The Staxel Reporter – Issue #3

reporter-header
Staxel Reporter – Issue #3

Hey all! In this issue of the Staxel reporter we announce something really cool, and I did a pretty slick interview with Staxel’s musician, Curtis Schweitzer.


Staxel Pre-alpha

Okay so, we’ve got some pretty big news for you all today!

We’re planning on releasing a super early version of Staxel for you to try your hands at. In January 2016 (as long as all goes to plan) you will be able to purchase Staxel pre-alpha from our site playstaxel.com

Now, I should emphasize that at this early stage functionality will be very limited. This is a way for you all to get an early look into Staxel, the visual experience, a little taste of the creative potential that will be available to you upon full release. You will be able to build with all the assets we currently have in game. Host a server for you and your friends to play around on, or just have a wander around on your own! Just keep in mind that the actual gameplay isn’t there yet.

forest_house

This will also give us a chance to get some feedback and suggestions from the community while we continue developing.

I should probably mention that this build is going to be a lot cheaper than the price planned for release, and on top of that if you purchase at this point, you will also get your copy of the full version for PC when it’s out!

So stay tuned for more news on this. As long as you’re following us on any of the social media platforms we’re on you won’t miss it.


Interview with Curtis Schweitzer

This quick interview is with Curtis Schweitzer, the man in charge of creating Staxel’s awesome music.

Q: Let’s start with a technical question, what kind of software or tools do you use to create your music?

A: My primary DAW (digital audio workstation) is Apple’s Logic Pro X. All of our instruments are digital samples— for Staxel I’m also relying on some really great software synthesizers. Most of the synths in the Volume 0 OST are from u-he’s Dark Zebra synthesizer, with patches from The Unfinished’s beautiful Kronos, Serenity, and Humankind patch libraries. The piano samples are from East West’s gorgeous QL Pianos library, and all of it is hosted in Vienna Ensemble Pro 5, on a sample server from Puget Systems.

Q: Obviously music is incredibly important when setting the atmosphere for any game. What kind of atmosphere are you aiming to set with your music, and how have you approached that goal?

A: Staxel is really laid-back and relaxing, and we’re definitely hyper-aware that music can either help or hurt you get into the game’s intended feel. Everything in the Staxel soundtrack is composed with this in mind— we’re avoiding any sound that could engender feelings of conflict or stress. We really want players to be buoyed along by a score that helps them feel warm, happy, and above all, peaceful.

Q: So you’ve worked on a few other projects, what’s the biggest difference you’ve noticed when creating tracks for Staxel compared to your other soundtracks?

A: One of my big “selling points” as a composer has always been my orchestral work— even though most of my scores are produced from samples, I’m usually trying for as organic a sound as possible, using mostly a standard orchestral palette. Staxel is different in that we’re going for a sound that is a bit more “digital” from the outset. We’re still relying on organic, real instruments (particularly piano), but there’s definitely a lot more emphasis on purely electronic sounds and textures. The voxel-based world of Staxel definitely needs a soundtrack that is aware of its digital roots.

If you want to give Staxel’s music a listen, Curtis has just uploaded ‘Staxel Volume 0’ to Bandcamp, so make sure to check it out here!


Well, that’s it for this issue of the Staxel Reporter! Make sure to subscribe if you want to be the first to get new issues. Thanks for reading!
-EGadd

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Fresh out the oven: Baking in Staxel!

Hey everyone!

Today we’re gonna talk about Staxel’s crafting system: specifically, baking!

In Staxel, all the cooking is done through our state-of-the-tart in-world crafting system, without the drudgery of dragging and dropping items between menus. For example, say you want to bake a cake! First, you place your mixing bowl on any counter, then add your ingredients. You’ll be cracking in eggs, pouring in flour, adding a little bit of butter. Basically, all the standard stuff that goes in a typical cake.

Mix it all up, add the mixture to a cake tin, and throw it in the oven. Don’t leave it in too long, though, otherwise it might burn!

caku(1)

Bam, easy as pie! You think we’re done thought, right? You ain’t seen muffin yet!

Now, while there will be in-game recipes you can follow, which you can read from a recipe book of sorts, we want to encourage experimentation. We want you to be able to make a standard cake mix and think, “Hey, let’s throw in some jam!” which in this case, would result in a delectable jam sponge cake! Yuuuummy!



