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. DarkDXZ

    DarkDXZ Phantasmal Quasar

    According to Tiy's twitter, they're working on procedurally generated trees and terrain displacement.
    Original tweet.

    Procedural generation of Starbound goes even further, which can be somewhat seen on this screenshot, also posted on Twitter.
    Original tweet.

    Seems legit.
    BUT I WANT A VIDEO!
    A picture is worth a thousand words, but a video is worth a million pictures.
     
  2. Lazor Llama

    Lazor Llama Scruffy Nerf-Herder

    A monkey man!?!?! HOLY CRAP
     
    Breather likes this.
  3. Breather

    Breather Oxygen Tank

    Blue, we get to play as ape people! Tiy confirmed! Link!
     
    Kewlan likes this.
  4. Deathend

    Deathend Pangalactic Porcupine

    i cant wait to play the game, the more they add, the more awesome it is, it already reached the point of "im very happy, i dont need anymore things (but if they add them, ill be more happy :rofl:)
    already want to see what is next
     
  5. Blue

    Blue Former Staff

    I asked Tiy about the stairs in the image, and he said I could let people know they work fully. So I added that to the list as well.
     
  6. Attack_Fish

    Attack_Fish Phantasmal Quasar

    What about the blocks used to make the building? They don't look like they were pick out separately... they look like the blocks changed randomly when you placed them for a unique look. Maybe this is a pre-generated building or there are blocks that come from the same stack but randomly look different when you place them. However, if that was the case then why is the background so uniform and not so random like their block counterparts? I must be missing something important! Great work on this thread, Blue and great work on Starbound Devs!!!
     
  7. Blue

    Blue Former Staff

    This is on the list - "Blocks have variations in their appearance so they don't all look exactly the same."
    But I see what you mean by your question about the uniformity of the background walls. I guess we will have to wait and see.
     
  8. Kjkillercom

    Kjkillercom Pangalactic Porcupine

    This game is getting better and better sounding with each update! The fact that we can place object between the background and foreground (colliding) layers will make thing simple in the regards of cosmetics and movement. Hopefully we get a good selection of races to play as when the game is finished.
     
  9. AyeAye13

    AyeAye13 Cosmic Narwhal

  10. Kjkillercom

    Kjkillercom Pangalactic Porcupine

    Going on that recent screenshot, the 3d effect they are using for the chairs is pretty awesome looking.
     
  11. Alex Wacker

    Alex Wacker Void-Bound Voyager

    Amazing! Cant wait
     
  12. Alpha_Squad

    Alpha_Squad Cosmic Narwhal

    It would have been funny to visit Mobius, but awesome at the same time. Also, I spy with my little eye a large white fish.
     
  13. Vapor Horologium Corpus

    Vapor Horologium Corpus Weight of the Sky

    I really am liking the different playable races and cant wait to see what all the different races have to offer and also liking the fact that we can get actual stairs since terraria was lacking decent stairs
     
