NEWS FROM THE TEAM

Astrobase Command Progress Report – Weekly Dev Update – November 27th, 2015

You, fine members of the Astrobase Command community, have asked for a bit of big picture visibility on our progress since we’ve started and a better sense of where we are heading. It's hard to believe that it's already been almost 2 years since we launched the Kickstarter for Astrobase Command. Even though it didn't turn out quite the way we hoped, we've been busily pushing on with the project. In the course of those two years, we've put out quite a few updates and as we burrow deeper and deeper into our respective areas to get the game ready...
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Weekly Dev Update – November 20th, 2015

Daniel Hi Everybody! This week I've been remaking the garden (again). This has been one of the sections that I've not been happy about, resulting in several re-makes of it. Now I've arrived at a base of it that I like a lot more. This of course means I needed to remake the plants. And it being part of a visual polish type pass on my part I felt it was finally time to abandon Unity's built in tree-creator tool and switch to the standard SpeedTree. Of course, I can't just have one section with good looking plants and the...
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Weekly Dev Update – November 14th, 2015

Adam Hey everybody! This week, I made a little more progress on some graphics changes, but mostly have to take care of some post-end-of-fiscal-year paperwork (Jealous?). We also took some time to discuss our community's requests for clarification on our release schedule. We're putting together a handy graphic for the main site that'll clarify what our different release versions are, what features you can expect in each and where we're at amidst all those. Daniel Hi Guys! This week I've overhauled some sections that needed a bit of love. Sometimes what happens is that something is made early on, before...
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Weekly Dev Update – November 6th, 2015

Adam Hey everybody! This week I caught up on a bunch of pending graphics tasks, including finally getting the LODs exporting correctly, getting in some new assets and fixing some outstanding visual glitches we were dealing with. The hope is to get everything up to the same level graphically so Daniel can evaluate it as a whole and iterate on it accordingly. Daniel Hi guys. This week I've started out continuing the work to add more visual variation of the external view of a station. Since Adam finished the LOD export stuff I then switched over to doing several passes...
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Weekly Dev Update – October 31st, 2015

Adam Hey everybody! This week was largely an admin week for me, knocking out income taxes, service taxes, tax taxes and cat taxes. I also managed to spend a little time working on the LOD problem and look forward to a dedicated block of programmer time next week to knock that out alongside a bunch of important graphics updates (this game is going to be so friggin' pretty, it drives me crazy). Daniel 100010! This week my work was very much a continuation of the work from last week. Which means I was working on the exteriors of the station...
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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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