Space Clouds

Weekly Dev Meeting – August 26th

Bloggy

Before we get into things, a return has occurred and we’d like to welcome Precursor back to the dev team!

Ryan

Worked on some changes for base kits with yclepticon, with changes to both starting space and resists. The space changes should allow a tech/rarity equivalent expander to fit in a base from the start, so you don’t have to juggle small expanders just to be able to fit the ones you actually want to use. For example the T12 store bought kit has 300 space so you can fit size 250 transdims. The resist changes are detailed in this dev notes post.

Jey

Prereset patch coming up on thursday evening! Other stuff too, but it’s just the same as last week. The beta is now in an usable state, but it’s nowhere near ready to become live client and will likely have to wait until after reset to be fully fixed.

Col Legno

I’ve been fixing a bunch of little things and planning the galaxy layout for SM22.

Blue Dwarf

I’ve been working on a couple of small bugs, firstly stopping the AI Outposts from spawning inside AI owned/protected galaxies, such as Earthforce Perilous Space Outpost and issues involving ownership of HQ, Outposts and the Palace when leaving or being booted from your team.

Player questions!

We had some pretty cool questions this week

Question 1

What is your favorite Boss in all of Star Sonata?
Jey: DC

Jeff: Iq’Bana

Ryan: I always liked Iq’Bana most visually.

yclepticon: Lion or Poseidon

Blue Dwarf: All the bosses! … Not really sure, Blob has cool scripting but is annoying to kill (because of his script)… Actually, Astro Santa, even if he doesn’t quite work as I wanted him to.

Theodore: Rhino

Col Legno: Copper, It was the first I could solo, and it was fun learning how

Question 2

Do you guys think this game will ever hit mainstream?
Jey: I do hope for it to grow a few times bigger than it is now. But mainstream would be horrible, the game plain simply isn’t designed to accommodate millions of players.

Ryan: I think mainstream is a pretty big stretch but I feel like we have a lot of room to grow even if we stay “tiny” compared to games like WoW.

Col Legno: Nope ss will never hit mainstream
But I think it’ll be more comfortable in it’s niche

Question 3

Did you guys ever wanted to plan on doing something big for this game?
Jey: Big is rather relative, many of the updates are big if you consider all the work that goes in them :P . Unless you mean C2 kind of big, then there can’t be all that many since we worked many years on that before it was even able to render c1 galaxy :P .

Jeff: C2 was pretty big. Alien invasion were pretty big. Tech 21 and tech 22 were pretty big. :) We have some new ideas for the future, but nothing that’s ready to be announced yet.

Ryan: I’ve always wanted more dynamic content in the game rather than static bosses you go kill so it’d be more than “go here kill that”.

Blue Dwarf: I’ve not particularly done much big stuff so far, although I have some cool wishes if they ever come to be of stuff. It might not seem big to players but for us it’d be big. Rewriting missions and added a epic staged-mission type thing to replace mission chains would be good and I’d love to play around with the universe generation to create some more interesting galaxies or solar systems and add other things like supernovae and comets/meteors.

Col Legno: If ss was my full time job I’d have big plans. But with a day job, all I really want to do atm is fix things

Here’s the link to submit a question!

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