List of Announced Game Information (Retired due to release)

Discussion in 'Starbound FAQs, Q&A, and General Help' started by Blue, Feb 24, 2012.

  1. Vargus

    Vargus Big Damn Hero

    Great list of information. This is super helpful for new people to the community like me. The last time I checked about news for this game, I don't think there was a website. There was just that compilation of screenshots and sprites. All of those features sound amazing, and I can't wait to hear more info about this game. Surely one of the most anticipated games for me this year :D

    -Stay crispy!
     
  2. SweetAssBacon

    SweetAssBacon Tentacle Wrangler

    I can't wait for this game to come out!
    MY GOD IT SOUNDS, AND LOOKS GOOD :D
     
  3. Alpha_Squad

    Alpha_Squad Cosmic Narwhal

    It still would be hard (if you die you are dead and level 100 planets are always a challenge). I am just considering initial game reactions, after a month this won't even be a considerable problem.
     
  4. James Frisby

    James Frisby Void-Bound Voyager

    I hate this. Not the game, but the game causes it. Just by reading the information about it, I can tell this game will be very amazing and possibly one of the best I will play this year, or some of the previous years. But, my dad has set a "no downloading games because it causes viruses, blah blah blah." This annoys me to a level not yet reached by my father.
     
  5. James Frisby

    James Frisby Void-Bound Voyager

    I have a question about compatibility. Will it be able to work with a mac? and you may need to come up with multiple control options because I know that the mouses Mac's come with don't have a right mouse button, due to me owning one, and i don't want to go out and buy a whole new mouse just to play this game.
     
  6. jaxter0987

    jaxter0987 Big Damn Hero

    You should edit your posts. Double posting is frowned upon. That said, I'm glad I have my own laptop so I don't have to worry about my parents nagging me about downloading stuff.
     
  7. petelectro

    petelectro Subatomic Cosmonaut

    right clicking isn't a compatibily problem. every game released for both win and mac os and uses both (or more) mouse buttons will need you to buy a new mouse.
     
  8. Iznano4nik

    Iznano4nik Big Damn Hero

    Week without updates, not order;)
     
  9. :cautious:
     
  10. Kewlan

    Kewlan Star Wrangler

    Thank god there will be no food meter, it's just annoying.
     
    blind sniper likes this.
  11. F*** YEAH!
    In EVERY silly rogue-like that was my personal hell:mad:
     
  12. jaxter0987

    jaxter0987 Big Damn Hero

    Hamlet reference for the win!
    In anycase, I'm glad there isn't a food meter. I don't think "survival" will be as important in Starbound as it is in Minecraft.
     
    blind sniper likes this.
  13. Cappuccino

    Cappuccino Phantasmal Quasar

    Wow I can't wait! Coffee excited! :redpanda:
     
  14. Techgamer

    Techgamer Big Damn Hero

    OmnipotentEntity said this:

    He says it in this thread.
     
  15. CobaltSniper

    CobaltSniper Void-Bound Voyager

    I have 120+ hours logged on terraria and im STILL not done with it yet :rofl:. I know that if i can have fun with terraria that long, ill love this for a very long time. :) i look forward to reading any updates in the future.
     
  16. lance armada

    lance armada Phantasmal Quasar

    if they do add foregrounds then they should make it so that as a player gets near them they will fade and be translucent but when they walk away from them they become solid and are not translucent. this would e good if you want your house to have walls on bot sides.
     
