![]() ![]() It was great to meet so many players and talk to them about our game! Just this past weekend we had our first public showing in the room at EGX Rezzed in London. ![]() It was featured at a press event at GDC in San Francisco, and soon after in London. You may have heard news we’ve been showing off Starbound on Xbox at some events over the past few weeks. First we’re going to focus our resources on making sure Starbound on consoles is the best it can be. We are still planning to release some smaller scope content updates – and some of what we’ve developed for 1.4 may be featured in those. For now we’ve made the decision to put it on hold – ultimately we don’t want to release an update which doesn’t meet our standards for excitement and fun. After a lot of discussion and experimentation, we came to the conclusion that the bounty hunting, while really fun and exciting in concept, didn’t really feel like it complemented the rest of the game and felt like more of an ‘attached feature’ instead of an enhancement. We developed our planned systems and gameplay elements, and spent a long time trying to integrate these new features into the game in a way where they didn’t feel tacked on. We started working on update 1.4 and the bounty hunting system late last year. It’s been a little bit since we gave a development update – I wanted to share the current status and our plans for Starbound over the next few months. I’ll close it out with some of my favorite fanart – these player chibis by Grace Liu (who also created our Chucklefish avatars!) Thanks for all the love you’ve shared for our game!! Aside from the fact that a number of devs came from the community, the reason Starbound is the game it is now is because of years of community creativity and passion. It’s hard to believe it’s been two years since 1.0 released! Getting Starbound to that point was such an exciting journey, and I can’t wait to see how the game will continue to evolve in the next two years – both through development updates and community content. Once I started helping with development, some of the things which stand out were when Tiyuri and I went through and reworked the crafting table system together (before upgrading there were a whoooole lot more crafting tables) and designing and developing the Floran arena sidequest (with a bunch of balance help from Armagon). That’s why a bunch of the earliest sprites on the wiki are blurry – they were compressed through twitch, then through another video processor before being cropped out. He wouldn’t save those recordings, so I’d capture my screen to video every day, then scrub the video to find small pieces of gameplay where he’d test something to crop sprites or a glimpse of a json file where I could catch some name/category/description details. In those days Bartwe would do daily development streams which were largely programming (and loud keyboard clicking – the inspiration for The Model M). I’m one of a few people involved with Starbound who started as a fan! I took a deep dive and started what later became the Starbound wiki as a personal project to organize information about this game I was excited about – the first few months the wiki was online I didn’t even share it, it was just a wiki for myself haha. My absolute favourite piece of Starbound fan art to date is this movie poster from PiNe11298 whose lovely piece has served as my wallpaper on my phone for almost a year now. I ended up capturing these stupid sounds all on video to preserve this silly joke. It didn’t take long before our project chat was filled with surprise and laughter. ![]() I ended up replacing all the game’s weapon sound effects with mouth sounds I recorded, and I then inserted them into the build that everyone else would be using that day. One of my favourite memories, even today, was from April Fool’s day before Starbound had even gone early access. I’ve been pushed to learn new skills day after day, year after year, and I can’t imagine who I would be today had I not been invited to be a part of such an amazing project. The game ended up touching almost every aspect of my life in some way or another, whether that was through the people I met along the way, the place I now call home, and the fact I’ve comfortably settled into a career I’d long-assumed was out of my reach. It was an absolute privilege to get involved with Starbound so early in the project’s life, and to have stuck it out with Chucklefish to this very day. ![]()
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