Stellar Overload
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Early Access - Update 4
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Stellar Overload:
a futuristic adventure game set on cubical planets
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Adventure, construction, Multiplayer More Information A music that serves the story Listen
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About crafting recipes

2015-10-13 General
Like all gourmand people, I have learned to cook watching my mom during my childhood. At the same time, I have also learned to build video games with my dad. Now you may say "What is he talking about"?

My point is that cooking and IT development are not so far apart as it seems. A product is made with adequate tools and ingredients by following a procedure consisting of instructions. In short, we just have to follow a recipe to make a thing.

Remember Grandma when she prepares her so delicious strawberry jam. She puts the fresh fruits in an old copper bowl, then adds sugar, a few tablespoons of lemon juice, stir a bit while heating and tadaaaa! The strawberry jam is ready. As you can see, the key to make things is the recipe.

/img/newsblog/mick/CookingMachine.png

All this to simply say that we spent a lot of time and love establishing the mechanics of crafting in Planets³. And I hope it will provide you as much fun as we have had to do it.

Now back to the code. I put pieces of code in the compiler, add some comments, a bit of refactoring while my computer is heating and tadaaaa! The next release of Planets³ will be soon ready to be played.
Wonder B

Biomes soundscapes

2015-10-12 Artistic
Sound isn’t only music. Having credible soundscapes is important to give the biomes some character.

So, I have created characteristic soundscapes for each place. A soft wind and farmland birds for the grassland, wind in the trees, turtledove and woodland birds for the temperate forest, and so on.

Each biome has a weight so that, when you go from one area to the next, a soft transition takes place. Notice in the video below how we softly travel from the temperate forest to the taiga (around 0:16). The woodland birds fade out progressively to let the taiga birds and a fresh wind fade in.


BlockBuster

Clean up your mess !

2015-10-09 General
Hi there!

With all the materials you'll gather and all the items you'll craft, there won't be enough space in your inventory !

In the upcoming release, you'll be able to craft containers of 3 different sizes to place them in the world and stock whatever you want.


By the way, did you notice the sidebar Mick added in order to view the items you just gathered? ;)
CodingMarmot

We require more minerals

2015-10-08 Development
Hi!

In the previous version, there were gems in the Cognitron mineshaft, but none in natural caves, which made them really hard to explore.

We decided to add gems in the caves to give the player a hint of the cave’s volume. They will also be used as ingredients in several crafting recipes. Moreover you can collect gems to use them as light source. Coal and wood won’t help you with that, at least for now!

/img/newsblog/codingmarmot/CristauxDansLesGrottesNaturelles2.jpg
Reymantha

Textures on our blocks!

2015-10-07 Artistic
When the color is not enough ... there are textures!

Our gameplay based on a frequent material handling requires textures on blocks in order to read quickly and accurately the materials of the world.

/img/newsblog/reymantha/news1.jpg

/img/newsblog/reymantha/news2.jpg

This textures work has started to be implemented to distinguish the major material families (wood, rocks etc). Brightnesses and other relief textures also bring informations to discern rarer materials or higher level materials.

More info soon.
Wonder B

A wild musician appears

2015-10-01 Artistic
It’s my turn to post my first news on the web site! You already know me as a freelance composer, but today I join the team at Cubical Drift’s office to work tightly with the developers.

/img/newsblog/wonder-b/charles.jpg

As a sound director, my job is to design music and sounds to produce the most convincing and coherent sound atmosphere possible. Be on the lookout for the new sounds in the upcoming release…
Guyk

Items, item families and statistics

2015-09-29 Development
Ok almost everyone has posted a news about his work, it’s time I get on with it…

In the past weeks I’ve been working on a new feature of the game: the crafting system. A first step was to extend the concept of item in order to make the crafting system interesting and to convey an idea of progression.

Item tooltip

New items stats:

  • Rarity: indicates both the difficulty to find an item, and its value. There are 6 rarity values: Common, Uncommon, Rare, Epic, Legendary and Artifact. A specific color has been associated to each rarity.
  • Primary family: Items can belong to multiple families, among which, one is considered its primary family and is displayed in the tooltip.
  • Tier: represents the evolution between items. In the upcoming release there will be 3 available tiers.
  • Crafting material: indicates whether or not this item is used as an ingredient in a crafting recipe.

Of course there are still other statistics depending on the item’s type, like damage, associated projectile and number of rounds per minute for weapons.
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