Starbase Admiral cover
Starbase Admiral screenshot
Genre: Strategy, Indie

Starbase Admiral

Week 24 new projectiles, sounds tweaks, cinematics


This week I've improved on the cinematic camera behavior, added new projectile visuals and worked on the audio mix. There has also been some balancing I've also done the following:


  • Added Agressor, Terroriser and Avimimus ships
  • Added Plasma Barreler, Plasma Repeater, Blossomer, Tracer, Streamer weapons
  • FIXED DOUBLE CLICKING ON ICONS (only took my tired brain about 5 hours in total)
  • Worked on audio mix
  • Set audio default volumes
  • Lowered Smartlaser volume
  • Removed destroyer MK2 and other weapon testers from the scene
  • Researching early access release requirements on steam
  • Learned some stuff about game release. Implementing into plans now.
  • Compressed 4 soundtracks and added them to the game
  • Modified more sound volumes for background tracks
  • Changed fire sound of the wrecker because it stood out too much

Changed damage multipliers for weapon/armor types. This is used to determine how much damage a weapon does against a certain armor type. The less suitable it is for the role the less the damage modifier is.

Old modifiers:
damage_exactMatch = 1f;
damage_offByOne = .75f;
damage_offByTwo = .5f;
damage_offByThree = .25f;

New modifiers:
damage_exactMatch = 1;
damage_offByOne = .5f;
damage_offByTwo = .25f;
damage_offByThree = .12f;



  • Re-imported 9 tracks and compressed them all in Audacity because the volumes were still off/incorrect. Removed old audio files from the project to decrease project folder size
  • When in combat you now get a combat track. not really crossfaded though but yeah
  • Modified damage modifiers based on suggestions
  • All friendly units should now die when you've lost
  • When you're dead your power and metal value will become 0
  • Might have fixed both jump bugs + move bug (at the cost of possibly some optimization)
  • After unlocking medium or heavy ships you now cant build ships for .3 seconds, fixing the 'click once buy twice' bug
  • Increased shipyard base health from 2500 to 3500 )
  • Custom weapons fire sound overrides now also use the position of the object thats firing to indicate if it should be audible or not
  • Fixed missile rotation
  • Modified missile particles
  • Updated flak
  • Added long blue, long orange, orange trail and blue trail projectile visuals
  • Cinematic camera prioritizes ships that are in combat over ships that are not in combat. This did not work in multiplayer, now it does
  • Cinematic camera will now pick both enemy and friendly units as a target if there is no combat going on


Thats it for this week. Trying to prioritize early access so that I can release it for you guys asap. Also might have to start working an extra job again or start a kickstarter or something since I'm almost out of money. Either way the early access should be on steam in a month. I want to announce the official date hopefully next week!

Week 23

This week I've worked mostly on different types of levels for the player in Skirmish, Battle Royale and Wave Defense modes. I've also fixed a few dozen bugs and added some new weapons and effects.


  • Changed build grid visualisation
  • Reworked asteroid spawning. There are now three presets; rocky, nebulea and deep space. In rocky you have no zabu mines but more asteroids. In nebulea you have more zabu complex. In nebulea you have more zabu power.
  • Added spread to weapon stats in ship editor
  • Map is now randomised for singleplayer wavedef and skirmish
  • Map is now randomised for multiplayer battle royale
  • Added planets
  • Added nebulea
  • Added planetary bodies
  • Added 3 level presets
  • Tweaked asteroid spawn to be more mirrored (still random, but the same amount will randomly spawn on your side of the map)
  • In Rocky map preset in multiplayer you now get no zabu mines but more medium asteroids
  • In DeepSpace map preset there are some extra zabu generators
  • In Nebulea preset there are more zabu plants
  • Removed test ships


