Tag Archives: indie games

Starbound Building Demo

Every time I see a new update posted on www.playstarbound.com, I think I cry a little inside. Why, you ask? Simple: I can not yet play the game and that makes me sad. I’m just itching to throw money at this game, because as much as I loved Terraria, Starbound is looking to be WAY better, even at this point in development. Check out the post below, and more specifically, check out the building demo video. DO EET! DO EET NAOUGH!

So we’ve been a little quiet lately because we’ve been working away on the game like mad. It’s coming along really nicely, we’re working on a whole bunch of stuff like quests, unique npc behaviours and generated towns.

The building mechanics are becoming close to complete, so we thought we’d show off some of the basic systems (there will be lots of tools to find!).

Each player is equipped with a gun that can levitate, place and remove blocks and items. It’s capable of placing single blocks or blocks in groups of 4. So you can very quickly fill the space you need to fill whilst having the option to tweak smaller details. Every object that looks as if you can stand on it or place another object on top of it functions as you’d expect. Removing blocks with the block tool is quite slow (it’s not intended to replace mining tools), but it has the benefit of long range.

Any block can be placed in the foreground or the background, left click places/removes blocks from the foreground whilst right click places/removes blocks from the background. Allowing you to quickly alternate between the two.

We’ve tried to create a very visual means of building so the experience plays out beautifully in multiplayer, where you can see exactly what your friends are doing and build in a cooperative way.

There’s also some very basic usage of the wiring system in the video, watch out for that. Needless to say the wiring system is capable of much, much more.

Also, here’s a new community wallpaper by Skech for the month of October:

Cube World City Screenshots

Wollay recently made another post on his blog showing off various building architecture that you can encounter during your adventures. I just keep getting more and more excited about this game! Check out the full post below:

Just a short status update about the new name: I already have a new favorite but I’d like to wait a little, maybe there’s a better one.

Currently I’m working on the following things:

The Cube World is divided into different lands (of course randomly generated ones). Each land has a level and all creatures living in that land have the same level. The land level increases with distance from the starting position.

Each land has a capital city and is inhabited by NPCs. They have quests, sell items or just talk about random stuff. 🙂 Each city has a center place where all shops and other useful buildings are located.

In contrast to before, buildings are now randomly generated: they now have varying rooms, sizes, walls, roofs etc. Furthermore, I’m working on multiple themes. Here are the ones that I have finished so far:

European style framework houses:



Medieval stone houses:



North American style wood houses:



Log houses:



Next I want to add themes for deserts and jungles.

Cobalt v115 Alpha

Cobalt is a game I was really hyped for when I first heard about it and I was quick to support it by preordering it as soon as they let us, but after playing it for a relatively short while, I put it aside to do other things. Since it is still in early development, there just wasn’t enough to do in the game at the time to keep me entertained.

Another patch was pushed out by them today (v115) that mostly fixed bugs and also added a new map from a competition they held. I should probably re-download the game and see what all they have added since the last time I played it (which I think was v104 or v105). Anyways, here’s the patch notes:

oasis

Change Log

Alterations:

  • Added dm_oasisTemple by _SIM_
  • Added item spawning speed modification based on number of players. The settings can be configured in the game mode menu of the map.

Bug-Fixes:

  • Fixed not being able to use scroll-wheel in tiles browser.
  • Fixed not being able to press file after right clicking in editor.
  • Fixed size of search field in tiles browser
  • Fixed buying upgrades in shops not working correctly
  • Fixed switching from punch making the next item be angled incorrectly.
  • Fixed upgrades not showing cost after first level.
  • Fixed arms and similar not placing themselves correctly when flipping for one frame.
  • Fixed changing colors on tiles crashing
  • Fixed labSign tile
  • Fixed editor not defaulting to collision layer
  • Fixed editor camera default position
  • Fixed eyes and mouth profile colors not showing up
  • Fixed entering hack screen crash