NEWS FROM THE TEAM

Weekly Dev Update – October 9th, 2014

Dave This week I worked on more mission logic, and mission AI. This involves the Mission Leader sending out either solo characters or smaller groups of characters to perform tasks and complete objectives in different areas of a zone. Does he split up his team and have characters complete objectives simultaneously, or does he find safety in numbers and is willing to have a longer (but presumably safer) mission? Does he avoid the crashed alien ship he discovered that wasn't detected by long-range scanners, or does send in the marines? His AI and personality has to determine all these things,...
Continue Reading

Combat Explained (Part 1)

Disclaimer: this description of the combat system is from a design standpoint. So it gets pretty technical and delves into the nuts-and-bolts. You have been warned! What is a Combat System? From a design perspective, RPG systems can be thought of as organized sets of statistical contests which combine to form game mechanics. Typically these contests are wrapped in a narrative context. An RPG with a lockpick mechanic might generate a random number, and compare it to a threshold determined by the value of a character's lockpicking skill modified by the difficulty of the lock. We call these simple contests....
Continue Reading

Weekly Dev Update – October 2nd, 2014

Adam It's been another week of jobs and section integration. The first ones I knocked out were dining areas (cantina, cafeteria, mess hall). Now, when a character gets hungry, they go to their nearest dining area and eat (Food is also a resource in storage now). I also wrote it in such a way as to lay the groundwork for people to go eat at the same time. That way, friends can hang out together, which will make it even more obvious to the player what relationships they have with each other. It will also work nicely for social areas...
Continue Reading

“oh my God! — it’s full of stars!” A Brief Tutorial on Creating Procedural Star Fields Using Substances.

Several years ago at a previous job I was fortunate enough to have people from Allegorithmic come over and demo their Substance Designer. While a couple of the other projects had definite uses for a tool like that unfortunately the one I was working on at the time we were using pre-rendered assets. Making it pretty much the worst fit for procedural texture generation. Since then however I've always wanted to have a good use for them since any tool that saves artists so much time is a good tool indeed. In Astrobase we early on, in order to keep flexibility...
Continue Reading

Weekly Dev Update – September 25th, 2014

This week, we've been super excited by how a bunch of the features we've been designing and talking about for a while are finally making their way into the game! Adam Since I got general assignments and their AI component working last week (specifically for assignments to quarters), this week was about getting assignable jobs in. I started by knocking out all the reactor jobs. Now, when you assign a crew member to a reactor job, they will activate the reactor, the power output gets spread across the station and the character's skills then determine how quickly the reactor's durability...
Continue Reading

Food For Thought

One of our earliest design goals for Astrobase Command was to make believable AI characters with personalities, moods, likes and dislikes. Not only does it increase a player's attachment to their crew, but it also creates new situations to manage. Do you want to give your most gifted science officer a team to run, even if he's the most irritating person in the known universe? The team might benefit from his knowledge, but will also most likely be united by their hate for him. The Goal Anytime a character is making a decision, whether going about their daily routine or...
Continue Reading

Weekly Dev Update – September 18th, 2014

Hey everyone! Now that we've shipped the website, we're excited to start talking about the game on a regular basis again. We're trying to commit to at least 2 posts a week. We'll be doing screenshots/video/general interest posts on Tuesdays and a Weekly Dev Update on Thursdays, where the whole team will talk about what we worked on that week. If there's anything specific you'd like to see or would like us to talk about, make sure to pipe up in the forums! Adam Last week, I was able to sort through Daniel's section assets and fixed up the system...
Continue Reading

Website Re-Launch

As you may have noticed, we've sunk all our space-bucks into this new website. Just kidding, we'd just been holding off on any serious site update until we passed a few milestones that allowed us to show off the great stuff that's now in the game. Earlier news updates may be badly formatted, but sometimes the past has to suffer for the present. We're not planning any substantial PR push until we get a little closer to early access (from my AAA days, let's call it "soon"TM). We just wanted the website not to be an eyesore if it were...
Continue Reading

Happy Canada Day!

  Enjoy this wonderful day, wherever you may be, whatever you may be doing, whether you are moving your goods to your new Astrobase, or simply enjoying a barbecued Ragnivian Blagnark!
Continue Reading

Jellyfish School of Design: Managing the Beast

By now, you know that we really like to talk about game design around here. However, making games isn’t just about slinging code, and pushing pixels. What's in a game? Making them involves getting many tasks to come together at the right time to ensure that a working product eventually makes it onto your computers. Certainly, every little thing that can happen in the game needs to be thought out and coded, art and sound needs to be produced to give you something to look at while you're playing. But we have to keep showing you that Astrobase Command is...
Continue Reading
Join our Newsletter!

Please fill in the form and submit to subscribe to the Astrobase Command newsletter to stay informed an up to date on all things Astrobase!