  • Changed color of sun based on map
  • Removed difficulty modifier x10 and instead just made the slider go from 1 to 100
  • Fixed wave boss bug (the game would restart in a certain wave because the wavecounter did not reset in between games)
  • Score screen for wavedef
  • Disabled healthbar on mouse hover when cinematic camera is on
  • Disabled radar ping when cinematic camera is on or GUI is off
  • Disabled extra weapons spawn for waveboss
  • Fixed waveboss devastator visual
  • Changed gauss visuals
  • Changed wavedefboss text in top of screen when winning/losing
  • Changed variable type of difficulty variables from doubles to floats
  • Reworked both flak and plasma flak to not use 1 long animation but regular explosions in a timed fashion
  • Added passwords to multiplayer rooms
  • Made it so that the password input box dissappears when no password is set,
  • Added field to enter password to host options,
  • Re-aligned visible options in lobby
  • Fixed 'bug' of players making a room without password because they forgot it, then leaving, then rehosting the room with password and the password not showing up because of that
  • Limited passwords to 4 characters
  • Styled input boxes
  • Fixed repair rate
  • Fixed formation near repair buildings
  • Increased repair range from 60 to 80
  • Repositioned top turret on The Jaap, decreased Medium Cannon volley interval
  • Switched ship slot 9 and 10 in the ship editor (they were inverted)
  • Fixed transport move bug battle royale
  • Fixed skybox not changing correctly in battle roayle
  • Increased resources mined per trip from 30/35/40 to 50/60/70
  • Tweaked skybox
  • Changed healthbar based on suggestions of
  • Fixed SP wave def no win condition
  • Fixed BR ships set as mine
  • Removed some photoshop files from the project folder, reducing the project size
[previewyoutube="YsSLwko7gXo;full"]

Next week I will go over the checklist for the Early Access and see how far we get ^^

Week 22 update: Missiles, ships and explosions!



Weapons, modules and ships:

  • Added missile acceleration
  • New medium ship: Dreadship
  • New heavy ship: Tsu
  • Added Slammer missile launcher
  • Buffed repressor
  • Devastator missiles tweaked
  • Added "Double Cannon" which is intended vs heavies


[previewyoutube="T7XRcqbBK7Y;full"]


General:

  • You can now see how many weapon and module slots a ship has in the editor
  • Fixed duplicate weapons being shown in tooltip
  • Added almost accurate costs for buildings to be used for the AI
  • 'Unit' icon overlap bug was actually as intended. However it did mix up the ally and friendly colors, so i have added checks for that
  • Added radar ping to loot being dropped
  • Re-enabled missile trails
  • Reverted projectile render space to local instead of world (rounder projectiles)
  • Force cursor visible in score screen
  • Manually checked the impact points and collision boxes of 37 ships and removed the extra team row in the multiplayer lobby
  • Improved alignment in multiplayer lobby and removed 'duplicate' team field
  • Added labels to multiplayer lobby + removed 'duplicate' team display
  • Added campaign button to main menu, made a campaign select screen, saving completed campaigns on disk, hiding campaign mission start buttons that are not unlocked yet, enabling relevant campaign scripts during gameplay, tested saving of missions, tested button clicks, tested victories saving the mission as completed
  • Disabled singleplayer campaign button in main menu until release of EA
  • Reduced distance at which audio is played from 250 to 200
  • Missiles now make sound when impacting on objects
  • Changed audio volume limiter to not go above .99f
  • Ship editor now displays weapons and module slots
  • Reduced size of explosions of missiles that 'miss' their target (end of life)
  • Left click + V in on the minimap OR middle mouse click on the minimap now shows a radar ping to allies
  • Radar pings visible for allies
  • Added an additional check that won't let you win or lose a game in battle royale mode until after all players have been spawned (thus preventing the instant lose/win that has been reported)
  • Instead of 'delete confirmation' upon deleting units I have added buildigns to the 'currently selected' list to the left of the screen so that you can see what you are going to delete, even if it is a building
  • Harvesters no longer go into asteroids that often & stop beforehand. They also use cutter beams now
  • Cinematic camera now goes to friendly units first, then to enemy units. It will also look at the target it is shooting at in 25% of the cases, all the other times it looks at the ship thats firing because that one is more important to the player (their own ship)
  • It will now also prioritise friendly units over enemy units (it wont inspect enemy units unless it cant find friendly units with targets)
  • Added flybys to the cinematic camera



Week 21

This week I have worked on adding new weapons and fixing bugs, since the campaign is pretty much done. I just have to have the voice lines recorded and implemented.

