NEWS FROM THE TEAM

Weekly Dev Update – August 14th, 2015

Adam Hey there space cadets! This week was more AI goodness as I moved forward with the behavior tree implementation. The core code is mostly done and I've been spending some time putting together a simple visual editor that will allow us to easily hook up AI logic. I'm thinking long-term here, because this is the kind of tool I'd use again and again for AI in future titles. See you next week! Daniel Hi everybody! So, this week I've actually reached a point in the making of procedural faces that makes sense to show. They are not textured yet...
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Weekly Dev Update – August 7th, 2015

Adam Hey there fellow Spacers! This past week, I changed gears and took another look at crewmember AI. I'm writing what's known as a Behaviour Tree implementation to allow us a little more flexibility in how we define AI decision making. Things like syncing up dinner schedules with other crew members and core meltdowns created problems that couldn't be elegantly handled by the current system. Besides, the beauty of Behaviour Trees is that they don't lock you into a particular way of doing things. Rather, they provide a control mechanism for pretty much any approach to decision making system you'd...
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Weekly Dev Update – July 31st, 2015

Adam Hey everyone! I finally managed to get connectors added and done. I also started looking at AI again to get us sorted for Early Access. While the first iteration did a valiant job with most situations, some special cases (like reserving seats for later for social/dining areas) could not be handled elegantly. Once I'm done extending the system, I'll probably post a special update explaining the process. Once I'm done with that, I'll be focusing on character conversations on-station. Dave completed a system a while ago to generate text for these conversations, as well as changes in their relationship....
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Weekly Dev Update – July 24th, 2015

Adam Hello everyone! This week was a quiet one so far on the programming side. I had to attend to other business to do my part in keeping this show running. Luckily, my weekend is wide open for wrapping up connectors once and for all (for a little while at least). So look forward to more of that next week! Daniel Hi Everybody! I've been busy working on the heads this week as well. Finished up the tests I was doing and started in on the procedural textures, making all the masks and details it will need. Fun work but...
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Weekly Dev Update – July 17th, 2015

Daniel Hi Everybody! This week I've mainly worked on the face meshes. I'm working to get a base mesh that has the flexibility of being adjusted to allow for different face shapes, parts and variations among those. While also making sure that it is light weight enough to have many faces on screen at once, and making sure that it has the ability to support the possibility of facial animations should we find the time and budget to add such things. I guess the TL;DR would be: I spent this week making faces, again. Adam Hey there Space-friends! It feels...
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Special Weekly Dev Update – July 10th, 2015

Hi Everybody. Today Daniel is back with a Special Weekly Dev Update, or a SWDU if you would. Actually, no. Don't, thats not great. Maybe SpeWeDUp? Hmm, no something is a bit off about that too. Anyways, lets get on with it. Game Art Balance I: An easy mistake to make is to think that by balancing two things means there should be equal amounts of each. Nothing could be further from the truth, most of the time balancing things against each other means figuring out how much you can squeeze into the less important without messing up the more...
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Weekly Dev Update – July 3rd, 2015

Hello. This week both Adam and Dave have had to take care of some stuff. But never fear! Astrobase progress has not halted. Daniel Hi Everybody! This week I started with making the first pass on a system to manage special effects. This allows us to bundle particle, sound, and other effects into one package. Set up timing and other things on each part of the total effect. This allows not only for a lot more control of how they are played to make a cohesive whole, but also enables a greater amount of re-use of the individual effects. In...
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Special Weekly Dev Update – June 26th, 2015

Hi Everybody. Today we're doing another Special Weekly Dev Update. Daniel is continuing right where he left off. Prototype Art II: Concepts, are they worth it? The short answer - No. The long answer; Yes. No! Maybe? You see, it really depends on what the scope and deadline of the prototype is. Sometimes the goal is to have a full pitch package, with a playable bit of game accompanied by concept art to show externals a wider view of the world along with the narrow bit of gameplay you present. If that's the case, and assuming you also have enough...
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Weekly Dev Update – June 19th, 2015

Daniel This week I jumped in and attacked one of those strange beasts that lie at the intersection between art, design, and code. A GUI (Graphical User Interface). We tend to split these up and do a bit of the work each. However this one was heavily dependent on work and systems I had designed, and Adam was busy with other super important code stuff, so I have been spending my time implementing the Species Creation UI. Or at least the first pass of it. It's a pretty intricate piece of UI. In part because it is tied to (and...
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Special Weekly Dev Update – June 12th, 2015

Hi Everybody! Today we're doing a Special Weekly Dev Update. This is a first for us so if there will be more in the future will depend on how you guys like it compared to the increased time investment to make them. The goal of this is to (hopefully) give insight into how and why we do things, and perhaps help you better make your own games in the future. The order of the discipline for the Specials is not in any particular order, in part because of our scheduling restrictions, and in part because its not really do one...
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