NEWS FROM THE TEAM

Weekly Dev Update – September 16th, 2016

Dave - @Dave_Astrobase Hey guys! This week I continued to work on missions. I think I've landed on something interesting, and I'm doing a more formal design doc (typically we don't do these) to organize my thoughts and make sure there aren't any gaps in the design. Daniel - @Polygonatron Hey Everybody! This week I continued work on the desk and the stuff on it. Specifically the Rolodex cards and the Datapad Cartridges. Since these are things that we have had versions of for a long time it ends up taking a bit longer not only to figure out how...
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Weekly Dev Update – September 9th, 2016

Adam - @adam_blahuta Hey everybody! I've mostly been busy with other studio business this week. However, I have been working in my spare time on our in-house Unity framework. I've been moving systems I want to carry over to other projects into it. This will make it easier for me to start new prototypes with a suite of pre-existing tools, as well as cordon off a section of the code that is not to be messed with. Being a good coder is all about being mindful of the trade-offs in every decision. In this case, you have to weigh your...
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Weekly Dev Update – September 2nd, 2016

Adam - @adam_blahuta Hi everybody! This week was a light one for me as I had other obligations. I still managed to knock out some admin tasks as well as participate in some design discussions revolving around desk usability. It's really an important and fascinating topic because I've never played a game that strives for the experience we're looking to create with that. It's a difficult problem with a lot of trade-offs to consider. Luckily, whenever something is too difficult to make a call on, we have the luxury to just jump in and prototype it. This allows us to...
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Weekly Dev Update – August 26th, 2016

Adam Hello everybody! This week I focused primarily on desk usability. We added a new stamp to make approving paper-based forms more satisfying. It's simple, feels good and makes a satisfying plastic "kachunk". I also made it possible to stamp documents a bunch of times and anywhere on the paper, so we can have funny moments stamping like madmen. I also worked on a bunch of quality of life improvements, like keyboard shortcuts to launch a datapad program, clicking the desk edge to open the desk and giving papers slight rotations when putting them down on the desk so they...
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Weekly Dev Update – August 12th, 2016

Adam Hey everybody! This week was one of planning and design discussions as a result of the internal playtest. We're trying to knock the key sticking points with the desk design first to ensure that things are clear for players and, more importantly, feel great. I also took the opportunity to knock out a bunch of important admin tasks to get them out of the way for a 2-week blitz on new tasks. As much as I like touching different parts of the business, I also look forward to being able to pay someone to take care of these aspects for...
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Weekly Dev Update – July 29th, 2016

Hi Everybody! This week is again a bit unusual. Since we spend last week doing internal playtesting we had a lot of things to talk about. So that's what most of our time has been about this week. The results are awesome! We now have a comprehensive list of everything we need to do before we put ABC in front of actual humans and much of what remains after that. Now all we need to do is everything that remains to be made! Cheers, The Astrobase Command Team
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Weekly Dev Update – July 22nd, 2016

Hi Everybody! This week is a little bit different. We've been hard at work getting features and content into the game for quite some time now. Last week, we reached an important internal milestone, which felt great! After delivering a bunch of new features and solving a ton of bugs, we were way overdue for some feedback. With the prospect of releasing it to be tested by people who aren't us looming over our shoulder; we decided that we'd best do some more focused playtesting on our own before we have others spend their time testing it. Making this week...
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Weekly Dev Update – July 15th, 2016

Adam Hey everybody! This week I wrapped up the last bit for missions with a placeholder mission reward system, yielding resources on return. I spent the rest of the week wrapping up the current milestone by knocking out a bunch of problematic bugs and minor features. This should allow me to incorporate personality traits into our crew AI as well as station events like reactor fires. Dave Hey guys, This week I worked on the big design doc that covers traits and their inner workings. Hopefully it will result in a clean/presentable spreadsheet I can hand off to Adam for...
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Weekly Dev Update – July 8th, 2016

Adam Hey everybody! I spent the better part of the week wrapping up the mission planning program. This allows us to plan the different components of a mission as well as navigate active and complete missions. Not only do we get the basic details of the mission (planet, start time, mission leader, mission controller, etc.) but we also have a full list of mission reports received from the mission leader on the ground. With this in place, ABC is finally looking like a full game! I'll be back on AI over the next few weeks so I look forward talking...
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Weekly Dev Update – July 1st, 2016

Happy Canada Day! Dave Hi Guys! This week I've been doing my final (fingers cross) trait-naming pass, which is kind of a giant word puzzle because it intersects with the word themes in the word bank, and also all the ways in which traits are connected to each other. Daniel Hi Everybody! This week I've kept at it with the light system, it's getting pretty close to finished but there's no point in showing it off to you guys until it's fully hooked up to the gameplay.
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