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Burning eyeballs starbound
Burning eyeballs starbound







  1. BURNING EYEBALLS STARBOUND FULL
  2. BURNING EYEBALLS STARBOUND CODE

Worry not however, we plan to keep adding new content for at least a year after release, perhaps a lot longer. By the time stage 3 is complete Starbound should be ready to launch as a finished game. Stage 3 is largely about prepping for v1.0, this means finishing up the main quest line and implementing the post beta content. You want to play through the main quest line You tried to wait a bit longer but failed

burning eyeballs starbound

You have a low spec computer and want to make sure the game is optimized for it Much of the focus in this stage will be on bug fixing, optimization and balance. All sectors of the galaxy will be available including sector X (End game content). The main quest line won’t be in yet but the sandbox experience will be near complete. You’ll still find the odd bug but they’re unlikely to be game breaking and the chance of you losing your character or save is minimal. Stage 2 will be largely feature complete.

burning eyeballs starbound

BURNING EYEBALLS STARBOUND FULL

You want the full Starbound ‘experience’ the first time you play. You want to leave your mark on the game

BURNING EYEBALLS STARBOUND CODE

You enjoy testing buggy and unfinished code You’ll get to see a bunch of ‘behind the scenes’ content at this stage and provide feedback during this crucial period. The engine won’t optimized during this stage of the beta so performance could be poor on some low end machines. You should expect the game to be broken at points as we make sweeping changes but you’ll get to enjoy exciting new content added constantly. If you choose to take part during stage 1 you should expect bugs, lots of balance changes, you shouldn’t get too attached to your character or universe as we may make changes that require you to start from scratch. Updates will come thick and fast, sometimes as often as multiple updates a day. A bunch of unfinished features will be disabled whilst we finish them up. This will be the buggiest and busiest stage of the beta. Stage 1 will be move at a breakneck speed. I wanted to provide some info on exactly how we’re going to run the beta and what you can expect if you choose to take part. Yup the title includes the word beta, that’s because it’s really not very far off now. Conveniently wallpaper-sized (click for full-size)! In seriousness though, Armagon took this really pretty screenshot of a desert biome with a planet in the background. The bandits decided they really, really wanted that burrito– and who could blame them? Here is a screenshot from her final moments. All she had to defend herself with was a burrito. :DĮarlier, my Glitch was tragically accosted by bandits. Today we’re doing some play testing to see what else we’ve gotta fix. Lore was completed for the Avian, Glitch and Floran dungeons.īuffs that allow the player to run faster and jump higher for a period of time were configured and are being added to certain consumables! And we’ve continued configuring NPCs. Making it more obvious when the player has gotten too cold, or starts drowning, because those things were annoyingly easy to miss before. Past couple of days have been dedicated to things like making our status effects more UI friendly. Then I stood on my ship eating hundreds of loaves of poisonous banana bread and healing myself with pie.

burning eyeballs starbound

Testing this out involved applying a damage status effect to banana bread and varying levels of the gradual healing status effect to a few other foods. I spent a lot of time today trying to make sure the “gradual healing” status effect wasn’t too powerful or too weak. Got some more blocks in, did some more dungeon work, fixed some bugs- particularly one with the placement of consumables in the player’s hand. We’ve also quickly made a tree “brush” for dungeon generation keys that lets us make sure we’ve got some trees spawning in places like…Glitch villages, for instance. We’ve been configuring all these status effects, but until now haven’t had a way to indicate to the player exactly what was going on. A *big important thing* we managed to get in today was support for status effect icons.









Burning eyeballs starbound