NEWS FROM THE TEAM

Weekly Dev Update – November 21st, 2014

Adam Hey everybody! This week, I focused on un-borking character AI so they could go about their daily routine without freaking out, sleeping all the time or sitting on each other at the lunch table. As entertaining as all that was, it was nice to see the crew getting some work done. Since I got done with integrating Dave's mission execution, it was also a big priority for me this week to be able to actually see the text output of what was happening. So, I integrated a quick-and-dirty first-pass of mission reports. They come in immediately, are printed on...
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Face, The Final Frontier

Hi everybody! As I've mentioned before I've been hard at work creating a system and assets to procedurally generate faces. The time has now come to show you guys the first pass. Now, just a little heads up if you manage to read all this text before looking at the image below, Currently it's just changing facial features and interpolating skin colors between a few presets. Obviously this is not a finished state. For example; transforms of features, different eye colors, different hair styles, facial hair, wrinkles, moles, scars, and so on are all planned to be added. Not to...
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Weekly Dev Update – November 17th, 2014

Daniel Hi, this week I'm so frelling done with faces. They will still need more work later on but for now it will have to do. At least now they look somewhat like humans. As we were discussing on the forums, non human facial features will be added later, its mainly a matter of putting the time into making them. In total it can currently generate 645 922 816 different faces. Multiplying with this will also later on be stuff like skin colors, hair styles and asymmetries and different scaling and positions of individual features which will all each increase...
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We are experiencing technical difficulties

Hey everybody! We'll be getting a new dev update out to you on Monday. Dave has been having some technical issues with his computer, but will have more to report with a few days to catch up. We'll be back to a regularly scheduled Friday update after that!
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Weekly Dev Update – November 7th, 2014

Hey everybody! We're continuing to hammer away at the first pre-alpha build. We know you're really looking forward to getting your hands on something playable and we'll try to get that to you real soon! In the meantime, here are our weekly updates! Dave Recently I just finished coding all the different pieces of procedurally generated subplots and storyarcs, which can happen to characters on a mission, much like in [INSERT YOUR FAVOURITE SCI-FI SHOW]. And then testing it with our first basic example. It works! Yes, that took the whole week. Left to do is integrating the code into...
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Weekly Dev Update – October 31st, 2014

Happy Halloween everyone! Are you looking forward to all the discount bite-sized candy tomorrow as much as I am? Anyone? Adam This week was another big feature implementation week. I wanted to get module destruction done. But, in order to pull this off, I needed to do lots of code re-jiggering to provide a generic approach to object selection (module, section, character, doors, etc.) and context menus for those selected items. This simplified the code significantly and made it easier to manage priority between the different types of objects when I click to select something. This made it easier for...
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Weekly Dev Update – October 24th, 2014

Hey everybody! For those who missed it from the Tuesday post, we'll be holding off on Tuesday Dev Features for a few weeks as we get ready to start closed first playable playtests. This also means we're crunching like mad, so these updates will be chock full of features! Daniel Hi everybody! This week has been spent creating a Frankencomputer by melding the better parts of my old PC with the better parts of my "new" PC. Followed by trouble shooting and software installations to bring balance to the force of computers in my home. Once everything was up and...
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Hard At Work

Hey everybody! It seems I derped when I tried to schedule this post for Tuesday. Sorry about that! I know you've all loved these Tuesday dev features but we're going to hold off on them for the next few weeks. Good news is we're doing this because we're crunching to get a closed playable build out to you in a few weeks! We'll still be doing our Friday updates so we'll keep you posted on our progress.
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Weekly Dev Update – October 17th, 2014

Adam This week, most of my work hasn't been in implementing cool new features. Since I switched to full-time on the project a month ago, I've been doing nothing but coding coding coding. But, since I'm also responsible for pretty much all of Jellyfish's admin work, I've been neglecting the legal, accounting and management aspects of the company. So, I spent my week on the phone on hold with various government offices, going back-and-forth with our lawyer with contracts and learning everything there is to know about small-business accounting. Thrilling, I know! Dave This week I finished integrating combat (remember,...
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Combat Explained (Part 2) — Items

This is a continuation from part 1. In this post I talk about items. Several of you on the forums asked specifically about itemization, so here it is! The goal of the Astrobase Command item system is to equally support procedural item generation and crafting (user item generation). And also in a broader sense to further refine the uniqueness of a player-created species, and the uniqueness of procedurally generated species a player might encounter. Keep in mind Astrobase Command has no tech tree. The technology "power" can conceptually be thought of as the items (and ships and modules) you know...
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