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Better Late Than Never – Astrobase Command Dev Update – January 28th 2019

Hi Everybody! Last weeks late blog post is here! We skipped the previous week's blog post because we spent a lot of our time in planning meetings to figure out how to best take the next big steps in Astrobase Command. We did however have enough time to put out...

Closing the Game Loop – 9th Dec 2018

Designer's Log -- 06.343.137 This week's blog is about an exciting feature we've been implementing for some time called "AstroFleet" which is about sending ships on adventures to procedural planets and star systems using a Datapad App. The ships are crewed by characters from your Astrobase that you've assigned and...

Save Game Loading – Astrobase Command Dev Update – 30 April 2018

Adam - @adam_blahuta Hey everybody! We're a few small tasks away from having functional save files! We're dedicating a bunch of time to testing save/load to identify and fix bugs that inevitably crop up. Since some of those bugs will force us to wipe save files, we're trying to get...

Grinding Away at Procedural Conversations: Astrobase Command Dev Update – 17 Feb 2017

Dave - @Dave_Astrobase This week, I'm still polishing the data for the conversation system. I have about 1000 words left to go through and sort. Adam - @adam_blahuta Hey everybody! This week, I finished up the resource management simulation. I changed up the storage app to provide a clearer overview...

AI Personalities: Adam Recounts His Journey Down The Rabbit Hole

Adam - @adam_blahuta Hey fellow space junkies! The creative journey of game development is very strange. If your goal is to engage players with novel experiences, design innovation is a powerful tool. The inherent challenge is that it's difficult to understand a problem in a vacuum. You have to try...

Weekly Dev Update – April 29th, 2016

Procedural chatting: Crewman Greer's lack of diplomacy concerning Ensign Crawford's personal hygiene is poorly received. Daniel Hi Everybody! This week(s) I’ve again spent finding stuff that’s broken and fixing them as I go. For example I found a little bug that made faces look bad, now they should appear at...
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