NEWS FROM THE TEAM

Weekly Dev Update – June 10th, 2016

Adam Hey everybody! I spent the better part of the week dealing with company admin tasks while coordinating a last-minute move out of my apartment. Looking forward to getting back on missions! Max Greetings inhabitants of this parallel dimension! I've been busy examining methods to assist us in community management and handling our social media presence. I've been giving the trial version of several services a spin to see whether they provide any insight or utility beyond that which is available through Twitter's own analytics tool. While some services we've tested have rated a solid "meh", a few have caught...
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Weekly Dev Update – June 3rd, 2016

Dave Hi Everybody! Still going through the list of 6000 words while building the word bank. Generally refining some of the guts of the trait system. Also spent some time figuring how character personality can evolve over time using the mathematics already present in the trait system. Asked myself a lot of questions about free will, since if we want characters to behave as people it helps to have an opinion on how humans in this universe work. Daniel Hey Guys, This week I've put more time into making more sections. It feels at times like I'm a broken record...
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Weekly Dev Update – May 27th, 2016

Adam Hey everybody! This week was spent working on the mission datapad program. It involves mission planning, listing ongoing missions with their status and having an archive of past mission reports. The funny thing about UI work is that the underlying logic is generally pretty simple. It's getting the user experience right that takes the most time. What is critical to communicate to players and in what order? What does this mean for the layout? A screen packed with too much information can be intimidating and unpleasant. However, spreading that information over too many separate screens can make it difficult...
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Weekly Dev Update – May 20th, 2016

Adam Hey Space-Friends! I started the week by wrapping up some critical desk interaction, namely the ability to dump rejected recruitment forms into the trash. I also had a chance to discuss the new mission planning flow with Dave and am in the midst of implementing that! That would represent the last major feature before we can start small scale playtesting so we're looking forward to it! Dave This week I got about 1/3 of the way through a list of 6000 adverbs, with the task of categorizing and entering the usable ones into the word bank (for procedural text...
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Weekly Dev Update – May 6th 2016

Adam Hey everybody! With the work that was done to overhaul character and section highlighting, one of my objectives this week was to convert some of the desk interaction to use the same approach. The object contours made for much cleaner highlighting of objects we interact with and the shared raycasting eliminated a bunch of bugs with object selection. This is still a work-in-progress, but the initial integration has already shown promise. Funny story with this: you've probably seen in past screenshots of the desk that we have trinkets on there. With the new object interaction, we finally were able...
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Weekly Dev Update – April 29th, 2016

Procedural chatting: Crewman Greer's lack of diplomacy concerning Ensign Crawford's personal hygiene is poorly received. Daniel Hi Everybody! This week(s) I’ve again spent finding stuff that’s broken and fixing them as I go. For example I found a little bug that made faces look bad, now they should appear at least 900% better looking (according to the Daniel scale of face appreciation). Also I again got some time to work on the sections. As you might imagine, there is a certain amount of work that has to be done to be able to release the game and on my end...
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Weekly Dev Update – April 16th, 2016

Daniel Hi Everybody! This week I've mainly been doing two things. Firstly hunting bugs and fixing the ones I am able to. Secondly, I got some time to get back to creating sections for the game.   Here you can see the Science Station, where the crew can commit science to their heart's content Dave Hey guys, This week I started on my second pass on organizing and designing "story rooms" the atomic units where the narrative takes place, in preparation for further story development. The goal is finding the right way to trigger events within in the story (using...
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Weekly Dev Update – April 10th, 2016

Daniel Hi Everybody! This week has been a bit lower intensity the previous one for me, going at too high a speed for too long is not good for humans. Anyway, what I've been working on is more GUI stuff. Trying to figure out a good way to combine readability and style in order to get more contextual information to the player. It again, like many things I've talked about in the past, ends up being a question about balance. You want as much of both as possible, but usually you need to choose. Most of the time the choice...
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Weekly Dev Update – April 1st, 2016

Daniel Hi Everybody! These last couple of weeks we've been really busy working up to a major internal milestone. Much of it for my part has been behind the scenes type of work, like creating path graphs so the crew know where to go and what to do, working on gui layouts and other functional parts. In addition to that I got the chance to polish up the visuals behind both the Species Creation character visuals (the guys you see during species creation at the start of a game) and the Photobooth visuals (the little "photograph" images on ID-cards and...
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Weekly Dev Update – March 19th, 2016

Daniel Hi everybody! This week I've had the pleasure of going through a bunch of fun paperwork, I guess it was my turn. I did also finish the punch card, which sounds like something that shouldn't be too much work. But, if you think that you dont know what type of punch card we'd make for ABC. Since we have an affinity for the procedural, of course our punch card is indeed procedural. Not only is the text added in dynamically through GUI elements but the actual holes are punched through the paper using a procedural texture. This of course...
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