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Starbound Live Dev Interview log

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Feb 18th, 2012
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  1. fetalstar: <Yrimir> Difference in difficulty depending on single- or multiplayer?
  2. Tiy: The whole universe will be available in both single + multiplayer. We're looking at scaling the difficulty for multiplayer, but aside from that there's no difference.
  3. Tiy: the complete story, quests, universe, will all be available in multiplayer
  4. fetalstar: <ShadeWolf> Is there a maximum amount of people you can have on your crew?
  5. Rho_: as far as NPCs go, not really
  6. Rho_: any surplus you can put on your homeworld
  7. Tiy: There is a maximum amount of people on the space station though. Once your space station is full, you can take the rest of your crew to your homeworld
  8. Tiy: where they'll set up base, have needs, and send you on random quests
  9. Rho_: yeah, there's a bunch of set tasks and positions filled by NPC on the station
  10. Tiy: at end game, the hardest planets never become easy. So the random quests are always challenging
  11. Tiy: we never want the game to get so easy that it's boring
  12. fetalstar: <mgbt> Tiy, how many items will be in the game?
  13. Rho_: a lot
  14. Tiy: too many to count, we have a procedural item system that produces items on the fly. I've got the rocket launcher stuff open right now, and there are MILLIONS of combinations of rocket launcher
  15. Tiy: the game even procedurally generates the graphic used for the guns, right now there are 21,000 different visual styles for rocket launcher. Then each of those styles can be coloured individually
  16. Tiy: by release time, there will be many, many more
  17. Tiy: and that's just for rocket launcher
  18. fetalstar: alright, so mgbt had another question relating to what you said about multiplayer
  19. fetalstar: <mgbt> So i can complete story mode with my friend?
  20. Tiy: Yes :)
  21. Tiy: you can experience the whole thing together
  22. fetalstar: <ToTeMVG> How long would we roughly have to wait for beta testing if there will be any
  23. Tiy: It's difficult to tell when the game will go into beta, but we are relatively far along. We're still deciding how to do beta testing :)
  24. fetalstar: <Combine_Kegan> Hi Fetalstar, here's my question: Will we have vanity slots for equipment? If so, can we get a medieval looking knight set as well?
  25. Rho_: yes, and probably
  26. Rho_: vanity slots are a thing and we're probably going to have lots of wacky stuff
  27. Tiy: There are so many different visual styles for armor (we're using the same random generation system as weapons) that you won't need "costumes" as such, because armors will cover everything. But! You can equip armor to be purely visual, just like in world of warcraft
  28. Tiy: many of the armors are fun, so youll be able to find a knight indeed :)
  29. fetalstar: <Dawn> Will there be mining in the game? And How will you manage your city?
  30. Rho_: there'll be mining, lots of it
  31. Tiy: The terrain is fully deformable, so you can go underground. Managing your city is going to be really interesting. You're going to have control over pretty much everything. I can't talk about this too much yet, because we're still looking at whats possible. We're hoping to give the player a UFO that's attached to the homeworld
  32. Tiy: the UFO will let them suck up NPCs and reposition them
  33. Tiy: it'll also let you terraform on a large scale
  34. fetalstar: <Lazerus> will we be able to personalise our weapons?
  35. Tiy: Yes! :) First of all there are ways to obtain weapons beyond just enemy drops, etc. So you'll be able to make sure you get the weapons you want. Then on top of them we're planning for you to be able to paint them
  36. Tiy: hopefully you know what I mean
  37. fetalstar: <Salidenk> Well, Other Question, please answer: Will we can make buildings in crafting or just build block per block?
  38. Rho_: still looking at options really
  39. Rho_: right now we're looking at per block
  40. Rho_: could change, idk
  41. Tiy: There are going to be facilities you can place down, that may take the form of buildings. For example a weather control station on your homeworld. But you can place blocks :)
  42. Tiy: But yeah, Rho is right, we're still looking at it
  43. Tiy: we want your homeworld to be super unique though
  44. Rho_: yeah like...one thing i'm looking forward to is making an underground bunker colony
  45. fetalstar: <nilsge> The question: Are there any plans or personal for music?
