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Starbound just keeps on getting bigger and better

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Starbound is still under development, and the developers have been adding some really great features I'm going to highlight. These features are likely not in the Stable release right now, but they might be in the Unstable build you can install on Steam.

You can now crew up your ship, and different roles wear different colours:
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You can also change your crews uniforms.

You will be able to trade pets which is a really fun feature I think. It could open up some fun trading options when playing it online if they enable this between players and not just with an NPC:
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They are even adding in procedural quests:
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Starbound is shaping up to be a huge game with lots of fun features, and I am glad they are working on the little things as well.

The problem it seems is that they re-work some of the same features over multiple times, and it leaves people wondering if they will ever finish the game. I can somewhat echo this sentiment myself, as I've watched it grow, change, change again and then repeat for sometime now. I just hope they are finally settling on some features.

I just look forward to the day they finally polish it up enough to call it a full release (even if they don't stop there), so I can give it a proper play through.

You can see what they have been working on by visiting their official website where they update regularly.

You can get Starbound on GOG and Steam. They still don't have their SteamOS icon back and they haven't replied to me recently about it, so I don't know what's going on there. Article taken from GamingOnLinux.com.
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. Find me on Mastodon.
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1 comment

InverseTelecine Mar 25, 2016
I was such a huge fan of Terraria that I bought two copies of this game (for co-op) back when they were doing pre-order/self-administrated crowd funding on their website. This was before it was released in early access. When it was released in early access I did play it for a good 15 hours, but I ran into many bugs, and it just "felt" very early access, which was a feeling I definitely did not like. Remembering that "feeling" of early access was what has kept me from buying any other early access games. I decided to not play it again until it reaches 1.0, but man has it been a long wait! I have to put the blame on the developer's over ambitiousness.

I'm sympathetic to the developers because other developers of early access/crowd funded have very frequently been chewed out for not including all the features they promised, and I think that is what the Starbound developers are trying not to do by taking so long. They are trying to deliver everything. But what I'm guessing they didn't take into consideration was that things that they had already developed and finished just wouldn't be satisfactory. Like the combat, back when I played it, was really pretty bad. It just felt hollow and there was no satisfaction gained from hitting enemies. They definitely needed to fix that, so even their habit of re-developing things is defensible. If they found other things that just weren't living up to their standards, I definitely won't say they did the wrong thing by reworking them. But throw on top of that all their other ambitions and it's not hard to see why it's been so long.

Right now, I wish they would scale back the features, polish the main core of the game, release 1.0 and deliver the rest of the features in free updates in future versions. There isn't a big difference between early access and releasing periodic updates to the stable game (other than the stability of the game) in terms of development, so they are obviously up for that kind of long-term development strategy. But a lot (and I do mean a lot) of people would rip them for not delivering on all the promised features in 1.0, so I see no perfect solution for them.

Real lesson: Scale back the ambitions from the start. If the promise of your core game isn't enough for people to crowd fund you without a million extra ambitious features, than maybe your core game needs work.


Last edited by InverseTelecine on 25 March 2016 at 3:31 pm UTC
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