Category: Dev Feature

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Combustion Plants: Powering Your Way To a Cozier Space Station

Daniel - @Polygonatron Hi everybody! This week I've finally gotten back to properly work on more sections or rooms. Specifically I'm working on the Biochemical Plants (power generators, not flowers and such this time). It's very nice to be able to work on something less interconnected than GUI for a...

Weekly Dev Update – September 30th, 2016

Daniel - @Polygonatron Hi Everybody! This week I've finished up the work on the doors (last week I forgot to add blast doors, whoops) as well as doing some preliminary work on a side project that might turn out great, I'll tell you more when it's further along. Oh! I...

We’re baaack!

Welcome back to all! After a short break (don't worry, we've been busy chipping away at Astrobase even if you haven't heard from us), we're eager to take on the challenges that await us in 2016. To kick things off, we're sharing a short glimpse of some of the attention...

Season’s Greetings from Jellyfish Games – December 23rd, 2015

Well everyone, the Earth has made its way around the Sun yet another time and we have reached the holiday seasons. We've recently spoken to some of the great strides that we have taken so far , but it's still worth taking a moment to highlight some of the major achievements...

“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...

Food For Thought

One of our earliest design goals for Astrobase Command was to make believable AI characters with personalities, moods, likes and dislikes. Not only does it increase a player's attachment to their crew, but it also creates new situations to manage. Do you want to give your most gifted science officer...