NEWS FROM THE TEAM

Weekly Dev Update – December 12th, 2014

Adam This week has been chock full of tying up loose ends in desk-related features (rolodex, datapad, paper reports, etc.) to get all that to a usable state. I won't list individual tweaks but I'll say again that I'm really happy how all that is coming together! Go vote for us on IndieDB! We're in the top 100 so let's rock that leaderboard! Daniel Hello, Biological Units. This week has been another where I focus on the different sections. Some additional work was done on finishing up the Holding Cell and Decontamination section. After that I worked a while on...
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We made the top 100!

Congratulations space-friends! Out of 10000 games up for nomination by the community for the IndieDB Indie of the Year Award, we just made the top 100! Now help us climb the ranks further and get the word out by voting in this final round! 2014 Indie of the Year Awards via Indie DB Thanks again for your contribution and we're looking forward to ringing in the New Year with what we've been working on!
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12 Hours To Go – Spacelane to the IndieDB Top 100

2014 Indie of the Year Awards via Indie DB Hi everybody, There are 12 hours left before voting closes on first slice of the IndieDB 2014 Indie of The Year awards. Once voting closes, the top 100 games will be announced, and voting will start over to find the top pick. So head on over to Astrobase Command on IndieDB and vote. Bonus awesomeness if you can convince friends, family and coworkers to take part, too!
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Help us Reach for the Stars

Vote for Astrobase Command as IndieDB's Indie the Year contest There are 3 days left until voting closes on IndieDB's Indie of the Year contest. Please help us make the list by heading over and lending your vote for Astrobase Command.
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Weekly Dev Update – December 5th, 2014

Daniel Greetings fellow human beings. This week started with me polishing the 3D UI components as well as adding some new ones. After that I worked on a new layout for the ID cards and for the printed labels on the Datapad cartridges. What's tricky with both of these is to display enough information on them but not so much that it becomes too difficult to read or just take in key information from a glance. Usually, one way to do this is to look at what the most modern styles look like since they tend to be optimized a...
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Weekly Dev Update – November 28th, 2014

Dave This week, I spent some time hooking up outcomes to the happenings in a subplot. Note my test location was a Frozen Lake, and the subplot defines what happens when characters explore that location on a planet for an away mission. There are an asburd amount of unique paths through the location story (think: millions), including how it starts and ends. For example: Chief Blahuta began to worry he was getting lost out in the middle of the frozen lake. He started to reprogram a portable probe to act as a locator beacon, but the circuits couldn't handle the...
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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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