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Posts Tagged ‘Starbase’

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By PipFB

13 Feb, 2020

Starbase – New Features Trailer Blooper Reel

A new Starbase video has been released! 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. Find out what kind of mistakes we made while filming the trailer by watching Starbase – Trailer Blooper Reel video below. Join the discussion and on the official Starbase Discord, and don’t forget to wishlist Starbase on Steam!

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By Frozenbyte

11 Feb, 2020

Starbase – Progress Notes Week 6

Week 6 (February 3rd –  7th) Here are the progress notes of Week 6: Design Features Old tooltips remade with a bigger font, to improve readability. Ship weapons tested against basic materials and ships to get better feel of current material and 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 […]

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By KaiFB

10 Feb, 2020

Starbase Boltcrackers – Episode 7: Boarding Countermeasures

The seventh episode of Boltcrackers shows Dr.Bolt and Bob creating a number of countermeasures you can use to detect and ward off unwanted visitors from your spaceship. Find out how to rig your cargo, secure your doors and detect boarders by watching the full Starbase Boltcrackers – Episode 7: Boarding Countermeasures video below: Join the discussion and give us more questions to crack on the official Starbase Discord, and don’t forget to wishlist Starbase on Steam!

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By PipFB

06 Feb, 2020

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. 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 below: Join the discussion on the official Starbase Discord, and don’t […]

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By Frozenbyte

04 Feb, 2020

Starbase – Progress Notes Week 5

Week 5 (January 27th –  31st) Here are the progress notes of Week 5: Design Features Assembly Hall station modules updated with fixed level art. Cargo Crate configurations tested, after some code rework the Crates now work properly. New single entity object created from the new Cargo Crate components. Economy configurations: new items added to market, infantry weapon pricing adjusted and general economy rule adjustments were made. Insurance transfer terminals added to the new station. Autocannon electricity usage increased from 110 to 150 per bullet. Autocannon projectile velocity reduced from 900 to 800. Utility panels: Design for UI that players […]

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By Frozenbyte

30 Jan, 2020

Starbase New Features Trailer Out Now

Hello everyone! 🪐 We have great news today: we just released a new trailer for Starbase, showcasing the look and features coming to the game in 2020! The trailer reveals the possibility for players to colonize moons and planets, where small outposts and early trading routes can eventually turn into huge cities with a thriving society. Players can land anywhere with no loading screens, walk around the big cityscapes and interact with other pioneers – explore the new world! Reaching even the closest moon, however, will require a massive joint effort and ingenuity from players. It will be the first […]

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By Frozenbyte

28 Jan, 2020

Starbase – Progress Notes Week 4

Week 4 (January 20th –  24th) Here are the progress notes of Week 4: Design Features Mockup designed for new Assembly Job workstation layout. Assembly Hall reworked, so all the workstations can be identical and fit well. Issue, where mining backpack 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 in the universe. Threshold in marketplace hangar module has been lowered, […]

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By Frozenbyte

20 Jan, 2020

Starbase – Progress Notes Week 3

Week 3 (January 13th –  17th) Here are the progress notes of Week 3: Design 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 […]

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By Frozenbyte

14 Jan, 2020

Starbase – Progress Notes Weeks 1-2

Weeks 1-2 (December 30th – January 10th) 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 holidays! We hope you continue to enjoy these snippets of the development progress this year as well. Design Features Local tests done on the initial weapon balance. Player to player trade design being 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 […]

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By Frozenbyte

02 Jan, 2020

Starbase – Progress Notes Weeks 51-52

Weeks 51-52 (16.12. -27.12.2019) Hello everyone! These are the last progress notes of 2019 for both week 51 and 52 Design Features VoxelMaterialTypes configured for material cubes: This will fix misbehavior in some situations like bolting. Bolt profiles added to all of the refined materials and laid out the materials in such a fashion that the profiles are easily updated if needed later on.  Stations Collisions caused by the station asset’s pivot point update have been fixed.  Spaceships Overlap issue in Kodiak ship map fixed by increasing collision error threshold for asset. Pincer: YOLOLs that were controlling generator updated to […]

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By Frozenbyte

16 Dec, 2019

Starbase – Progress Notes Week 50

Week 50 (9.12. – 13.12.2019) Here are the progress notes of week 50: Design Features New test entities added to a cargo beam test map, the beam power consumption tested again. Object rotations in carry mode tested, axis lock threshold adjusted for better user experience. Cargo lock beams power consumption tested, the power consumption levels adjusted for better balance. Cargo lock beams power consumption tested in test environment and with Nautilus cargo ship in real gameplay situation. Four new mining backpack variants created. UI screen issues in asteroid mining job fixed, all the screens are working again. Economy configuration updates: […]

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By Frozenbyte

11 Dec, 2019

Starbase – Progress Notes Week 49

Week 49 (2.12. – 6.12.2019) Here are the progress notes of week 49: Design Features Testmap built for cargo lock frame and cargo beams: electricity consumption tested for both cargo solutions. Mining backpack tested: compression rates and processing speed for the backpack configured. Ship weapon prices adjusted to more reasonable values and crafting material requirements updated. Economy adjustments: material and resource value calculations and price corrections and profit margins adjusted in configurations. Improvements to joint motor behaviour design to prepare for new types, allowing cable connections on both sides for data and power. New UI created for creating and joining […]

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