  17. CobaltSniper

    CobaltSniper Void-Bound Voyager

    I would find that to open alot of options for when someone goes to design a building of sorts on their home planet. like if you decided to make a castle with space age tech on the inside, when someone walks through the main gate it would have a grander feel to it if they saw the archway from "both" sides. :)
     
  18. Aviakio

    Aviakio Weight of the Sky

    Hehe, I have 984 hours on my Terraria, so I'm going to expect about 9840 hours on Starbound.
    (Totally not being unrealistic here)
     
    Wayne likes this.
  19. jaxter0987

    jaxter0987 Big Damn Hero

    Thats roughly 8 hours a day for about 3 and a half years worth of playing. =P

    Here's to hoping that actually is possible! :up:
     
  20. I managed to get this conversation filtered from the chat. I hope it's ok to read.
    EDIT: Adding more.
    To explain, the conversation is/was ongoing, so have to edit in whatever helpful information might happen.
    Code:
    [13:56] <WarStalkeR> Tiy, will you add to Starbound Fog of War?
    [13:56] <@Tiy> fog of war?
    [13:56] <@Tiy> no
    [13:56] <@Tiy> doesn't fit the game in my opinion
    [13:57] <@Tiy> For those interested in what we're working on right now
    [13:58] <@Tiy> We're working on a special method of NPC/Enemy implementation. Traditionally in these kinds of games, each enemy is hard coded. You write a bunch of code and that makes up the enemy. Whilst this is fine, it leaves enemy creation somewhat inaccessible, to other team members on a development team and to modders.
    [13:59] <@Tiy> We came up with an entirely different system. Instead of programming each monster individually, we're programming behaviours and states. A behaviour might be.. chase a player, run away from a player, fly, shoot at player, and so on.
    [13:59] <@Tiy> A state, might be "take damage" "block damage" "cause damage" and so on
    [14:00] <@Tiy> the interesting part, is that we're making it very easy to apply behaviours and states to a new enemy.
    [14:00] <@Tiy> The process works something like this:
    [14:00] <@Tiy> Step 1, Draw a sprite sheet, including all the behaviours you want an enemy to have. For example, if you have an enemy that punches players, and has a big forcefield that it can put up to deflect damage. Draw all those frames. I'm sure you've seen spritesheets before.
    [14:01] <@Tiy> Step 2, write a config file for the enemy. I won't go into a truck load of detail about what's in there, because there are a LOT of things you can configure. However the interesting part is picking states and applying them to the sprite sheet.
    [14:01] <@Tiy> So
    [14:02] <@Tiy> For example, lets say you have 3 animated frames on the sprite sheet where the monster has a force field up? you would simply draw hitboxes on those frames, and assign that hitbox to "block damage".
    [14:02] <@Tiy> And it's done, the enemy will now use those frames when it wants to blockdamage
    [14:02] <@Tiy> The config files let you decide when the monster will try to block damage, maybe when you shoot at it, maybe every X seconds, etc
    [14:03] <@Tiy> and somewhere down the line, when/if we open up modding
    [14:03] <@Tiy> you guys will be able to make new enemies, just as quickly
    [14:03] <Benguin> Are the behaviours going to be chosen when a monster is generated?
    [14:03] <@Tiy> If a monster has multiple behaviours, yes
    [14:04] <@Tiy> obviously if it's a monster thats only got one defined behaviour, then no
    [14:05] <Walross|Read> So will we ba able to mod epic pets?
    [14:06] <@Tiy> Walross|Read, most enemies can be captured as pets
    [14:06] <@Tiy> and "capturable" will be a config option
    [14:06] <@Tiy> so yes
    [14:06] <EliseBambi> :3 my question tiy? <3  Will planets end up theme-ing?
    [14:06] <@Tiy> EliseBambi, planets will make sense
    [14:06] <EliseBambi> will the more dangerous ones tend to be things like, acid or fire planets,
    [14:07] <EliseBambi> with tons and tons of evil monstars?
    [14:07] <@Tiy> higher level planets will be more dangerous
    [14:09] <JermEx> Will that user created content also fit into the procedural generation?
    [14:10] <@Tiy> JermEx, I suppose so
    [14:10] <@Tiy> we're focusing on completing a great game before we work on modding
    [14:10] <@Tiy> but
    [14:10] <@Tiy> all of this should make modding super easy for everyone
    [14:10] <WarStalkeR> Wait, wait, wait... But what about behaviour? Agressive, Passive, Cautious?
     