There are now 48 ships, 47 weapons, 23 modules. Ship module slots range from 1 to 5 per ship, and weapon slots from 1 to 5 per ship. Someone can probably use that data to calculate all possible configurations



Weapons, modules & ships

  • Fixed weapons not firing
  • Fixed Lasershield
  • Nerfed Gauss Cannon
  • Nerfed Gauss Repeater
  • Reduced harvester cost
  • Nerfed refinery costs
  • Made several defense buildings cheaper
  • Fixed fish moving weirdly
  • Added Gauss Shotcannon
  • Added Plasma Shotcannon
  • Reduced camera lag
  • Changed Corvette tooltip
  • Made Emperor ship cheaper
  • Made Longback ship cheaper
  • Added a Heavy Corvette
  • Made the Heavy Frigate tankier
  • Added the Dageria heavy ship (fast, cheap, fragile)
  • Added light frigate
  • Added Heat Sinks module
  • Added Weapon Booster module
  • Added the MissileDef cannon



Bugfixes

  • Removed stealth icon bug
  • Improved wave defense boss weaponry
  • When you win or lose you will no longer automatically leave the game. Instead you will get a leave button.
  • After win/lose your HUD / GUI will dissapear apart from the minimap
  • 5 seconds after win/lose your win/lose message will dissapear and the Leave button will move to the bottom left
  • Cinematic camera can now be used after losing
  • All other options apart from building new things will stay available after losing
  • All of the above basically boils down to that you can keep watching after losing
  • Made weapon tester into a neutral building + camera smoothness is now different for cinematic cam and follow cam, and regular camera smoothness is more instant
  • I've moved the check to see what units can jump elsewhere (excludes buildings and AI units). Then checks if the selected unit is a friendly or not. It makes a new list from this then uses that list to jump. That should exclude any errors caused by 'wrong units' being selected for jumps. This seems to have solved the jump issue.
  • Transports now spawn more randomly
  • Rewards for killing transports is now between 250 and 350 per destroyed transport in multiplayer and between 250 and 750 of each resource in singleplayer
  • In BR now 3 transports spawn at random positions instead of 1, making it easier for players to get them
  • Made transports easier to target
  • Zabu beacons in multiplayer are now spread out more
  • Battle royale jump cooldown is now 1/3 of regular jump time. I have also set the jump cooldown very low temporarily to test it
  • Added check that unit must have more than 0 health before being allowed to jump
  • Added an extra check that won't even send the network command to jump a unit if its health is lower than 0
  • Made all blue and green projectiles less bright by setting the transperancy from 255 to 70. Also changed projectiles visual
  • Tweaked recoil
  • Fixed neutral transports needing to be dead to win in BR
  • Testing neutral transports needing to be dead to win in BR fix (success)
  • Added a check to see if unit references were still set when seeing if player should lose in br
  • Noticed that when you win the win in br the win screen almost instantly dissapears. Just checked it, same goes for the lose screen. Has to do with screen sizes, fixing now.
  • Increased time that the victory or lose message stays to 10 seconds
  • Improved leavegame positioning
  • transports in BR now give between 150 and 300 of each resource
  • Repair stations in BR work again
  • Decreased jump delay by 1 second (will take 3-4 seconds to jump now instead of 4-5)
  • Fixed Reinforcement beacon (+ build speed increaser) from applying benefits to allies
  • Removed 'music playing double' until it can be reproduced
  • Might have fixed the population bug. Can't really test, almost impossible to reproduce. But I suspect its because the owner of the units of the ally that died were counted as friendly units, reducing your own population below 0. I've added an extra check that checks if those objects are owned by the local player to hopefully fix this issue
  • Added the same check to populationCap
  • Increased loot drop chance in all singleplayer game modes by 30%
  • Added some checks that if selected units are null that they get removed from the selected units list in the formation helper. Might fix move issues
  • Cleaned up shipyard death
  • Repositioned leave button
  • Increased height indicator display distance while placing buildings
  • Changed height from "xx Meters" to "Height: xx"


Thats it for this week. Next week I will probably do more similar fixes. I've also fixed most game breaking bugs so far, so thats good :)

Week 20: campaign mission 7 & 8

This week I've mostly worked on campaign mission 7 and 8. I had to:


  • Flesh out the script
  • Write all voice over lines
  • Time all the events
  • Check win conditions
  • Check lose conditions
  • Analyse the gameplay aspect
  • Make sure the whole lore is consistent enough
  • Test if all objectives could be achieved and the missions could be completed


Apart from that we've also worked on Fighters and Bombers. Those are not an absolute requirement for game release, but it would be very cool to have!



Each week I also play at least two games with patrons. One is a multiplayer game and the other is a battle royale game. Patrons on https://patreon.com/TenseGames also get to design ships based on which tier they choose and their name will be included on a transport ship. Without people supporting me via patreon I would have had to quit this project a long time ago, so I'm forever thankful for those who continue to help me with it.

