NEWS FROM THE TEAM

Out of the Gates: On the Roll in 2017

Hi everyone, Just a quick update for you all. This week has seen a flurry of activity among each of us. Daniel and Max have been busy re-working our public face. Many of our art assets are now dated, and we need everything to be representative of Astrobase Command's current state. They've also handled a bunch of administration. Yay administration! Dave has had his nose to the grindstone polishing some of the final design. In fact, he's presenting it at this very moment so that Adam can take the Evil Space Genius' plotting (err...design) and turn it into the code....
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Welcome Back! Let’s Make 2017 The Year of the Jellyfish!

Hi everyone, We hope you enjoyed the holidays to the fullest and are amped for the new year. We certainly are! The team has been hard at work for the past week and a bit. Dave and Adam in particular have made some great progress with final design and coding. Daniel and Max have been busy with administration to lay the groundwork for our focused development for the coming year. We have big things lined up for 2017. Let's make it the Year of the Jellyfish!
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Conversation Engine: Astrobase Command Has The Best Words

Hey everybody, we felt bad about not giving you a little bit more Astrobaseyness before the end of the year. So here's a special dispatch from our secret dev lair under a glacier in the frozen North. Dave - @Dave_Astrobase This week the task has been designing the release-final conversation engine, so characters can have conversations with each other based on their personality. It utilizes the lessons learned from two previous working prototypes -- the old conversation system and the old mission system (both of which are in the internal alpha). Each of these employed entirely different methods of generating...
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Enjoy the Holidays!

Season's greetings everyone! We'd like to take this opportunity to wish you all a fabulous holiday season and a happy New Year! Remember to take a moment away from your projects and work to spend some quality time with family and friends. Recharge your batteries for the exciting year ahead, and be safe. Remember, don't drink and hyperspace! We want the whole crew to come back for the away missions to come. We'll be taking the next week off, so we're signing out for the last time in 2016 and looking forward to seeing all of you again in 2017!
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Special Dispatch From The Coder’s Dungeon: Test Environments, Designs, and Camera Rigs

Adam has burst from his bonds and broken free from the coder's dungeon to bring you this vital message. Adam - @adam_blahuta Hey Space-Friends! After finishing updated conversation simulation, it was high time for a test environment for character trait generation and growth as well as how they respond to both generic challenges and conversations. Since these things happen at a rate that is too spread out to be practical for thorough testing in-game, it was important to have a test environment to simulate hundreds of events in seconds. Dave and I talked through the next batch of designs to...
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Resourcing the Economic Game and Teasing a Trailer: Astrobase Command Weekly Update

Dave - @Dave_Astrobase Hey guys, This week the resource/section system design and data was wrapped up. This provides for the "economic game" of Astrobase Command, where building and maintenance costs resources which all must be balanced, and also the properties of resources which interact with the module-parts that players put together to build their Astrobase. Included in this was balancing worker skills against the different jobs and duties. Daniel - @Polygonatron Hi everybody! This week I've been working Max in planning out a teaser-trailer for ABC and other marketing plans. Doing so has been quite enjoyable, it's pretty similar to...
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Unlocking This Week’s Astrobase Command Dev Update

Daniel - @Polygonatron Hello Humans! This week I've continued my work on generating the visuals for the local star system. It's looking to be pretty sweet once it's finished. Adam - @adam_blahuta Hey Space friends! This week, I focused on completing character trait unlock/relock/mutations. As a result, I was able to work on updated character conversation code as well! Now that we've got these complex systems in play, I'm building a good test environment to allow me to see them operate over large time spans. Dave - @Dave_Astrobase Hey guys, This week I worked on the skill-to-section-to-resource-to-points balance. Plan is...
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Shaders, and Character Trait Evolution

Adam - @adam_blahuta Hey space-friends! This week, I continued work on re-designed characters to include trait evolution! This allows hidden traits to unlock and known traits to change when characters are faced with difficult situations that challenge their beliefs. I still have a bit of work left to do before it's ready to go, but the early results are really interesting! Daniel - @Polygonatron Hi everybody! This week I've continued learning how to write shaders. I managed to make a usable dot-matrix printer effect (which is what i needed) with my newly gained knowledge. I also started working on the...
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AI Personalities: Adam Recounts His Journey Down The Rabbit Hole

Adam - @adam_blahuta Hey fellow space junkies! The creative journey of game development is very strange. If your goal is to engage players with novel experiences, design innovation is a powerful tool. The inherent challenge is that it's difficult to understand a problem in a vacuum. You have to try different approaches and see how they succeed and fail before you start getting an accurate picture. And you never know how deep the rabbit hole goes until you've already started falling into it. In order to do justice to the thing you're trying to build, you have to be willing...
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Systems Design, Spreadsheets, and Data Visualization: An Astrobase Command Weekly Update

Hi everybody, We're going to keep this week's update very short because we've been driving hard to tackle a key milestone, and have been focusing our efforts on production. We've just wrapped up a meeting where Dave exposed his latest (and hopefully final, Stars Willing!) systems design in its glorious entirety. It's super exciting, as we've really been into the weeds for quite some time, using interim systems, and haven't had an opportunity to see Astrobase Command as a fully integrated project in a while. It's also a thing of beauty; at least if you're into spreadsheets and elegant mathematical...
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