  46. Tiy: We've got a couple of awesome musicians working with us. We want it to be retro style using modern synths
  47. fetalstar: <Raphael> How many players can play together?
  48. Rho_: that's really a kyren question
  49. Tiy: Right now we're still looking at that. But it should mostly be up to the specs of the server. Our test server is running on a terrible connection and we've had around 10 people in with zero troubles
  50. Tiy: but that could potentially get much larger, we'll have to wait and see
  51. fetalstar: <demanrisu> Question: How long ago was Chucklefish formed?
  52. Tiy: Chucklefish has been around for a little while now, but this is our first release. We've been together for a few months now and we were all good friends before then
  53. fetalstar: <Zakkeh> What is the dream experience yo uwant players to have? How bad does latency affect gameplay?
  54. Tiy: The dream is for you to be able to get lost in this vast universe, where every time you play, you experience something new with your friends.
  55. Rho_: yeah
  56. Tiy: Latency is pretty well handled atm, I play with a friend from Australia
  57. Tiy: and I'm in the UK
  58. Rho_: ideally we want to give players a purpose, a goal to work towards, rather than just being a sandbox
  59. Tiy: around 600ms ping
  60. Tiy: and it does very well coping with that
  61. fetalstar: <BlueF0x> Hi! Do you plan to release the game on Steam?
  62. Tiy: I hope so, we'd like to make it accessible for everyone. So aside from steam, we'll be looking at other channels too
  63. fetalstar: <Starbi> Can you say the time you need to play until you get the end-game items?
  64. fetalstar: <Starbi> So basically, the game will be damn awesome?
  65. Tiy: haha we hope it's awesome
  66. Rho_: we're hoping the progression would be reasonably long
  67. Rho_: i mean obviously it depends on the player but yeah
  68. Tiy: gameplay until end game is pretty long. It is sand box based so you could rush through it at breakneck speed if you wanted to. But the concept here is for the end game to be limitless and endlessly entertaining.
  69. Tiy: Each planet in the game has a threat level, from 1 - 100
  70. Tiy: planets with a threat level of 100 will always be difficult, no matter what equipment you have. And when youre at end game, npcs will often send you on quests to threat level 100 planets
  71. fetalstar: <mgbt> What you can say about double mech control? (I control robot, my friend is shooting) ?
  72. fetalstar: <mgbt> Can we customize our ship?
  73. fetalstar: <mgbt> If the game will be available on Steam, will be achivments there?
  74. Tiy: If the game is available via steam we want to go the whole nine yards with steam support. Steam friends, achievements, all that good stuff
  75. Rho_: ship customisation, most likely to a degree
  76. Rho_: you'll probably be able to paint it different colors, have different color schemes, attach decals
  77. Tiy: In terms of mech control, we're still looking into if you'll be able to pilot mounts with your friends. It's a technical challenge, but hopefully one we can overcome
  78. fetalstar: <Gamegamer0> I have a question, will crafting be in the game and how will it work? Also how the Hell do you get the mecha?
  79. fetalstar: <Gamegamer0> Also does tiy promise to add the hoverbike to the game and make it paintable? =P
  80. fetalstar: <Gamegamer0> Will there be bosses?
  81. Rho_: the crafting system is very deep
  82. Tiy: Crafting is rather different in this game to anything else. NPCs you rescue will have knowledge of certain plans and blueprints.
  83. Tiy: You'll also be able to open a research lap on the space station, which will lead to a tech tree
  84. Tiy: Mechs are part of that tech tree
  85. Tiy: Rho should we add hoverbikes?
  86. Rho_: sure, i don't see why not, i could do that :3
  87. Tiy: ohh what about hoverboards
  88. Tiy: haha
  89. Rho_: hahahahaha, back to the future
  90. Tiy: because we knew we wanted vehicles to work in the game
  91. Tiy: we spent a long time making sure the terrain was easy to navigate
  92. Tiy: things like hills can be walked up and down, no jumping required
  93. Rho_: yeah, that's something we're really proud of actually
  94. Tiy: you can walk up slopes
  95. Rho_: kyren did a really good job with that
  96. Tiy: so it really opens the game up to vehicles for us
  97. Rho_: and should save wear on your space bars
  98. fetalstar: <Wired_Ecstatic> My question is: Can I safely say that forums has been moved up the priority list due to public request?