  14. Tiy answered a couple questions in IRC.
    Its a bit unclean since there was some overlap in the discussion, so I retained the original order since don't like to twist the conversation.
    Code:
    [10:33] <Ymedron> Tiy, what is your opinion on tutorials and forced intro sequences?
    [10:34] <@Tiy> Ymedron, tutorials should be part of the gameplay, transparent
    [10:34] <blockaxe333> i ask if there will be npc armys so you could perhaps start a small galactic empire and if so will there be cloning in a way
    [10:34] <@Tiy> forced intro sequences.. what do you mean by that
    [10:34] <Ymedron> We were having a heated discussion in a forum thread, and there were two people of the opinion that tutorial should be unskippable intro sequence
    [10:35] <Ymedron> Which to me doesnt feel very appropriate for a sandbox, as a sequence like that will become increasingly obviously a tutorial each time you play.
    [10:36] <@Tiy> nothing in a game, including the tutorial, should be boring or irritating
    [10:37] <Ymedron> Hm, its hard to imagine what kind of a tutorial doesnt get tiring on recurrent playthroughs. I suppose popups the first time you encounter whatever you might want to do.
    [10:38] <@Tiy> Ymedron, a tutorial doesnt have to be popups and explanations
    [10:38] <@Tiy> implementing game mechanics one step at a time, in ways they cant be ignored
    [10:38] <@Tiy> is also a great tutorial
    [10:39] <Ymedron> Yes, but how can you mask it in a sandbox where nothing is really the same? Or will it happen through the main storyline?
    [10:39] <@Tiy> for example, in megaman X, the first level introduced every game mechanic one by one
    [10:39] <@Tiy> youd be walking along and a floor piece would collapse
    [10:39] <@Tiy> youd end up in a hole and the only way out would be to wall jump
    [10:39] <Ymedron> Hm, yes, but a linear game is easier to make a tutorial like that...
    [10:39] <@Tiy> well Ymedron, every new characters game will start with that characters homeworld being destroyed
    [10:40] <Ymedron> :u So I suppose the tutorial will be you fleeing from the homeworld?
    [10:40] <@Tiy> something like that Ymedron
    [10:41] <@Tiy> it will seem like normal gameplay
    [10:41] <@Tiy> especially if you're familiar with the game
    [10:41] <DoctorFlerpWerp> What about my question about the game being self contained?
    [10:41] <DoctorFlerpWerp> In that you don't have to go looking outside the game for some piece of information
    [10:42] <@Tiy> there are all kinds of blocks in starbound, nothing like the corruption though
    [10:42] <@Tiy> DoctorFlerpWerp any game that requires a wiki to play is badly designed
    [10:43] <Gryph> Are there any ideas of say, combined planet types, so there's a little more veriety in them
    [10:43] <@Tiy> everything will be intuitive enough that you just wont need one
    [10:43] <blockaxe333> is there going to be similar blocks like the corruption oh mighty tiy!
    [10:43] <@Tiy> I just answered you blockaxe333
    [10:44] <@Tiy> ocrruption is a terraria thing
    [10:44] <@Tiy> starbound is very different
    [10:44] <@Tiy> corruption, rather
    [10:44] <blockaxe333> so no alien corruption things
    [10:44] <blockaxe333> like radiation spreads
    [10:44] <@Tiy> well you're visiting different planets each time right?
    [10:44] <@Tiy> surely if a planet had some form of corruption
    [10:44] <@Tiy> it would already be completely "corrupt" by the time you get there
    [10:45] <Gryph> Will there be combined planet types, to give variety
    [10:45] <@Tiy> What do you mean with combined planet types? :)
    [10:46] <@Tiy> planets aren't divided into "types"
    [10:46] <@Tiy> theyre made up of a huge number of factors
    [10:46] <@Tiy> to make all of them very varied
    [10:46] <DoctorFlerpWerp> I'm guessing each planet has a set theme/background then?
    [10:47] <@Tiy> no they dont have set themes
    [10:47] <@Tiy> theyre built up of all sorts of procedural elements
     
  15. Hey, another tidbit:
    WATER. He said it twice because he got disconnected. I wasn't sure which part was better, so Im including both:
    Code:
    [11:22] <@Tiy> my god
    [11:22] <@Tiy> Kyren just did a major update on water
    [11:22] <@Tiy> its amazing
    [11:23] <@Tiy> a lot of the work was bartwe_'s actually
    [11:41] <@Tiy> im just excited
    [11:41] <@Tiy> because it really is awesome
    [11:41] <@Tiy> its even pressurised
    [11:41] <@Tiy> like I have an admin command /water
    [11:41] <@Tiy> which spawns water right
    [11:42] <@Tiy> at the location of the mouse cursor
    [11:42] <@Tiy> so i make a tiny box
    [11:42] <@Tiy> put my mouse cursor in it
    [11:42] <@Tiy> and hammer /water
    [11:42] <@Tiy> because theres no more room for water to go in there
    [11:42] <@Tiy> instead it compacts the existing water
    [11:42] <@Tiy> and makes it pressurised
    [11:42] <@Tiy> then
    [11:42] <@Tiy> i break a block
    [11:42] <@Tiy> BOOM
    [11:42] <@Tiy> fountain
    REPEATED:
    [11:43] <@Tiy`> damn the internet hates me
    [11:44] <@Tiy`> I was saying
    [11:44] <@Tiy`> I put water into a small cube, hammered /water
    [11:44] <@Tiy`> until there was no more room left in the square for more water
    [11:44] <@Tiy`> so the existing water compacts, becomes pressurised
    [11:44] <@Tiy`> until I break a block in the square
    [11:45] <@Tiy`> which shoots out a fountain
    -----
    [11:44] <DoctorFlerpWerp> What about equalization?
    [11:45] <@Tiy`> yeah it equialises DoctorFlerpWerp
     
    
     
  16. Wayne

    Wayne Void-Bound Voyager

    ^ Wow! Thanks for posting that!!
    Seems like the water physics are going to be awesome! :D
    I should really keep an eye on those live chats..
     
  17. FelixFB

    FelixFB Phantasmal Quasar

    Screw lurking to forums, TO THE LIVE CHAT.
     
  18. Madmarlon

    Madmarlon Pangalactic Porcupine

    Oh my god! I think I just had a heart attack out of excitement. o_O

    But seriously, that sounded like some awesome water mechanics! Let's just hope the water doesn't look laggy and buggy like in Terraria.
     
  19. Wayne

    Wayne Void-Bound Voyager

    The water mechanics seem awesome, I don't think it'll be buggy/laggy.
     
  20. Sensational

    Sensational Phantasmal Quasar

    New water sounds cool, and thanks for making this list blue.
    I'll be sure to buy you a blue paint can for your birthday.
     

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