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Upcoming features

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Anomaly.png The content of this page is still in development.
This information is subject to change, or may not feature in the game.
This page is about future updates. For previous updates, please see Version History.


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This page is a list of future features announced by Starbound's developers. None of these are guaranteed to be included in the game.

Some of the following info hasn't been explicitly stated yet, and are only conjectured based on posts or screenshots from the development team. Item and gameplay names may be especially conjectural, and may not be the official release names.

General

  • Activity Based Progression: The game will have three main paths of progression that branch off later on, which are activity based paths. Farming, adventuring, and building. The player will have all freedom in choosing what they want to do, so they can choose what they enjoy most and will not be forced to take part in any of these paths to advance through the game.[1]
  • Beginning Game Progression Changes: In what is the alpha sector in current progression, the player will start in a ship with a broken fuel module, giving them access to only one planet. Through a series of quests, the player will be taught how to grow food, hunt for trophies in dungeons and build the beginning of a settlement. These quests will give pixels upon completion, which the player can use to spend at their ship's 3D printer to produce a new fuel module, allowing them to progress to nearby planets in their starting solar system.[2]
  • Capture Pods & Mercenaries: May be able to capture NPCs with pods. Summon NPC Mercenaries by using the pod as a beacon.[3]
  • Character Deletion: Characters will now be able to be deleted in the GUI instead of manually from the gamefiles folder.[4]
  • Controls: Reconfigure controls; keybinding.
  • Crafting Progression Changes: Many changes to crafting progression, mostly with tiered armor progression. Instead of relatively similar racial armor for each race, there will instead be three armor crafting stations: one for pure melee/high defense (crafted from Cerulium and Violium), one for ranged/increased energy (crafted from Aegisalt and Ferozium), and one for deep energy reserves/low defense (crafted from Rubium and Impervium).[5][6]
  • Dramatic Planet Modification: Not going to be implemented any time soon. Ability for players to modify huge chunks of planets through things like orbital bombardment; removing the entire first layer of a planet and leave behind a lifeless surface.
  • Dungeon Generation Changes: More secrets will spawn below the surface, including various kinds of microdungeons. Dungeon generation changes.[7][8][9][10][11][12]
  • Engine Changes: Colorblind Mode & Engine Optimization. FTL animation being revamped to reduce memory strain.
  • Farming Fleshout: Crops will be divided into four tiers, reflecting time to grow, price of seeds, and selling value of harvested materials. Example, tier one Kiwi fruit will cost 100 pixels each per seed, take 15 minutes (real-time to grow) and the fully-grown fruit will sell for 300 pixels each, in contrast to the tier four Pearlpea seeds will cost 1450 pixels each, take under an hour (real-time) to grow, and sell for around 6150 pixels. Each race will have native crops in each tier, and you can purchase them at various outposts.[13]
  • Macro Terrain Changes: Affect an entire planet’s terrain and weather
  • Mini-Map: Rotating circular map showing highlights only such as the location of friendly players, spawn points–but no major details. For the details you’d use a mapping item to create a map as you travel.
  • Missions: Missions to be added to the game, which includes procedurally generated missions given by NPCs, which can entail random mission objectives, conditions, and rewards.[14][15]
  • Monster Combat Changes: Removing knockback, monsters will aim to move in front of a player rather than attempting to occupy the same general space, monster windup animations before attacking (i.e charging and such), reworked blocking with shields[16], which will have health and will knockdown/stun monsters upon successful blocking, and shield parrying.[17]
  • Monster Generation: Right now, monster parts just have stat boosts, but eventually rolled monster parts will affect their behavior and abilities.[18] For example, monsters with spider legs can climb walls; fiery monsters inflict burning. You might get a burning spider dropping on you from the ceiling. Projectiles may be tied to specifically generated heads. Biome may influence monster part generation. Examples of large flying and aquatic monster art.[19][20] New unique monster (Poptop).[21]
