NEWS FROM THE TEAM

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 tend to be tacked on wherever they make sense. Their main purpose is to indicate states, for example if food is hot you can have steam coming off it, indicating its current state. If a character is poisoned, having puffs of poison come out of him can give the player...
Continue Reading

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 of how the lack of everyday items makes an area feel too empty, even when full of furniture. Of course, in games this means all these objects need to be modeled, uv-mapped and everything. For a game aiming at regular contemporary realistic design choices this means they can load up...
Continue Reading

Weekly Dev Update – January 23rd, 2015

Daniel Hi Everybody! (Hi Dr. Nick!) This week I've worked on the graphics for more social sections. It struck me that we had an abundance of really useful super practical areas, like reactors and command and sleeping quarters. However, what we lacked was somewhere for the crew to spend their time off. Not even in the more militaristic sci-fi settings (Battle Star Galactica and Babylon 5 comes to mind) do they avoid the types of activities that make up normal every day life. Of course these areas might not be the first thing you build but they are definitely are...
Continue Reading

Weekly Dev Update – January 16th, 2015

Daniel Hi everybody! (Hi Dr. Nick!) This week I've spent making the assets to go with the system I discussed in the last weeks dev update. This involves making different hair styles, enabling some customization of colors, making different body types (pictured below) and many more things. Meaning I got to have fun sculpting, retopologizing and uv-mapping. As that's quite a bit of character work in a row I also worked a bit on the graphics for the environment before I head back in and make procedural textures for the eyes, hands and faces in order to finish off all...
Continue Reading

Weekly Dev Update – January 9th, 2015

Happy New Year, space-friends! We had ourselves nice, restful holidays and we're ready to kick some space-butt in 2015! Here's our homemade, 100% organic dev update for you! Daniel Greetings fellow Organic Beings. This week I've been cutting the characters into little pieces. You know, so I can put them back together again. Basically by splitting up characters into different bits we can increase the variety in looks while not having to manually make and maintain every permutation possible. Of course it means that you have to put in more time making sure different assets work well together when mixed and...
Continue Reading

Happy Holidays from everyone at Jellyfish Games!

We've had ourselves a great year over at Jellyfish Games. Between bringing Daniel and his wonderful art onto the team, making a whole heap of Internet-friends and getting ourselves into IndieDB's Top 100 Indies of The Year (out of 10 000 projects!), it's great to see we're on track to deliver on the vision we had for this game from the get-go. But none of this would be possible without you fine folks. It was your support in getting us greenlit on Steam last year that convinced us we needed to make this game. Many of your contributions on social...
Continue Reading

Weekly Dev Update – December 12th, 2014

Adam This week has been chock full of tying up loose ends in desk-related features (rolodex, datapad, paper reports, etc.) to get all that to a usable state. I won't list individual tweaks but I'll say again that I'm really happy how all that is coming together! Go vote for us on IndieDB! We're in the top 100 so let's rock that leaderboard! Daniel Hello, Biological Units. This week has been another where I focus on the different sections. Some additional work was done on finishing up the Holding Cell and Decontamination section. After that I worked a while on...
Continue Reading

We made the top 100!

Congratulations space-friends! Out of 10000 games up for nomination by the community for the IndieDB Indie of the Year Award, we just made the top 100! Now help us climb the ranks further and get the word out by voting in this final round! 2014 Indie of the Year Awards via Indie DB Thanks again for your contribution and we're looking forward to ringing in the New Year with what we've been working on!
Continue Reading

12 Hours To Go – Spacelane to the IndieDB Top 100

2014 Indie of the Year Awards via Indie DB Hi everybody, There are 12 hours left before voting closes on first slice of the IndieDB 2014 Indie of The Year awards. Once voting closes, the top 100 games will be announced, and voting will start over to find the top pick. So head on over to Astrobase Command on IndieDB and vote. Bonus awesomeness if you can convince friends, family and coworkers to take part, too!
Continue Reading

Help us Reach for the Stars

Vote for Astrobase Command as IndieDB's Indie the Year contest There are 3 days left until voting closes on IndieDB's Indie of the Year contest. Please help us make the list by heading over and lending your vote for Astrobase Command.
Continue Reading
Join our Newsletter!

Please fill in the form and submit to subscribe to the Astrobase Command newsletter to stay informed an up to date on all things Astrobase!