This is an archive of the mabination.com forums which were active from 2010 to 2018. You can not register, post or otherwise interact with the site other than browsing the content for historical purposes. The content is provided as-is, from the moment of the last backup taken of the database in 2019. Image and video embeds are disabled on purpose and represented textually since most of those links are dead.
To view other archive projects go to
https://archives.mabination.com
-
Akemii wrote on 2012-07-18 04:33
About Starbound:
Starbound is a brand new game undergoing active development by Chucklefish, an indie game company made up of a lovely group of dudes and dudettes. If you like what you see, please feel free to leave a comment or tell your friends. We hope this blog can be an insight into the trials and tribulations of the development process, the people behind the game, and what we hope to achieve.
[SIZE="4"]A story within a sandbox[/SIZE]
Starbound begins with you fleeing your homeworld in a space shuttle, just as it’s destroyed by an unknown enemy. With nothing to guide it, the escape pod shoots into space without direction, becoming hopelessly lost in a sea of stars. As luck would have it, the space shuttle makes contact with an abandoned space station and an adventure begins that will take you hurtling across the universe. Starbound contains both quests and story driven missions, buried inside its vast sandbox universe.
[SIZE="4"]The Space Station[/SIZE]
[Image: http://playstarbound.com/wp-content/uploads/2012/02/dropship1-21.png]
[Image: http://playstarbound.com/wp-content/uploads/2012/02/Lab1.png]
The space station in Starbound is sprawling and full of potential. Throughout your travels you’ll find ways to upgrade and repair it, restoring it to its former glory. You’ll need to find a crew, conduct research, catch rare creatures, and unlock its multitude of facilities. From a factory capable of producing mechs to labs where captured enemies can be studied and trained, the space station contains everything you need to explore the universe.
[SIZE="4"]Endless Planets to visit[/SIZE]
Planets in Starbound are entirely procedurally generated and filled to the brim with unique content. We went into the planet generation with one simple goal: no two planets should be the same. By procedurally generating even the smallest details, we’re doing just that. Not only is the terrain of the planet procedurally generated, but the weather, the gravity, the difficulty level, the plant life, the behaviour and appearance of alien creatures, and much more all contain random or procedurally generated elements.
[SIZE="4"]We want you to feel like an explorer![/SIZE]
Because we’re working so hard to make each planet unique, we want to give you the tools to catalogue the things you find and make sure absolutely everything you find has depth in the world. Much like old school point and click adventures, absolutely every object in the world, right down to the trees and flowers, can be examined for a description.
See a weird alien tree? Examine it! Maybe you’ll discover something about its use! For any explorer, sharing discoveries is important. So whilst the game is fully coop (Bring your friends along! Form an expedition!) you can also record your findings in an electronic logbook. Not only that, but each and every planet has unique coordinates in the Universe that you can share online, so other players can check out exactly what you found!
[Image: http://playstarbound.com/wp-content/uploads/2012/02/TentaclePlanet-3.png]
[Image: http://playstarbound.com/wp-content/uploads/2012/02/krabmikaze.png]
[SIZE="4"]Finding a new home[/SIZE]
Exploring is wonderful, but everyone needs a place to call their own. That’s why we’re letting you claim an entire planet!
When you claim a planet as your new homeworld, a whole new aspect of gameplay opens up. Everything that makes a planet unique is at your command. Feel like changing the weather? Build a weather centre! Don’t like the terrain? Terraform it! Every aspect of the planet is under your control. Once you’re happy with it, start populating it with characters you’ve met in your travels and take care of them! They’ll have needs and desires and won’t hesitate to ask for your help if they require assistance.
This is only just scratching the surface of what we have in store for you in Starbound.
Make sure to visit often for news updates, reveals of new features, and other goodies.
We’ll be announcing more exciting features on the dev blog soon, so stay tuned!
Source
WOW OK THIS IS GONNA BE AMAZING
-
Joker wrote on 2012-07-18 06:33
OOOLLLD lol...
Its been in development since the Developer of Terraria stopped updating it... anyways....
it does look cool
also Wasn't there a thread of this already
PS: you did a good job of organizing everything :)
-
Akemii wrote on 2012-07-18 06:40
Quote from Joker;911900:
OOOLLLD lol...
Its been in development since the Developer of Terraria stopped updating it... anyways....
it does look cool
also Wasn't there a thread of this already
PS: you did a good job of organizing everything :)
I wasn't aware there was a thread about it. Regardless, it's not really old. RUDE JOKER RUDE.
All I did was copy and paste everything lol :)
Planets -
Created procedurally based on coordinates. Coordinates will always create the same world, so you can share with friends. Some coordinates will not actually have a planet like in real life. So there should be a lot of empty space between planets.
Navigation between worlds will take place via a star map (non-graphical). You will then take a Dropship to the planet, and return to the station later via the same dropship.
At this time a set max world size limit has been implemented. However the engine supports generating worlds of all sizes including an 'infinite size world' that may or may not be available in game. "we're wondering if we should limit it at all" - Tiy
Worlds that are not infinite in size will loop around, so if you travel far enough you will end up back at your start area, as if the planet is a real sphere.
Worlds could possibly become completely destroyable in time, but as of now plans are in place to make it possible to call orbital strikes upon the surface of a planet.
Claimed Homeworlds can be renamed. And non-homeworld planets will most likely have 'bookmarks' you can set.
Some worlds will have pre-generated story elements, which have been hand crafted with gameplay in mind.
Planet based random events will occur. Eventually, post release there will be the possibility of universe wide events.
It has been stated by Tiy that it will not only be planets you will visit.
Planets day and night cycles will differ based on the planet, some may even be eternally dark or eternally light.
Acid rain has been mentioned, which may actually eat away at player constructions during certain quests to protect an injured npc.