  • Monster Spawning Changes: Monsters are now spawned as part of "spawning profiles", which describe what monsters should spawn in what conditions, what density (more? less? little? none?), and are connected to biomes, so certain biomes can now have unique types of procedually generated monsters, such as a field full of bunnies in a forest.[22][23]
  • More Planet Scanner Data: See more details in the planet scanner such as biome type, sub-biome type, size, gravity, day length, weather, and hazards[24] A failsafe system may be implemented to prevent the player teleporting into hazardous environments (such as an Asteroid Field without a Survival System)
  • New Moon Dungeon: A new dungeon found on moon planets.[25][26]
  • New Weapon Type: Psi-staffs. [27][28]
  • NPC Spawners & Building Logic: NPCs will scan the structures you build around them and the contents of chests; they will have improved inventories/behaviors depending on how valuable their surroundings are.
  • Ore Changes: Higher difficulty planets will have improved ore distribution. Many ores will have improved graphical sprites.[29]
  • Outpost Biome: Outposts[30], a small and safe planet populated by members of every race, built for trading and quests. The player will learn how to generate pixels via selling crops and trophies, quests, and renting out houses in your settlement. Art.[31] Further progress.[32][33] Shop types: TerramarT, sells farming equipment and seeds.[34][35] Penguin Bay, sells weaponry and armor.[36] Infinity Express, sells general goods.[37] Treasured Trophies, where you can sell (and maybe buy) valuable items obtained from boss monsters.[38] A populated Outpost.[39]
  • Racial Armor: Racial abilities will not be inherent but will be tied to racial armor. For example, Avian armor can glide downward.
  • Revamped Universe Sectors: There will be only three universe sectors. The sector that the majority of the game takes place in, a pvp sector and a creative sector without dangers.[40]
  • Server Commands: More server commands and control for chat and port listening.[41]
  • Ship AI: An AI "character" in each ship that will act as a new way to receive certain items, upgrade your ship, give you quests, and help out in general. Ship AIs will have personality and be based on race, so each of the seven races (six in-game currently) will have unique ship AIs.[42] Ship AI GUI mockup.[43][44][45] Ship AI character mockup art.[46][47][48][49] Horse character as Novakid AI[50]
  • Ship Changes: Upgrade ship/increase size.[51] Racial ships tier art.[52] Behind the code mechanics.[53] Ship upgrade animation, racial differences[54] Novakid Ship.[55]
  • Ship Navigator Changes: Still not set in stone; but the new idea is to give a local map with fog of war. Instead of sector buttons you have to fly out of a sector and into the next one by uncovering more of the star map. The final sector would be infinite.
  • Smoother Difficulty Curve: Better indication of the difficulty of an area. Difficulty will change within tiers as well as between tiers. There will be fractional difficulty (for example, Difficulty 1.12 in tier 1 would be easier than Difficulty 1.52, while still in T1)
  • Space Combat: Way in the future, expect space combat and the ability to board other ships.
  • Spaceship Dungeons: Very large, size of a planet.
  • Spawn Points: Change spawn points on individual planets.
  • Stargates: Stargates between planets and eventually between servers.[56][57][58]
  • Storable Liquids: All kinds of liquids will be storable, using a watergun like utility-item to soak up liquids and the matter manipulator to place them.[59]
  • Story Missions: Eventually each tier will end with a story mission that ends with the bosses you see now.
  • Tech Based Tier Exploration: Sector advancement will instead be done by upgrading tech to allow you to visit planets that were previously inaccessible due to hazards, such as planets with no breathable atmosphere. Progression will be less linear and more akin to metroidvania games.[60]
  • Tech Priority: Eventually all techs can be active at once, but a categorization system is in the works to assign priority to conflicting techs, preventing issues. A hotkey to switch the active tech will be added as a temporary workaround until the priority system is completed.
  • Villager AI: Villagers will aggro when you steal from them and follow you more aggressively.
  • World Storage: Improve world storage and organize *.pak files to improve modding. Add launcher integration.

