Author: Dave

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Kickstarting like it’s 1979!

We looked at various funding options available to us, and I am pleased to announce we'll be kickstarting in about two weeks -- November 12. So mark it on your calendar. It will run for the standard month, and the funding goal is basically the min-spec for Astrobase Command and...

Cartridge Program: Modules

In this post I'm going to talk about our first datapad program -- the module builder.     But first, a bit more about the datapad. The datapad screen real-estate was adjusted to fit a full 16:9 widescreen, so it has a standard aspect ratio. It's native resolution is now...

De-signing the Design: the Semiotics of Choice (Part 2)

Last week we talked about this: That guard helped me kill the dragon in the background five seconds earlier. So what's going on here? The Sandbox Narrative Conflict Narrative in games is still a trigger and state-based affair. Let's say I have two NPCs -- Bob and Mary. If I...

De-signing the Design: the Semiotics of Choice

This week we're going to talk a bit about design theory. Semiotics se·mi·ot·ics noun 1. the study of signs and symbols as elements of communicative behavior; the analysis of systems of communication, as language, gestures, or clothing. 2. a general theory of signs and symbolism, usually divided into the branches...

Cartridge Life

Last week we talked about the in-game desktop. This week we're going to dive into one of my favorite features: the datapad. As I mentioned last week, the datapad's display has its own style which is a separate style from the game GUI, and the rest of the game. This...

HUD-aches

We've been kicking around what to do with the HUD since at least July. This is a chronicle of our journey. I'll spare you the awful mockups/prototypes. Iteration 1, 2 and 3: Standard 4x game HUD There is a lot of information a player could potentially want to see on...
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