  99. Rho_: i don't know, i'm not sure on it
  100. Rho_: i mean, there's already a subreddit
  101. Tiy: A bunch of people have approached us asking to host forums
  102. Tiy: and we're in talks with some of them
  103. Tiy: so it shouldn't be too long!
  104. Rho_: could i elaborate a bit more on the crafting system?
  105. Rho_: there's going to be varying tiers of crafting, and most of it will be done via the manufacturing facility on the station, which will reflect the various tiers of crafting
  106. Rho_: i.e. it will have levels
  107. Rho_: you will be able to craft things on person on worlds, but it'll be very basic and limited, because it'll be pretty stupid if you could make armed mechs from a workbench
  108. Rho_: but stuff like torches, basic tools, the things you need to...do stuff, yeah
  109. fetalstar: <Yrimir> Will there be wiring mechanics?
  110. Rho_: we hope!
  111. Rho_: should be
  112. Tiy: We're looking for a really easy way for players to create their own missions, in the engine.
  113. Tiy: So we're going to have an in game mission editor, that you can use with your friends
  114. Tiy: think.. little big planet
  115. Tiy: then youll be able to play those missions online
  116. Rho_: the editor may or may not be post release though
  117. Rho_: really depends on time constraints
  118. fetalstar: <Commissar64> Heya Bro. Will there be politics/factions in the universe that you can gain allegiance/piss off?
  119. Tiy: There are going to be tons of human enemies in the game
  120. Tiy: well, I say human, humanoid?
  121. Rho_: right
  122. Tiy: and we're looking at how we can turn them into factions
  123. Rho_: as far as actual factions existing mechanically...i'm not sure, maybe?
  124. Tiy: but you will definitely see teams / groups of humanoid enemies that share similarities working together on planets
  125. fetalstar: <Tivec> You mention catalogeuing your finds in the about page - what impact will this have on gameplay? Will the catalogued creatures and finds be usable on other planets?
  126. Tiy: We like the idea of the players feeling as if theyre making discoveries, finding things for the first time. And in many cases they will be!
  127. Tiy: so we want them to go to lengths to log those cool findings so they can show their friends
  128. Tiy: in terms of logging enemies, you will actually be able to CAPTURE enemies
  129. Tiy: and train them to fight for you
  130. Tiy: and those you can take to any planet
  131. fetalstar: <Tankski> My question: How will you navigate from one planet to another, using something like a space map or actually piloting a spaceship?
  132. Tiy: Navigation is via a star map :)
  133. fetalstar: <Tankski> Will there be reverse engineering as such, where you say, find something in a chest and really want its blueprints, but you can't find them anywhere, so you reverse engineer it and get the blueprints, but destroy the item in the process?
  134. Rho_: i want to say i don't think so, at least it isn't planned
  135. Rho_: it could change, i don't know
  136. Tiy: Reverse engineering wasn't planned
  137. Tiy: but it's actually a really interesting idea
  138. Rho_: yeah
  139. fetalstar: yeah, i agree. that's kind of cool
  140. Rho_: we hadn't really thought about it, if we can incorporate it somehow without breaking the progression, then great
  141. Rho_: the idea was that if you haven't researched weapons, you can use whatever you find, but won't be able to create ammo for it unless that type of weapons researched
  142. Rho_: so that lets us place things at key locations for missions and set pieces
  143. Rho_: we could possibly do something where reverse engineering the weapon boosts the research progress towards it
  144. Rho_: just surmising
  145. fetalstar: <Beanus> Will the player be able to upgrade skills or traits?
  146. Tiy: there wont be skills or traits, but items will give you skills
  147. Tiy: and items will get better as the game progresses
  148. fetalstar: <Beanus> Will the game be developed to support modding?