Week 19: Campaign mission 5 & 6. New weapons!



General, balance, weapons

  • Added the Toad light ship frame
  • Added the Veloci light ship frame
  • Added the Discus light ship frame
  • Added Magma repeater weapon blueprint
  • Fleshed out campaign mission 5
  • Fleshed out campaign mission 6
  • Wrote global lore events for campaign mission 7
  • Wrote global lore events for campaign mission 8
  • Started implementation of campaign mission 5
  • Changed Auto Repeater weapons fire sound
  • Changed default cannon sounds
  • Fixed audio popping for cannon sounds
  • Played game with patreons + coreyloses
  • Added an extra check for sounds to only play if they are within 250 units distance of the camera
  • Tweaked all projectile lifetimes so that they detonate right behind max range
  • Added weapon recoil



Campaign mission 5

  • Added custom buildings
  • Added 8 objectives
  • Did several test games in
  • Created a special damaged ship for
  • Added new radar pings pod
  • Added escape pod



Campaign mission 6

  • Added custom buildings
  • Added effects
  • Added enemies
  • Added 9 objectives
  • Added win/lose conditions
  • Added radar pings
  • Tested win and lose conditions
  • Rewrote part of the script


That's it for this week. See you next week!

Week 18 update: Campaign & ships



Ships

  • Added Patroller ship frame
  • Added Heavy frigate ship frame
  • Added Blade ship frame
  • Added Hammerer ship frame
  • Fixed Patroller shield
  • Fixed Heavy frigate shield
  • Fixed Blade shield
  • Fixed Hammerer shield
  • Reduced Longback cost

And I've made some ship stats cards:


Campaign

  • Started campaign mission 4
  • Wrote out campaign mission 4
  • Added objectives and text to campaign mission 4
  • Added objective 1, 2, 3, 4,5 for campaign mission 4
  • Written the text for the voice over
  • Photoshopped radar ping
  • Animated radar ping
  • Implemented radar ping system
  • Added objective radar pings to mission 2
  • Added objective radar pings to mission 4
  • Completed campaign mission 4
  • Increased time until first objective trigger in campaign mission 4 + changed the tooltip
  • Refined campaign story, currently 8 missions planned and 4 of them done

I also implemented this for the campaign, but I won't tell you what it is:


We also did a bunch of performance tests. If we don't use any of those new techniques right now then at least we'll have them ready for later versions of the game.

And finally the Brachio and Destroyer MKII in action:


See you next week!

Week 17: Campaign mission 2 and 3!



This week I've completed campaign mission 2 and 3! There is also a bunch of things related to the project that are not relevant to this list so I've left them out. Oh yeah and I worked on expanding the lore this week as well!

To do that I've done the following things:

  • Made script for campaign mission 2
  • Wrote out the events of campaign mission 2
  • Made a comms station
  • Added comms dead lose condition
  • Changed comms station selection circle
  • Set up system for proper info text coloring
  • Hidden wave timer in mission 2
  • Made text color white
  • Tweaked objective texts
  • Increased the amount of objectives for mission 2 for more smooth storytelling
  • Fixed object rotation speed
  • Added comms sound
  • Wrote mission 2 script
  • Added objectives mission 3
  • Completed mission 3
  • Reworked the victory conditions a little bit so we need to test those in each game mode again



Support
This projected is funded by myself and I'm losing money on it every month. Sometimes I'm struggling to pay rent as well because of it. Therefore I've set up a patreon called TenseGames and I'm fortunate that a lot of people already decided to help me out. To do something back I'm giving them the following:

  • Their name on transport ships
  • Access to all work in progress versions of the game
  • Depending on the tier they get to name a ship, weapon or module
  • Every week I play a game of Battle Royale and regular Multiplayer with them

So if you can spare it, and only if you can miss it, please consider supporting the project that way as well.

Future plans
Next week I hope to complete campaign mission 4 and 5. And perhaps implement some new ships as well!

Week 15: First campaign mission done


This week I worked mostly on the campaign. We needed to get some systems in place to display the objectives, show the relevant information and refine the planned story a bit more. With most of these systems in place the road is paved for the other campaign missions. This week I've managed to implement the first campaign mission, with the exception of the planned voice overs.

In addition to that I've also created and tested a build to be used for an upcoming event. More on that later.



