NEWS FROM THE TEAM

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

Powerful Art

This convo is making my nose bleed. Can we talk about space stations, please? And 'splosions maybe? - Adam Time for another short dev update! High Energy Art (more…)
Continue Reading

Astrobase Dev Update: Combat, Mining, and Pricing

First off, let's get this serious business out of the way: Go Space Habs, go! Beat the Star Rangers! This zero-g hockey game should be a good one, tonight, folks. Keep your eyes peeled on the projectrons and don't miss a second of the action. May the best spacers win! Ok, now it's time to talk Astrobase Command. We've had yet another busy couple weeks, so let's get right into things. Your autopsy is ready, Commander Work on art has been moving forward, and we now have a lovely new autopsy module in which your crew will be able to...
Continue Reading

Jellyfish Spreading Round The World

Global Reach It's been quiet for a while because the team was spread across the globe, working our magic on intrastellar goodwill away missions. Although this has slowed our work somewhat, our wayward tribbles are quickly being herded back home where they will be put to good work or tossed out the airlock. By the way, if you're asking about that incident with that thing in France, Adam had nothing to do with it. Manic Mechanics Don't fret, though. We've taken great strides in implementing several of the core game mechanics. We're steaming hard towards our goal of having a...
Continue Reading

There’s Something Rotten in Gamemark

Putting The Fun Back Into Crowdfunding This week, we won't be providing you much of an update about how work is coming along on Astrobase Command (it is, we swear!) Rather, we want to take the opportunity to open a discussion with all of you on the state of crowdfunding and the democratization of game publishing. If you have been following the news recently, you will probably have heard of the controversy that has been in the gaming media surrounding abuses in crowdfunding. Most of you should have a stake in the issue, as you were probably lined up as...
Continue Reading

Happy Almost Easter

Happy Easter! Just taking a moment to wish everyone a happy Easter holiday. Down to business This week, we're not putting out a detailed update like the one we usually give on Thursdays. Although we've been really busy getting some important coding done for our first internally-playable version, there's not much in the way of new visuals we can share right now. On the art front, work has shifted away from building station and weapon components to modelling our first character. Daniel, our artist, has also tested out a clever and cost-effective mocap rig and found out that a large...
Continue Reading

New Game Academy Radio Interview

Game Academy Radio caught up with Dave once again. He talks art, intellectual property, public relations, and the state of the industry; and that's just to start things off. You can hear the whole interview here.
Continue Reading

Icon Worship – Designing the Datapad Interface

Let’s bring you up to date on some of the past week’s developments to start things off. Commander's Log Dave has busily been turning his prototype procedural generation work into usable code. Adam has had his nose to the grindstone getting the major coding we need to get to our first playable version using production code. Daniel has turned his artful attention to designing ranged and melee weapon parts that you’ll be able to piece together to make procedurally generated weapons. Max has had his brain twisted into a knot trying to figure out what the inventory interface will look...
Continue Reading