D&D, creating scenarios and stories on the fly to ensure players never have the same experience twice.

 

User made mission sharing

Using in game wiring tools players will be able to create their own mission maps and challenges that can be shared with other players. Custom missions installed on a server will be available to all players at any point and will function as instances. Parties will be able to enter these instances together as many times as they like.

 

Mod support

We’ve taken steps towards better mod support recently with the implementation of a .pak file system. Essentially condensing an entire mod into a single file. We’re not far away from also implementing a system for servers to share these pak files with clients on connect. This will allow mod authors and server admins to entirely overhaul the vanilla starbound experience for the players on their server.

 

Server security

We’re implementing a range of security checks to minimize cheating on a broad scale. But for admins that desire absolute security we will also eventually be implementing server side characters, including server side accounts and the option to require a new character the first time a new player connects. We want to empower server admins to create a unique experience on their server.

 

Update Schedule

 

Currently our update schedule relies entirely on waiting for engine updates to be finished before we are able to push any content updates to steam. After the next update we’re actually changing the way we work and separating content updates and engine updates. What this means for the end user is that content updates will hit several times a week instead of once every week/two weeks. The game will constantly evolve and you may find new things every time you log in.

 

The future of Chucklefish

 

So that’s Starbound, how about Chucklefish as a company?

 

Opening offices

 

We’ve actually just signed for a new office that we’ll be opening in London in the next 2 or 3 weeks. It’s a very exciting time for us, we’ll finally be working in the same room right in front of each other and our productivity is going to improve massively as a result. We also intend to provide some temporary office space for the games we publish and assist on. We’ll be blogging about opening the office soon, complete with photos and whatnot.

 

Publishing

 

We’re going to continue helping out smaller indie companies publish their titles. Games on the horizon include Stardew Valley, Halfway, Treasure Adventure World, Wanderlust Adventures and more. We’d like to progress more in this space and assist indie developers make their games profitable without giving away huge percentages of their income away to predatory publishers.

 

A second game

 

We’re going to be producing a second game along side Starbound, with an entirely new development team. We’ll be looking into hiring UK developers for this project shortly (CVs to business@chucklefish.org if you’re interested!) This won’t slow down the production of Starbound at all, worry not, I will be assisting in the design but we’ll be working with entirely new developers. At the moment we’re still in the stage where we’re kicking around ideas, one that keeps popping up is a top down, open world, multiplayer pirate game.


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а теперь давай тоже самое, но по русски :rickroll:

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кароч помимо няшных шляпок и прочего говна полностью изменят систему игры. Теперь что бы попиздиться с боссом для перехода на новый уровень планет будет порог пикселей без которого тебя не подпустят к боссу. Переход от уровня планет к другому уровню планет будет сделан в стиле "хочешь перейти на новый уровень планет, где все планеты с охуительно холодными зимами? Научись шить куртку". (сейчас типа кароч можно даже на втором уровне планет попасть на луну, где нет воздуха). Игра будет завязана на пикселях и если сейчас единственный способ зарабатывать их - копать руду, то потом будут квестики и инстансы. Будешь отыгрывать ту роль, какую хочешь. Будет енд гейм контент с захватом планет игроками на которых будут пвп и мобы, против которых придется иметь топовый шмот в игре.

Будет воркшоп, где можно будет делать контент для игры, и будет режим для админов.


настоящих гениев признают лишь после смерти

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