We’re hoping that most crafting systems in Staxel will follow this pattern, whether you’re cooking for a three-course dinner party or crafting a stylish Elven fence.

That’s all for today’s post! Let us know what you think on the forums, or tweet your ideas at @StaxelGame!

– EGadd, The Muffin Man

We’ve been greenlit!

Great news everyone, Staxel has been greenlit!

We wanted to take a moment to thank you all for your support and helping us with our greenlight campaign! All your comments and interest in Staxel has been amazing, the whole team is incredibly pleased. 🙂

Right now we’re working very hard on the next step for Staxel, and we can’t wait to show you all some more Staxel stuff. Don’t forget, you can follow Staxel’s development through our Forums, Twitter, Reddit, or Facebook. Again, thank you all for your support!

P.S Feel free to pop into our IRC channel and say hello, most of the team hangs out in there and we’re pretty active. 🙂

Top 5 on Greenlight! Plus: Music! Community!

Hey, everyone! Big news, coming your way! 

Firstly, we’ve been truly humbled by the huge response to Staxel’s Greenlight. All of you are giving us amazing feedback, and all of your kind comments make us feel all squishy inside, in a good way. And it’s not just your comments that have been helpful – your votes have been overwhelmingly positive, and we’re thrilled to announce that we’ve broken the top 5 on Greenlight! 

Because of this, we thought we’d give you, our fans, some exclusive info on our plans for Staxel. In this installment, we’ll be talking about… 

For Staxel’s score, we’ve enlisted the services of the immensely talented Curtis Schweitzer, who you may know from his roles composing the scores of games such as Starbound and Airships. He’s got a distinctive, expansive style, and we think his music is a perfect fit for the game. 

“But, Staxel devs,” you say, “where can we listen to this soundtrack that you’re saying such nice things about?” 

This is the point where we say, “Right HERE! 

Check it out! Let us know what you think: we’re always listening. 

Speaking of listening (and talking)… 

Did you know that we have a Staxel community forum AND a chat channel? It’s true! Check out the links below, and come hang out with both other fans and developers of the game! 

That’s all for now – once again, thanks so much for your support. It means a lot to us, and it’s amazing motivation to make the best game that we possibly can.

P.S. Who likes cats?

We’re on Greenlight!

Hey everyone, big news! After our many weeks of work, preparation, sleepless nights, five dozen reshoots, and sleepless nights we are finally ready to show Staxel to the world!

We have officially published our Steam Greenlight page, which includes the long promised first Staxel trailer!

If you’re interested in supporting Staxel and want to see it on Steam, please show us some support and vote for us on Greenlight.

Quick update

Hey everyone! This is going to be a quick little update to tell you all what’s been happening.

We’ve all been working very hard since the last blog update. We’re working towards putting out our first ‘proper’ gameplay video, and we’re hoping to have it done and uploaded fairly soon so keep an eye out!

Anyway, there’s a lot I could tell you guys about features we’ve added and all that but a lot of them are going to be in the upcoming video, so instead I’m just going to gather some tweets the team have been putting out there regarding the game/video so they’re all in one place. 🙂

House for sale!

Market stalls

Farming!

Random tunnel

Testing out the new camera feature

Regarding the very last tweet, Bart made an awesome camera feature that allows us to create awesome, cinematic shots. It’s incredibly easy to use and will be in in-game feature that anyone can mess with! (Will most likely require the user to be an admin or something, we don’t know those super fine details yet. 😉 )

So yeah, like I said keep an eye out for the upcoming video! You can follow us on our Twitter, Forums, Reddit and our Facebook!

Shadows and Lighting

Over the past few weeks we’ve been working on shadows and lighting to work alongside our new village.
We’ve also worked on some concept biomes and other fun stuff,  so here’s some images on what we have so far! 🙂

Cemetery3 Cemetery1 FairyVillage1 StaxelStuff

The fairy biome could possibly have little light orbs floating around, we have a few other ideas we want to try and this is only the start of it all 🙂
Thanks for reading,

SteampunkStein

Bloom

Been working on some new shaders for staxel and played around with bloom a bit.

It will not look like this in game, but some of these screenshots are just too much fun not to show 🙂

 

1cEPosa BCufDeb LRf8kCc R8KLAON xRbi1f1

KRENyuT