NEWS FROM THE TEAM

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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Weekly Dev Update – March 11th, 2016

Adam Hey everybody! As part of the AI brain transplant, I've dumped an old AI solution we were using for crew navigation around the station. I'm in the process of writing a custom implementation that's much lighter and optimized for our particular use case. You can see in the image above the debug data showing the generated path network. Intersections are represented by green spheres, green lines are walkways, the shorter magenta lines are lanes on either side of that path leading to and from the connected intersections and the blue lines are door connections between modules. We've got vertical...
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Weekly Dev Update – March 5th, 2016

Daniel Hi Everybody! This week I've been continuing work on station sections. Also I've worked on an accompanying complex effect, combining several particle systems and light animations to achieve the right feel. I'm holding off on telling you guys any specifics and showing it off for two reasons; firstly we need to save some things to reveal on launch. And secondly it's not quite finished yet, close but no cigar. Dave Finally solved the giant Rubics Cube / Sudoku puzzle that was the balancing system for traits! Next up is going through the items and creating all the traits that...
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Weekly Dev Update – February 26th, 2016

Max Hello everyone! I've been working on advertising art for when the big day comes. Gasp! The big day! Hold your space horses. Getting the products to the point where the look gives the voice we want to a marketing effort and fully exploring the realm of the useful takes time and iteration. For example, my first piece looked great, but was suggested that Astrobase was more a space horror game than we wanted to. Discussing these issues as early as possible with the team and receiving a continuous feedback helped me create a coherent product and is motivating me...
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Weekly Dev Update – February 20th, 2016

Daniel Hi Everybody! This week I've been working on the scenery, specifically I'm adding and tweaking some of the variation. This allows me to use the biggest brushes I have in the toolset to get the overall feel of the visuals right. As part of that I've synchronized the visuals of the local star to match the data. Pictured above is a gif of class T, G, and O stars (using the Morgan-Keenan stellar classification system). Dave Last week I continued modelling the distribution numbers for the Great Trait Rebalance. I discovered a number of "competing solutions" and now I...
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Weekly Dev Update – February 6th, 2016

Adam Hey there space fans! I've been spending the past few weeks tending to our other obligations, but now we're back in full swing! Since we last spoke, I did a lot of work on overall usability. I re-wrote the camera rig from scratch for something much more smooth, responsive and more functionally appropriate given how we go about navigating and building the station. I also had a chance to solve a few performance issues here and there and solve a metric butt-ton of bugs. I spent this past week revisiting our AI system. Now that we've had a chance...
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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 to detail that Daniel has been investing on the desktop. We want you to be able to feel that you are part of the universe and part of that is establishing a sense of ownership over your desk. We've been playing around with the idea of having interactive items such...
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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 that we have made in the past year. Astrobase Command has progressed through a number of evolutions that have allowed us to migrate away from prototype code and assets into a far more refined and cohesive whole. What were once disparate parts that functioned in their own sandboxes have been...
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Weekly Dev Update – December 4th, 2015

Greetings space gardeners!   This week, we're pulling the curtain back a little bit on Astrobase Command's development. We're giving you a virtual peek over Daniel's shoulder so you can see his work on the garden module. Much of what we've been doing recently is trying to optimize our art assets to get the best frame rates possible while still achieving the visual effect we want. This leads to a lot of experimentation with design and different kinds of software. Space hues https://youtu.be/xBE4P9P5_fU In this case, we've been testing SpeedTree to see if it could help us enhance the generous amounts...
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