I've put all I've done this week in the list below:

Balancing

  • Slightly buffed the ion cannon
  • Nerfed gauss cannon a bit
  • Added new weapon: Weldcannon (super short range high intensity beam weapon)
  • Added 3 balistic weapon variants
  • Cant confirm devastators supposed reduced cooldown (in the weapon tester it works fine). Have reduced its damage by 30% though

General & campaign

  • Made cinematic camera slower
  • Tested Skirmish AI
  • Tweaked harvester income
  • Made cinematic camera slower
  • Reduced music volume
  • Added player name input to the main menu
  • Redesigned blueprint visuals
  • Did tests with shield buildings (planning to make an overshield building)
  • Worked out which campaign missions there will be
  • Disabled drops
  • Set default difficulty for skirmish to 1
  • Tested skirmish difficulty 1 and 5
  • Compressed all soundtracks for more stable output volume
  • Set screen edge camera pan default to false
  • Fixed new weapon tooltip typo
  • Updated demo disclaimer
  • Fixed loot always being bugged for new players if the json didnt exist
  • Fixed loot bug not unlocknig stuff
  • Double checked new g.round build
  • Did new testgame
  • Wrote campaign mission 1
  • Implemented campaign mission 1 objective 1, 2 and 3
  • Campaign mission 1 is now fully scripted! All the events are in and have been tested. All we need now is a voiceover ^^
  • Re-enabled the skismish buttons from the fleet editor
  • Fixed new player name positioning in lobby and multiplayer screen

I might take the next week off. So next week the updates might be a bit shorter/non existent. Although knowing myself I will probably do more work than I now intend to anyway. See you guys next time!

[previewyoutube="DKxmE6DGT8c;full"]

Week 14 update: AI & Tutorial

This week I worked on adding a Tutorial for new players and getting a build ready for an upcoming event. Since most changes apply to the skirmish, tutorial or visual improvements I've put them all in one list for this week.




  • Playtested Battle Royale
  • Added tutorial scene
  • Combined power and metal storage
  • Added 22 objectives to the tutorial.
  • Fixed players sometimes playing inside eachother
  • Made a new icon for the game
  • Rerganised discord
  • Upgraded discord to community server
  • Reduced polygon count on Taibe
  • Reduced polygon count on Aurora
  • Reduced polygon count on Lunaria
  • Reduced polygon count on Type-C
  • Reverted ship align change
  • Uploaded a new build to steam
  • Give resources for ships only in BR (upon killing them)
  • Adjusted default audio volumes
  • Did several rounds of bugtesting
  • Added tutorial button
  • Added tutorial objectives
  • Added objective check system

Tutorial test with feedback:
[previewyoutube="BnAR-moj6OA;full"]https://www.youtube.com/watch?v=BnAR-moj6OA[/previewyoutube]

  • Changed power icon
  • Fixed GUI alignment top right text
  • Moved formation buttons
  • Restyled toggle buttons
  • Implemented tutoral metal storage objective
  • Implemented tutoral power storage objective
  • Implemented tutoral population objective
  • Added build surveyor objective completion trigger
  • Added move to zabu objective completion trigger
  • Added move to enemy shipyard objective completion trigger
  • Added unlock medium objective completion trigger
  • Added kill enemy shipyard objective completion trigger
  • Added tutorial voice over
  • Showing extra information when objectives are completed.
  • Disabled selected units information in tutorial.
  • Added objective sounds
  • Alt+left click no longer deselects units
  • Skirmish tweaks
  • Fixed 2 tutorial bugs
  • Fixed height indicator bug
  • Fixed right click minimap bug
  • Renamed habitat station in editor
  • Cinematic camera had a text box in it in the editor. Removed it.
  • Modified some default capped volume settings
  • Recorded tutorial video
  • Changed 'wave setup' text for Skirmish
  • Skirmish AI ships build slightly slower
  • Skirmish AI buildings build slightly
  • Skirmish AI target harvester count reduced from 5 to 4
  • Fixed unit attack distance in skirmish and tutorial
  • Fixed incorrect unit under attack sound
  • Fixed move height for right clicking ships
  • Fixed harvester icons for Allies and Enemies
  • Rounded max health display


6 player Battle Royale with CoreyLoses:
[previewyoutube="y347DaKrOrI;full"]https://www.youtube.com/watch?v=y347DaKrOrI[/previewyoutube]

Thats it for this week!