NEWS FROM THE TEAM

Weekly Dev Update – October 23rd, 2015

Adam Hey everybody! This week, I worked a bunch on the LOD tool for Daniel, fixed some issues with the LOD swap export technique I mentioned last week and am still investigating why we're not getting the expected performance gain from it. This is a key feature to hit the performance bar we've set for ourselves, so it's worth spending the extra time on. Daniel Hi guys! This week I've been looking at variations of the module exteriors as well as working on a mini-airlock type of thing to possibly replace the current doors to serve as a better connection...
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Weekly Dev Update – October 16th, 2015

Adam Hey everybody! This week, I worked some more on the LOD system I mentioned last week. I got the asset swapping working on the export process of the sections, but it still needs some work. We should be seeing a significant performance gain from it, but it's pretty negligible so far. This means I'm going to have to dive into the Profiler! This is a nifty tool programmers use that is able to break down pretty accurately how the system resources are being used by the code and assets that make up a game. With this, I can detect...
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Weekly Dev Update – October 9th, 2015

Daniel Hi Everybody! This week I've been working a bit more on LODs and on a "photo booth". The procedural faces I made just a little while ago aside from being part of the characters walking around on the station also needs to be in picture form on ID-Cards and such. To get that I set up a photo-booth of sorts for the characters to have their pictures taken in. Dave This week continued writing the plotpoints (in my storygen format that sees sentences autogenerated). I showed the work off to the team, and everyone seems excited. Adam called me...
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Weekly Dev Update – October 2nd, 2015

Adam Hey everybody! This week was another one of super sexy admin! It's tax time for us, which means a bunch of paperwork to fill out and numbers to get in order. It's a good thing I have you all and this game to make it all worthwhile because this stuff is slowly killing me! Next week will be much more programming fun. Speaking of which, if you have any suggestions of programming topics you'd like to hear more about, I'd love to hear them in the forums! Daniel Hi Guys. This week I've been doing paperwork and LOD's. Both...
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Weekly Dev Update – September 25th, 2015

Daniel Hi, everybody! This week I've spent more time looking at optimizations, but mainly I've been going through everything and fixing things that needed fixing. Each thing by itself is often pretty small but they add up into being pretty important to fix. Adam This week was another one of graphical optimizations and moving forward with species customization. It's turning out to be a bigger feature that we originally thought. But it's critical to the player's ability to really have ownership over their species, so we're giving it the proper attention. Dave This week I worked on writing plot-point text...
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Weekly Dev Update – September 18th, 2015

Adam Hey there! This week, I had other business to take care of, but had very productive discussions with Daniel concerning species appearance customization and the project's LOD (Level Of Detail, a graphical optimization strategy) approach. We'll probably dedicate a post to LODs in the near future so you can see everything that goes into having things that are both pretty and can run on our machines without melting them. Daniel Hello, this week I've been touching up on the faces a little bit and handing off a bunch of knowledge about them to Adam to aid him in integrating...
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Weekly Dev Update – September 11th, 2015

Adam This week, I worked on integrating the new species creation menus. The portrait customization is still a work-in-progress, but it's going to be incredibly cool once I'm done with it. I can't wait to play with it and see what I can create. Hopefully, you will too! Daniel Hello, this last week I've wrapped up most of the remaining things related to the procedural head mesh and texture generation as well as going through generating and tweaking LODs for the existing environment meshes. Dave Hi! Nothing terribly exciting for me, just working through the plot-point generation. It's actually nice...
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Weekly Dev Update – September 4th, 2015

Adam Hello there fellow cosmonauts! This week, I spent some time working on an intro sequence for the game, as well as fleshing out the prototype for an updated version of character creation. Once complete, character creation will now also incorporate Daniel's blendshaped faces for portraits and will provide a quite unique approach to customizing species appearance! Sidenote for you space nerds: Don't forget to check out the Supermoon lunar eclipse on September 27th, which we won't see again until 2033! Daniel Hey guys, this week I've been wrapping up two of the remaining parts of the procedural heads. Namely...
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Weekly Dev Update – August 28th, 2015

Adam Hey everybody! This week was another one for admin, project management and the like! I did manage to squeeze in a bit of AI work, but I'll have more to say on that next week. See you then! Daniel Hi Guys. This week I've spent working on the procedural heads, got both the mesh and texture getting generated procedurally and looking nice doing it. They aren't all super-models but generally they don't end up looking broken, which is a bigger feat than you might think. Note: Still missing both eyebrows and eyelashes. Oh! And eyeballs! Dave Hello. We have...
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Weekly Dev Update – August 21st, 2015

Daniel Hi Everybody! This week I've mainly spent working on the faces more. Specifically their procedural textures. Additionally I've had a first stab at our LODs. Level Of Detail meshes automatically switches a mesh for a lower resolution version of it when the camera is far away. Sadly the computer can't generate them and set everything up right all on it's own so a human has to do a lot of file management and setup to ensure things turn out as they should. The human ending up doing this in our case is of course me. Dave Hello. This week...
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