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Weekly Dev Update – March 7th, 2015

Dave While Adam was working on the upgrade to Unity 5, I decided to tackle the largest unsolved design problem with missions which is making the traits fundamental to the character decision making. It can't be +1 here -1 there, it has to be integral to the system. Because I...

Weekly Dev Update – February 28th, 2015

Daniel Hello everybody! This week I've spent mainly making parts for projectile weapons. The main challenge with this is to make sure all the different pieces work together while at the same time giving enough variety to be worth it. Currently there are well over 1000 different permutations of them....

Weekly Dev Update – February 21st, 2015

Daniel Hi Everybody! Since last week I was surprised by Adam with the functionality to combine skinned meshes, which allows me to build characters from pieces instead in-game instead of having to have one mesh per permutation or some other dirty dirty solution to modularity in character visuals; I began...

Weekly Dev Update – February 13th, 2015

Daniel Greetings! This week I've spent with shoestring budget mo-cap. In other words, from now on I will be able to ambulate just like you humans and my infiltration attempt will be successful. Also, it means that we now have a bucket load of emotive animations to help out with...

Weekly Dev Update – February 9th, 2015

Daniel Hello! This week I've been working on particle effects. Particles systems are one of the fields in game graphics that are relatively separate from the rest. They exist in the same world as everything else but compared to how a model and its animation have a symbiotic relationship particles...

Weekly Dev Update – January 30th, 2015

Daniel Hi Everybody! This week I've spent making small objects to populate the world with. You'd probably be surprised by how adding a bunch of every day objects helps tie a room together, you know, unless you're an interior decorator by trade or just an enthusiastic hobbyist. A prime example...
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