References

  1. http://playstarbound.com/23rd-february/
  2. http://playstarbound.com/23rd-february/
  3. http://playstarbound.com/the-future-of-starbound/
  4. http://playstarbound.com/july-24-character-deletion-is-in/
  5. http://playstarbound.com/july-28th-crafting-progression/
  6. http://playstarbound.com/july-31st-crafting-progression-and-floating-dungeons/
  7. http://playstarbound.com/june-3rd-mixing-it-up/
  8. http://playstarbound.com/june-18th-lets-get-to-building/
  9. http://playstarbound.com/dig-a-little-deeper/
  10. http://playstarbound.com/july-10th-update/
  11. http://playstarbound.com/july-17th-the-challenges-of-making-a-microdungeon/
  12. http://playstarbound.com/july-31st-crafting-progression-and-floating-dungeons/
  13. http://playstarbound.com/may-28th-fleshing-out-the-farming/
  14. http://playstarbound.com/july-29th-quests/
  15. http://playstarbound.com/august-5th-mission-prototyping/
  16. http://playstarbound.com/may-29th-shields/
  17. http://playstarbound.com/monster-combat-changes/
  18. http://playstarbound.com/part-parameters/
  19. http://playstarbound.com/work-on-monster-gen/
  20. http://playstarbound.com/july-11-big-birds/
  21. http://playstarbound.com/30th-of-may-2014-blog-post-georgev/
  22. http://playstarbound.com/may-21-things-happened/
  23. http://playstarbound.com/june-26-re-spawning/
  24. http://playstarbound.com/i-said-hey-whats-goin-on/
  25. http://playstarbound.com/dev-blog-moon-mine/
  26. http://playstarbound.com/august-8th-mission-to-the-moon/
  27. http://playstarbound.com/part-parameters/
  28. http://playstarbound.com/may-27th-glowing-staff-fun/
  29. http://playstarbound.com/7th-of-august-2014-blog-of-dev/
  30. http://playstarbound.com/23rd-february/
  31. http://playstarbound.com/outpost-art/
  32. http://playstarbound.com/june-23rd-making-sure-you-feel-welcome/
  33. http://playstarbound.com/june-25th-more-outpost-progress/
  34. http://playstarbound.com/5th-of-june-georgev-blogv/
  35. http://playstarbound.com/24th-of-june-2014-more-terramart-stuff/
  36. http://playstarbound.com/17th-of-june-2014-dev-blog-mega-george/
  37. http://playstarbound.com/19th-of-june-2014-devblog-georgeblog/
  38. http://playstarbound.com/outpostin-2/
  39. http://playstarbound.com/july-24th-a-hive-of/
  40. http://playstarbound.com/23rd-february/
  41. http://playstarbound.com/6-june-admin-commands/
  42. http://playstarbound.com/may-19th-2014-what-we-did-today/
  43. http://playstarbound.com/georgev-news-20th-of-may-london-office/
  44. http://playstarbound.com/georgev-super-news-21st-of-may/
  45. http://playstarbound.com/other-bits-and-pieces-from-today-23rd-june/
  46. http://playstarbound.com/27th-of-may-2014-georgev-super-update/
  47. http://playstarbound.com/2nd-of-june-2014-dev-blog-georgev/
  48. http://playstarbound.com/18th-june-progress-2/
  49. http://playstarbound.com/space-battle-royale-glitch-a-i-edition/
  50. http://playstarbound.com/novakid-ui/
  51. http://playstarbound.com/i-said-hey-whats-goin-on/
  52. http://playstarbound.com/progress-on-ships/
  53. http://playstarbound.com/may-20th-making-the-ships-work/
  54. http://playstarbound.com/2nd-of-june-2014-dev-blog-georgev/
  55. http://playstarbound.com/july-30-novakid-spaceship/
  56. http://playstarbound.com/july-16th-progress/
  57. http://playstarbound.com/july-21-get-the-gate-in-the-game/
  58. http://playstarbound.com/august-6th-progression-progress/
  59. http://playstarbound.com/august-4th-liquidity/
  60. http://playstarbound.com/23rd-february/