Author: Daniel

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Weekly Dev Update – August 12th, 2016

Adam Hey everybody! This week was one of planning and design discussions as a result of the internal playtest. We're trying to knock the key sticking points with the desk design first to ensure that things are clear for players and, more importantly, feel great. I also took the opportunity...

Weekly Dev Update – July 29th, 2016

Hi Everybody! This week is again a bit unusual. Since we spend last week doing internal playtesting we had a lot of things to talk about. So that's what most of our time has been about this week. The results are awesome! We now have a comprehensive list of everything...

Weekly Dev Update – July 22nd, 2016

Hi Everybody! This week is a little bit different. We've been hard at work getting features and content into the game for quite some time now. Last week, we reached an important internal milestone, which felt great! After delivering a bunch of new features and solving a ton of bugs,...

Weekly Dev Update – July 8th, 2016

Adam Hey everybody! I spent the better part of the week wrapping up the mission planning program. This allows us to plan the different components of a mission as well as navigate active and complete missions. Not only do we get the basic details of the mission (planet, start time,...

Weekly Dev Update – July 1st, 2016

Happy Canada Day! Dave Hi Guys! This week I've been doing my final (fingers cross) trait-naming pass, which is kind of a giant word puzzle because it intersects with the word themes in the word bank, and also all the ways in which traits are connected to each other. Daniel...

Weekly Dev Update – June 17th, 2016

Dave Hey Guys! Finishing up the first pass on word organization into the word bank, did a bit of work on mission structure, and preparing for (my part of the task) when we hook up the traits to the on-station AI events! Also explored a bit of an idea I...