  149. Rho_: the modding things a kyren question, she indicated shed like to if she had time, possibly post release
  150. Tiy: Modding is something we'd love to do yeah
  151. Tiy: aside from traditional modding though, we're hoping we can put out the tools we will be using to create missions
  152. Rho_: yeah, i can say if we do modding we'll do it right
  153. Tiy: so players can create their own missions
  154. Tiy: really easily
  155. fetalstar: <ToTeMVG> how large will the worlds/planets be for us in terrain generation?
  156. Tiy: Our engine supports any size for planets, they can even be infinite
  157. Tiy: we're wondering if we should limit it at all
  158. Tiy: hmm!
  159. fetalstar: no limits tiy
  160. fetalstar: <ToTeMVG> can i follow all of the developers on twitter?
  161. Rho_: i think legris and fetal have twitter, as well as tiy obviously
  162. fetalstar: yeah
  163. fetalstar: i'm fetalstar on twitter
  164. Rho_: twitter isn't really my thing, i don't have lot to say hahaha
  165. fetalstar: but i just post about cats
  166. Tiy: i'm on twitter as Tiyuri
  167. fetalstar: maybe i'll actually use my twitter for important things
  168. fetalstar: <Cobaltcakes> I noticed there are "Tech" slots for your character in one screenshot. What purpose would those serve?
  169. Tiy: Tech slots augment your character in certain ways. Jetpacks, short range teleporters, stomp boots
  170. Tiy: that kind of thing
  171. fetalstar: <Gamegamer0> Ok will there be bosses and the tiy boss question included in that also the death penaltie
  172. fetalstar: also, can you use fists in the game?
  173. Tiy: Bosses yes
  174. Rho_: there are going to be bosses, though right now in this phase of development we're focusing on normal enemies
  175. Rho_: death penalties have been talked about, it may be something that requires testing
  176. Tiy: Money plays a HUGE role in the game
  177. Tiy: so it might be a monetary loss
  178. fetalstar: <Starbi> Will there be physics that affect gameplay? Like the gravity gun in Half Life 2? Lol.
  179. Rho_: it isn't planned i don't think, but never say never
  180. Tiy: We're probably not going to have half life style physics in there. But we're making the world really interactive
  181. Tiy: Monsters can kick chunks of dirt at you
  182. Tiy: explosions send dirt flying that lands somewhere else
  183. Rho_: yeah, dirt actually gets displaced
  184. fetalstar: <DarkDXZ_> Are there any "ores" in the game?
  185. Tiy: I'm not sure calling them ores is the right word
  186. Tiy: but
  187. Tiy: there are going to be all sorts of special materials, youll be able to use in your factory
  188. Rho_: in the context of "will there be shiny things for me to mine", yes
  189. fetalstar: <Moses> Will I be able to blow up planets? Planets I don't like, enemy planets, whatever?
  190. Rho_: hahahahaha
  191. Tiy: Destroying the planet entirely? That's an interesting idea
  192. Rho_: that is
  193. Tiy: We haven't planned that yet, but
  194. Tiy: one of the really cool things about starbound is that, because there are so many planets. You won't always get so attached to a planet youre on
  195. Tiy: and so you can happily blow it to pieces :)
  196. Tiy: for example, calling an orbital strike down on the planet
  197. Tiy: that wrecks the surface
  198. Rho_: yeah, orbital strikes for sure are planned
  199. Rho_: just not actually destroying the planet, but im sure we could
  200. fetalstar: <TheTFEF> Are you planning on having any sort of special NPC interaction?
  201. Tiy: Oh there is tons of NPC interaction. Saving npcs is a big part of expanding your space station.
  202. Tiy: There are times you will have to actively carry NPCs off of a planet, and with your hands full you wont be able to use your guns. So your friends will really need to help you
  203. Tiy: NPCs will give you quests
  204. Tiy: rewards
  205. Tiy: have desires
  206. Tiy: they might send you across the entire galaxy to find a special kind of pot plant to decorate their home
  207. fetalstar: <Marketh> can we rename planets? I want to name one Alderaan so I can blow it up
  208. fetalstar: <Marketh> This is important to my nerdy amusement
  209. Tiy: youll be able to name your homeworlds for sure
  210. Tiy: other planets we're looking into a "Bookmark" feature
  211. Tiy: so you can find your fav planets again
  212. Tiy: you could name them there
  213. fetalstar: <Skeleti> can you make something like mix the dna of captured enemies with cataloged plants or other things?