    [14:10] <@Tiy> yes you can define them as passive etc
    [14:10] <EliseBambi> Oh, at some point, Tiy, do you think there will be a system for piplining user created content into the game itself?  Maybe a system by which players can play with player created content, and vote it up or down, and after a certain threshold it gets passed to you guys for review, and if it is spiffy, just gets piped into the game?
    [14:11] <@Tiy> EliseBambi, it's an interesting idea, but there are alllllllllllll sorts of legal issues involved
    [14:12] <EliseBambi> Think about... and I always hate to talk about other games when speaking of features,
    [14:12] <EliseBambi> but, spore, the content pipe on that was awesome.
    [14:12] <@Tiy> EliseBambi
    [14:13] <@Tiy> its very very different
    [14:13] <@Tiy> because
    [14:13] <@Tiy> in spore, you creat content WITHIN spore
    [14:13] <@Tiy> so you can require people to agree to legal to use it
    [14:13] <@Tiy> but with traditional PC modding youll be using what.. photoshop? notepad? etc
    [14:13] <@Tiy> anything you create, legally you own
    [14:14] <@Tiy> its possible that we could set up a system and have people agree to something before submitting their work? maybe?
    [14:14] <@Tiy> i dont know
    [14:14] <@Tiy> What I would really like to do (no promises)
    [14:14] <@Tiy> is to have servers automatically transfer mod content to the client
    [14:15] <@Tiy> so people can host mods on their server
    [14:15] <@Tiy> and people can just join and play with them
    [14:15] <JermEx> doesn't MC do that?
    [14:15] <@Tiy> but none of these things are trivial to implement
    [14:15] <Vargus> bukkit and stuff
    [14:15] <@Tiy> bukkit is a different thing entirely
    [14:15] <@Tiy> because it doesnt transfer content
    [14:15] <@Tiy> all it does is change the server
    [14:16] <EliseBambi> When things aren't part of a the vanilla game, rifts start to appear in the community. e_e
    [14:16] <@Tiy> EliseBambi, yeah I can agree with that
    [14:16] <@Tiy> but you guys are right also
    [14:16] <@Tiy> a game shouldnt require mods to be a good game
    [14:16] <@Tiy> and starbound wont
    [14:20] <EliseBambi> Oh, OH. Tiy.      So there was a mechanic in this game, for increasing your life and energy
    [14:20] <EliseBambi> that I hated, with a passion
    [14:20] <EliseBambi> that involved gathering stars and heart pieces.
    [14:20] <EliseBambi> Is something /other/ than that planned, or being looked at, or, idk, something?
    [14:21] <EliseBambi> Will it mostly be gear based?
    [14:21] <EliseBambi> Or will there be character development in any form?
    [14:21] <@Tiy> it wont be like the example above
    [14:22] <Zolon-Phone> I would love health increases in the form of researched topics, followed by manufactured increases to a limit until you have to research the next set, Tiy. Thoughts?
    [14:22] <@Tiy> there are a million ways you could implement health boosting
    [14:22] <@Tiy> ill make sure we choose a good one
    [14:26] <ciacho152> Tiy: can you refer to xp matter ? or whole progressing char ?
    [14:26] <@Tiy> we have our own system
    [14:26] <@Tiy> that doesnt involve XP
    [14:28] <EliseBambi> Tiy; Achievement (not arbitrary "DO THIS" but, things that are actual things which everyone wants to achieve; errecting their first factory, euthanizing their first species, destablizing their first ecosystem, unlocking their first space-station facility, etc)
    [14:29] <@Tiy> no
    [14:29] <@Tiy> thats not our method
    [14:29] <@Tiy> :P
    [14:29] <WarStalkeR> Tiy, another question... Will be there possibility to destroy entire planet?
    [14:30] <@Tiy> maybe
     

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