Tag: Astrobase Command

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Resourcing the Economic Game and Teasing a Trailer: Astrobase Command Weekly Update

Dave - @Dave_Astrobase Hey guys, This week the resource/section system design and data was wrapped up. This provides for the "economic game" of Astrobase Command, where building and maintenance costs resources which all must be balanced, and also the properties of resources which interact with the module-parts that players put...

Unlocking This Week’s Astrobase Command Dev Update

Daniel - @Polygonatron Hello Humans! This week I've continued my work on generating the visuals for the local star system. It's looking to be pretty sweet once it's finished. Adam - @adam_blahuta Hey Space friends! This week, I focused on completing character trait unlock/relock/mutations. As a result, I was able...

Shaders, and Character Trait Evolution

Adam - @adam_blahuta Hey space-friends! This week, I continued work on re-designed characters to include trait evolution! This allows hidden traits to unlock and known traits to change when characters are faced with difficult situations that challenge their beliefs. I still have a bit of work left to do before...

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...

Systems Design, Spreadsheets, and Data Visualization: An Astrobase Command Weekly Update

Hi everybody, We're going to keep this week's update very short because we've been driving hard to tackle a key milestone, and have been focusing our efforts on production. We've just wrapped up a meeting where Dave exposed his latest (and hopefully final, Stars Willing!) systems design in its glorious...

Revamping Space Bureaucracy: Upgrading the Desktop

Adam - @adam_blahuta Hey everybody! This week was a continuation of last week's desk work. