Author: Daniel

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Weekly Dev Update – August 14th, 2015

Adam Hey there space cadets! This week was more AI goodness as I moved forward with the behavior tree implementation. The core code is mostly done and I've been spending some time putting together a simple visual editor that will allow us to easily hook up AI logic. I'm thinking...

Weekly Dev Update – August 7th, 2015

Adam Hey there fellow Spacers! This past week, I changed gears and took another look at crewmember AI. I'm writing what's known as a Behaviour Tree implementation to allow us a little more flexibility in how we define AI decision making. Things like syncing up dinner schedules with other crew...

Weekly Dev Update – July 31st, 2015

Adam Hey everyone! I finally managed to get connectors added and done. I also started looking at AI again to get us sorted for Early Access. While the first iteration did a valiant job with most situations, some special cases (like reserving seats for later for social/dining areas) could not...

Weekly Dev Update – July 24th, 2015

Adam Hello everyone! This week was a quiet one so far on the programming side. I had to attend to other business to do my part in keeping this show running. Luckily, my weekend is wide open for wrapping up connectors once and for all (for a little while at...

Special Weekly Dev Update – July 10th, 2015

Hi Everybody. Today Daniel is back with a Special Weekly Dev Update, or a SWDU if you would. Actually, no. Don't, thats not great. Maybe SpeWeDUp? Hmm, no something is a bit off about that too. Anyways, lets get on with it. Game Art Balance I: An easy mistake to...

Weekly Dev Update – July 3rd, 2015

Hello. This week both Adam and Dave have had to take care of some stuff. But never fear! Astrobase progress has not halted. Daniel Hi Everybody! This week I started with making the first pass on a system to manage special effects. This allows us to bundle particle, sound, and...