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De-signing the Design: the Semiotics of Choice (Part 2)

Last week we talked about this: That guard helped me kill the dragon in the background five seconds earlier. So what's going on here? The Sandbox Narrative Conflict Narrative in games is still a trigger and state-based affair. Let's say I have two NPCs -- Bob and Mary. If I...

First Audio Interview!

Hey everybody! Just a quick update to point you toward our recent audio interview with SamuraiRabbit! Enjoy and tell us what you think in the forums!

De-signing the Design: the Semiotics of Choice

This week we're going to talk a bit about design theory. Semiotics se·mi·ot·ics noun 1. the study of signs and symbols as elements of communicative behavior; the analysis of systems of communication, as language, gestures, or clothing. 2. a general theory of signs and symbolism, usually divided into the branches...

Cartridge Life

Last week we talked about the in-game desktop. This week we're going to dive into one of my favorite features: the datapad. As I mentioned last week, the datapad's display has its own style which is a separate style from the game GUI, and the rest of the game. This...

HUD-aches

We've been kicking around what to do with the HUD since at least July. This is a chronicle of our journey. I'll spare you the awful mockups/prototypes. Iteration 1, 2 and 3: Standard 4x game HUD There is a lot of information a player could potentially want to see on...

Dobro Dosli to our new Croatian contingent!

Hey everyone! We just got some coverage over on Bug Online (One of Croatia's top IT sites)! Welcome to our new friends!
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