  214. Tiy: We were actually discussing picking random elements from 2 different npcs and combining them recently
  215. Tiy: so it's a maybe at the moment
  216. fetalstar: <hardband> Do the story missions feature randomly generated worlds or are they pre constructed?
  217. Tiy: they're pregenerated
  218. Tiy: hand crafted for specific gameplay
  219. Tiy: we want some really good platforming/combat gameplay during the missions
  220. Tiy: quests are like missions but take place on random planets
  221. fetalstar: <L4mppu> My question: Will there be references to other games like Pokémon?
  222. Tiy: I'm not sure about references as such
  223. Tiy: but there is inspiration there from some of my fav games
  224. Tiy: I want the combat to be really tight for instance, similar to castlevania/megaman
  225. Tiy: where you really have to think about the enemy behaviour to combat an enemy
  226. fetalstar: <DoctorG33K> How much can you guys support the community's interaction. E.G. A contest for a weapon sprite, winner's gets in the game.
  227. Tiy: Oh we're going to do all sorts of things like that
  228. Tiy: someone made a suggestion the other day of players making a donation to get themselves into the game as an NPC
  229. Tiy: and I really like the idea of contests
  230. Tiy: community is a huge part of producing games for me
  231. fetalstar: <Havoc_> will the game have just melee & ranged combat, or will there be some equivalent to magic?
  232. fetalstar: <Havoc_> in addition to the teleporters and vehicles, could you add in catapults as a travel option?
  233. Tiy: there is both melee and ranged combat. We're also hoping we can include shields for blocking enemy attacks
  234. Tiy: weapons come in 1 and 2 handed varieties
  235. Tiy: and when you equip two weapons, the left mouse button activates one, the right mouse button activates the other
  236. Tiy: so you could equip say.. a sword and a pistol
  237. Tiy: and use them in combination
  238. Tiy: Some items require battery power
  239. Tiy: which you'll need to recharge
  240. Tiy: also a catapult for getting around sounds hilarious
  241. fetalstar: tiy can we do that
  242. Tiy: reminds me of the boots you find at the beginning of morrowind
  243. fetalstar: <Wired_Ecstatic> In what depth can you train the monsters. E.g Spec's, skill trees, and will they fight with you? & Whats the biggest issue the team have had to over come since begging the project?
  244. Tiy: We wanted to keep the monster system relatively simple to start with. To see how it plays out. Most monsters can be trained to use ranged/melee attacks, some can be taught to fly or swim. They have inbuilt stats like defense, attack damage, speed, etc that will increase with kills
  245. fetalstar: <Combine_Kegan> On the topic of NPCs, can we choose to evict them?
  246. Tiy: yes :)
  247. Tiy: its a secret just how youll do that at the moment ¬_¬
  248. Tiy: but yes
  249. fetalstar: <Tankski> Will there be stellar events and phenomena, like stars in various phases of their lifes, black holes, supernovae and nebulae?
  250. Tiy: not for the initial release, though there are random events, they're more planet focused
  251. Tiy: so maybe something will crash land on a planet youre on
  252. Tiy: that sort of thing
  253. Tiy: but after release we're wondering what we can do with the universe as a whole
  254. fetalstar: <Kjulo> will there be pvp, and if so, will there be gamemodes? (capture the flag, king of the hill etc.)
  255. Tiy: There will be PVP, and we're looking at creating premade "Arena asteroids"
  256. Tiy: that you can visit to play in an organised game mode
  257. Tiy: that will keep score, etc
  258. Tiy: monsters change more than just their colours ;)
  259. Tiy: their behaviour + graphics change too
  260.  
  261. Tiy: As far as release, hopefully by the end of summer
  262. Tiy: but we arent rushing
  263. Tiy: we want it to be perfect
  264.  
  265. Tiy: gameplay vids arent far away :)
  266.  
  267. Tiy: I literally hope to support it for years
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