Homeworlds can be set to not allow explosions to prevent griefing. Regular planets you won't stay on long enough to care about.
There will be mini-biomes inside the larger ones. Such as overgrown pools or mushroom/rose fields. This will add even more diversity to planets.
Temples and Pyramids will be generated on some worlds.
Planets will have varying levels of gravity.
Round planets have a super-heated core at the centre that could melt the player.
SO MUCH INFORMATION
-
Rin wrote on 2012-07-18 07:34
Seems like space is the next frontier for open-world sandbox crafting sims.
Not sure any of them will be successful, but I will still keep an eye on this.
-
Akemii wrote on 2012-07-18 07:44
Building and Crafting -
Items will have blueprints that are discovered, or learned from npcs. Reverse engineering has been suggested by fans and the devs seemed interested, but nothing official has been set in stone.
Fully alterable terrain, and mining will be in the game, and so will block-by-block construction.
A player owned UFO that will allow large scale terrain manipulation/terraforming as been discussed.
Many buildings and complex constructions will be placeable as pre-constructed objects, an example given was a weather station.
Possibility of a wiring system, and an in game editor that will allow for custom created missions to have your friends play (Most likely a post release addition.).
At this time, only basic ship customization has been mentioned. "..to a degree." - Tiy
Some simple crafting will be done on person, and more complicated creations will require you be on the space station at the manufacturing station.
Tech trees in the research lab on the space station will help you work toward building high end things, like vehicles, mechs, etc.
Left clicking will place blocks it in the ground layer (the collision layer in which the player walks), and right clicking will place it in the background. Objects are placed 'in between' the background and ground layer.
Blocks have variations in their appearance so they don't all look exactly the same. Especially noticeable in single blocks that are not touching others.
Mousing-over a spot with an item will create a "ghost item" (faded-out object). "This can be used for entertainment by placing the cursor with a table selected behind the player and running along a flat surface." - Tiy
Yeah man let me post all this information source.
SOURCIN IT UP
-
Elena wrote on 2012-08-16 01:04
Posting in here to say that it's okay to post in this thread. 8D
-
Akemii wrote on 2012-08-16 01:07
Quote from Elena;934664:
Posting in here to say that it's okay to post in this thread. 8D
XOXO THANKS
[SIZE="5"]Procedurally generated guns, pewpew[/SIZE]
Hello guys,
I know it’s been a while since we’ve posted some news, that’s largely because we’ve been working hard pushing the game towards release. But I wanted to share some info on procedurally generated guns and how they work.
First of all, they all look different!
There are literally millions of combinations, but here’s just a handful:
[Image: http://playstarbound.com/wp-content/uploads/2012/08/testsssgif1.gif]
But it’s not just about the looks, every single one of these guns behaves differently.
Guns are divided into various classes such as Rocket Launchers, Pistols, Assault rifles, etc.
Each of those classes provides a range for various stats, including but not limited to.. clip size, reload time, fire rate, damage per shot, bullet spread and so on.
These stats are analysed to provide the overall level for a weapon.
Weapons also have a rarity value, ranging from common to super rare. A weapon’s rarity value gives it access to various pools of weapon mods. Weapon mods completely change the functions of the weapon. Examples of weapon mods might be explosive shots, bouncing bullets, branching shots and so on.
These mods are combined with the weapons stats to create a completely unique gun.
Guns are also divided into energy and ballistic weapons. Ballistic weapons require ammo and energy weapons use the players energy pool to fuel it’s shots.
On top of all this, weapons have utility functionality. Such as laser sight and flashlights.
Finally, there are visual differences for the projectiles and some guns have unique damage types.
Phew! This is just ranged weaponry.. there’s still melee weapons to talk about, but perhaps we should save that for another time.
Also here's a generated dungeon!
[SPOILER="Spoiler"]
[Image: http://i.imgur.com/K3OOJ.jpg]
[/SPOILER]
-
Rin wrote on 2012-08-16 02:46
... Procedurally generated dungeon?
As in, a better procedurally generated dungeon code than Terraria?
-
Akemii wrote on 2012-08-16 02:53
Quote from Rin;934739:
... Procedurally generated dungeon?
As in, a better procedurally generated dungeon code than Terraria?
According to the tweet, yes. And it looks better than the one's in Terraria so far.
-
Joker wrote on 2012-08-16 05:09
tbh it looks better than the ones in terraria in terms of general outlook but... they still need some cool stuff even some half broken walls you need to break through via bombs or something idk..
-
Akemii wrote on 2012-08-16 05:12
Quote from Joker;934899:
tbh it looks better than the ones in terraria in terms of general outlook but... they still need some cool stuff even some half broken walls you need to break through via bombs or something idk..
I'm sure there will be other areas for that!
I'm just really looking forward to this game, going to buy it release day.
-
Rin wrote on 2012-08-16 05:14
I'll buy it on release day too, alongside a few friends of mine.
My only worries if it lags on low-end rigs.
-
Joker wrote on 2012-08-16 07:46
Quote from Rin;934917:
I'll buy it on release day too, alongside a few friends of mine.
My only worries if it lags on low-end rigs.
how low end if you bought it after 2005 your probably good
-
Akemii wrote on 2012-08-16 10:25
Was one of your computers/friends not able to run terraria? I feel like they will have settings to fix that. I remember some people lagged with the color lighting in terraria so all they did was switch it up.
-
Rin wrote on 2012-08-16 17:00
Quote from Akemii;935053:
Was one of your computers/friends not able to run terraria? I feel like they will have settings to fix that. I remember some people lagged with the color lighting in terraria so all they did was switch it up.
My laptop can't handle Terraria unless the map's hosted by somebody else.
Desktop is fine.