NEWS FROM THE TEAM

Weekly Dev Update – March 7th, 2015

Dave While Adam was working on the upgrade to Unity 5, I decided to tackle the largest unsolved design problem with missions which is making the traits fundamental to the character decision making. It can't be +1 here -1 there, it has to be integral to the system. Because I need the game to be able to say "this is an ethical decision, and ethical people do A and unethical people do B" (just using ethics as an example of one of the MANY possible aspects of a character personality). Because Astrobase isn't content-driven, I can't just write it into...
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Weekly Dev Update – February 28th, 2015

Daniel Hello everybody! This week I've spent mainly making parts for projectile weapons. The main challenge with this is to make sure all the different pieces work together while at the same time giving enough variety to be worth it. Currently there are well over 1000 different permutations of them. I made a little video to illustrate some options. These combinations are completely random so some might not look as good as others. http://www.new.astrobasecommand.com/wp-content/uploads/2015/02/projectile_gif_02.mp4 Dave This week I worked on upgrading our procedurally generated planet weather system into something more detailed that I could tie into missions. One thing that's...
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Weekly Dev Update – February 21st, 2015

Daniel Hi Everybody! Since last week I was surprised by Adam with the functionality to combine skinned meshes, which allows me to build characters from pieces instead in-game instead of having to have one mesh per permutation or some other dirty dirty solution to modularity in character visuals; I began this week by weighting the skinning (when preparing a mesh to be animated you bind its vertices to its bones, the default initial skinning is pretty good nowadays but in some areas it is lacking) for all the character meshes we have in game so far. This means that characters...
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Weekly Dev Update – February 13th, 2015

Daniel Greetings! This week I've spent with shoestring budget mo-cap. In other words, from now on I will be able to ambulate just like you humans and my infiltration attempt will be successful. Also, it means that we now have a bucket load of emotive animations to help out with visually indicating how, for example, a conversation between two crew-members is going. Dave This week I've been working on designs for the (hopefully, final) version of the mission system. The difficulty is I need to tie in traits, skills, stats and planet hazards to give characters some sort of non-linear...
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Weekly Dev Update – February 9th, 2015

Daniel Hello! This week I've been working on particle effects. Particles systems are one of the fields in game graphics that are relatively separate from the rest. They exist in the same world as everything else but compared to how a model and its animation have a symbiotic relationship particles tend to be tacked on wherever they make sense. Their main purpose is to indicate states, for example if food is hot you can have steam coming off it, indicating its current state. If a character is poisoned, having puffs of poison come out of him can give the player...
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Weekly Dev Update – January 30th, 2015

Daniel Hi Everybody! This week I've spent making small objects to populate the world with. You'd probably be surprised by how adding a bunch of every day objects helps tie a room together, you know, unless you're an interior decorator by trade or just an enthusiastic hobbyist. A prime example of how the lack of everyday items makes an area feel too empty, even when full of furniture. Of course, in games this means all these objects need to be modeled, uv-mapped and everything. For a game aiming at regular contemporary realistic design choices this means they can load up...
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Weekly Dev Update – January 23rd, 2015

Daniel Hi Everybody! (Hi Dr. Nick!) This week I've worked on the graphics for more social sections. It struck me that we had an abundance of really useful super practical areas, like reactors and command and sleeping quarters. However, what we lacked was somewhere for the crew to spend their time off. Not even in the more militaristic sci-fi settings (Battle Star Galactica and Babylon 5 comes to mind) do they avoid the types of activities that make up normal every day life. Of course these areas might not be the first thing you build but they are definitely are...
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Weekly Dev Update – January 16th, 2015

Daniel Hi everybody! (Hi Dr. Nick!) This week I've spent making the assets to go with the system I discussed in the last weeks dev update. This involves making different hair styles, enabling some customization of colors, making different body types (pictured below) and many more things. Meaning I got to have fun sculpting, retopologizing and uv-mapping. As that's quite a bit of character work in a row I also worked a bit on the graphics for the environment before I head back in and make procedural textures for the eyes, hands and faces in order to finish off all...
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Weekly Dev Update – January 9th, 2015

Happy New Year, space-friends! We had ourselves nice, restful holidays and we're ready to kick some space-butt in 2015! Here's our homemade, 100% organic dev update for you! Daniel Greetings fellow Organic Beings. This week I've been cutting the characters into little pieces. You know, so I can put them back together again. Basically by splitting up characters into different bits we can increase the variety in looks while not having to manually make and maintain every permutation possible. Of course it means that you have to put in more time making sure different assets work well together when mixed and...
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Happy Holidays from everyone at Jellyfish Games!

We've had ourselves a great year over at Jellyfish Games. Between bringing Daniel and his wonderful art onto the team, making a whole heap of Internet-friends and getting ourselves into IndieDB's Top 100 Indies of The Year (out of 10 000 projects!), it's great to see we're on track to deliver on the vision we had for this game from the get-go. But none of this would be possible without you fine folks. It was your support in getting us greenlit on Steam last year that convinced us we needed to make this game. Many of your contributions on social...
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