Archives

Weekly Dev Update – October 17th, 2014

Adam This week, most of my work hasn't been in implementing cool new features. Since I switched to full-time on the project a month ago, I've been doing nothing but coding coding coding. But, since I'm also responsible for pretty much all of Jellyfish's admin work, I've been neglecting the...

Combat Explained (Part 2) — Items

This is a continuation from part 1. In this post I talk about items. Several of you on the forums asked specifically about itemization, so here it is! The goal of the Astrobase Command item system is to equally support procedural item generation and crafting (user item generation). And also...

Weekly Dev Update – October 9th, 2014

Dave This week I worked on more mission logic, and mission AI. This involves the Mission Leader sending out either solo characters or smaller groups of characters to perform tasks and complete objectives in different areas of a zone. Does he split up his team and have characters complete objectives...

Combat Explained (Part 1)

Disclaimer: this description of the combat system is from a design standpoint. So it gets pretty technical and delves into the nuts-and-bolts. You have been warned! What is a Combat System? From a design perspective, RPG systems can be thought of as organized sets of statistical contests which combine to...

Weekly Dev Update – October 2nd, 2014

Adam It's been another week of jobs and section integration. The first ones I knocked out were dining areas (cantina, cafeteria, mess hall). Now, when a character gets hungry, they go to their nearest dining area and eat (Food is also a resource in storage now). I also wrote it...

“oh my God! — it’s full of stars!” A Brief Tutorial on Creating Procedural Star Fields Using Substances.

Several years ago at a previous job I was fortunate enough to have people from Allegorithmic come over and demo their Substance Designer. While a couple of the other projects had definite uses for a tool like that unfortunately the one I was working on at the time we were using...
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