Patch Notes, 20w30c: Player Locomotion Improvements
This build aims at improving the character locomotion feel according to the feedback of the Early Access player. It fixes a few issues related to player movements and add a no-clip mode in case the player get stuck.
Also some fixes related to the latest rendering updates, it should be almost perfect now!
Changes
Loading time should be a bit faster.
Unstuck Mode added: press F5 to activated it.
Is stuck message.
Command List Menu: list all "hidden" hard keybinds like the F keys.
Player stops walking faster.
Fast Speed keys are now a debug toggle.
Fast Speed factor HUD indicator.
Bugfixes:
#2690 Wrong maglock mass limit computation.
Player will be less likely to get stuck after a high fall.
Inconsistent player jump.
#2694 Maglock: Parented entity issue when parent is unspawned.
#2700 Occlusion culling can cull close bricks.
Occlusion culling can cull brick behind two closer bricks.
Some decals are not visible up-close.
Workshop Support and Rendering overhaul
We have been hard at work on Starship EVO since the steam release!
As usual you can check the full patch list over our github.
Here is a quick recap:
Workshop Support: you can now share your creations or try out other people ones!
Starship Control improvements: a lot of new tester didnt like the starship control feel, it has been worked on and will feel much tighter and responsive!
Rendering overhaul: it was a major milestone. In order to save precious CPU resources needed for gameplay we have improved the way voxel entities are rendered in game. The occlusion culling technique is now faster, decals are much improved all across the board, and all entities are batched together! You might see a significant gain in FPS depending on the scene and your PC config.
Physics improvements: performances are massively improved for large build, collisions with asteroids are added and moving children entity will now lift other entity (you can make lift!)
Build Accessibility: a new set of HUD elements have been added following tester feedback.
Piston mechanism added: perfect for making quick landing gears!
Maglock system added: you can now carry other ships in your main one.
Also check out the devlog on youtube:
[previewyoutube="Hy6a9VBW6dQ;full"]
Happy building! Francois
Steam Early Access update
Starship EVO is now live on Steam Early Access! Thanks you all for your support in this new step in the live on the game.
You can check more in the video below:
[previewyoutube="M4nzV3pRYiM;full"]
I have been hard at works with already several updates. I have been mainly focusing on bug fixes, addressing some quirk of the game following early player feedback, but also (finally) adding asteroids collisions, and achieving a big technical milestone by making the collisions engine bullet proof for larger build!
Latest update 20w23d feature brand new NPC stations generated into the world. A new Docking Connector brick and a new tool allows you to build your own modular stations! You can also use the shipyard brick to create landing pads, hangar or drydock as you prefer.
Check out the full devlog for more!
[previewyoutube="i4Ispa0ASTA;full"]
All about Hovercrafts!
Here is a new devlog video on all the latest improvements on Hovercrafts! As some of you will discover the game in a few days I think Hovercrafts represent a perfect opportunity to learn the game while having fun. I show you the best and craziest Hovercraft design from the community, then we will make a quick one and we will finish by digging into the detail of the Hovercraft computer settings. See you in the next one!
[previewyoutube="j92QQFB2sfM;full"]
Also please note that the final wave of closed pre-alpha is opened of a few days! Lets hunt bugs!
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Starship EVO Steam Early Access Delayed
I wanted to inform those of you who dont follow the youtube channel: I chose to postpone the early access launch for a month. I am really sorry for this! In the last month I have been working with the actual backers on many aspect like bug fixing, new player onboarding and polishing of the overall experience. While we were successful in fixing a lot of issues it appears that we are still uncovering new ones on a daily basis. This month should allow to considerably smooth things out. I also want to add more content on the combat side and do more communication around the game!
Thanks you all for your understanding!
Francois
[previewyoutube="U_EIxa4lfJ4;full"]
Latest improvements: Terrain building, Sensor, Combat balance, and more!
The road toward Early Access continue - only two weeks left! On top of many bugfixes I have added a lot of content and features, please check this out: