Author: Daniel

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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...

Special Weekly Dev Update – June 26th, 2015

Hi Everybody. Today we're doing another Special Weekly Dev Update. Daniel is continuing right where he left off. Prototype Art II: Concepts, are they worth it? The short answer - No. The long answer; Yes. No! Maybe? You see, it really depends on what the scope and deadline of the...

Special Weekly Dev Update – June 12th, 2015

Hi Everybody! Today we're doing a Special Weekly Dev Update. This is a first for us so if there will be more in the future will depend on how you guys like it compared to the increased time investment to make them. The goal of this is to (hopefully) give...

Weekly Dev Update – June 5th, 2015

Adam Hey everybody! This week, I finally managed to wrap up connector construction, which brings us one major feature closer to an alpha build! Since I've been spending a lot of time lately integrating a metric butt-ton of cool new arts assets, we've started to encounter performance issues on low-end...
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