Author: Adam

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Hard At Work

Hey everybody! It seems I derped when I tried to schedule this post for Tuesday. Sorry about that! I know you've all loved these Tuesday dev features but we're going to hold off on them for the next few weeks. Good news is we're doing this because we're crunching to...

Weekly Dev Update – October 17th, 2014

Adam This week, most of my work hasn't been in implementing cool new features. Since I switched to full-time on the project a month ago, I've been doing nothing but coding coding coding. But, since I'm also responsible for pretty much all of Jellyfish's admin work, I've been neglecting the...

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...

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...

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...

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...
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