NEWS FROM THE TEAM

Weekly Dev Update – June 5th, 2015

Adam Hey everybody! This week, I finally managed to wrap up connector construction, which brings us one major feature closer to an alpha build! Since I've been spending a lot of time lately integrating a metric butt-ton of cool new arts assets, we've started to encounter performance issues on low-end machines. So, I also started looking into graphics optimizations and thinking about system requirements and settings to expose to players! Daniel Hello, this week I've spent most of my time fixing things, setting up technical art stuff, and looking into how to balance visuals vs performance further. This is of...
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Weekly Dev Update – May 29th, 2015

Adam Hey Space-Friends! This week, I took some time out for more build stabilization. A recent influx of super cool art from Daniel has left some station parts broken or behaving strangely, so I spent some time getting everything working again. I also continued progress on Connector construction. I'm definitely looking forward to being done with this particular feature, as it will provide a legitimate way for characters to navigate between station “floors”. Daniel Hi Everybody! This Week I've mainly focused on some non-Astrobase work while waiting for Adam to finish some features I need. Next week I will be...
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Weekly Dev Update – May 22nd, 2015

This week has been another business and administration heavy week for everyone except Daniel, next week should have non-art updates aswell. Daniel Greetings Skinjobs! This week I've been working at getting the new hair finished and put in game. This included sculpting the hair, adjusting the low-res meshes, baking normal maps, and painting in some nifty alpha. The alpha channel (rgbA) is used to give the edge of the hair a nice and soft transition where it meets the head. This is done in order to avoid having a super sharp high contrast jagged polygonal line where the two surfaces...
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Weekly Dev Update – May 15th, 2015

Daniel Hello Humans! This week I've been doing various things. A bit of fixing UV's, some behind the scenes work. added cracks to the types of moon features, and so on. Oh and I've been working on the hairstyles, after doing a pass over the clothes the hair stood out a bit much, in a bad way. So I decided it was time to do the same to them, so I've been sculpting hair quite a bit, but its not finished yet so theres nothing really to show you guys today. Maybe next week. Adam This week has been a...
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Weekly Dev Update – May 8th, 2015

Daniel Greetings fellow Living Beings! Today I come to you with a bag of animations. As I've previously mentioned we're doing indie-style mocap. This means that I, using a Kinect and some super nifty software, record myself doing things (without having to wear a skintight suit with ping-pong balls glued on it, sadly) that then get interpreted, stabilized, cleaned, scrubbed, massaged and generally processed to get something that's usable in-game. Some examples of the animations in-engine Now, this is actually more tricky than it first appears, not because of the different skills needed for the various software involved but for...
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Weekly Dev Update – May 5th, 2015

Hey everybody! Adam here. Sorry again for the delay on this update! I had a 48-hour game jam this weekend and it ate into my posting time on Friday and completely fried my brain for Monday. Now, oooon with the show! Daniel Hello fellow humans! This week I've actually spent with more behind the scenes boring stuff that isn't very interesting so instead of that I'll talk a bit about the character work I did the other week. Some examples of the updated characters Now, there are two major parts to this work with a common goal. The goal was...
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Dev Update on Monday

Hey there Astro-friends! We'll be bringing you this week's dev update next Monday. The team have been working their space-butts off!
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Weekly Dev Update – April 24th, 2015

Daniel Hi Everybody! Since we last updated you on what was going on a lot of work has been done. For me it's been split into two main chunks of work, space and characters. For the characters I've been adding detail and updating their procedural textures to fully take advantage of the new possibilities in Unity 5. Space on the other hand has been more of an extension than an iteration. Instead of as previously only having an earth-like planet we now have gas planets, ring systems, rocky planets, and moons. Today I'll talk more about the moons. Some moons...
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Weekly Dev Update – April 3rd, 2015

Daniel Hi Dr. Nick! These last couple of weeks I've mainly worked on fixing stuff, reworking things and iterating on objects. This isn't very sexy work, it's a lot of grind and technical stuff. But it is something that is vital to an agile and iterative workflow. What would be the point even considering evaluating the current state of anything if you do not have the freedom to change it (aside from learning from past mistakes). Often its easy to go on and just remake stuff, because it feels like you are being more creative. While that might be true...
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Dev Update on Monday!

Hey there Astro-friends! We'll be posting this week's Dev Update on Monday to let Dave enjoy a long overdue weekend with his beloved. No matter how hard we try, the guy won't take time off, so this is an important event for us! Tune in early next week for our update!
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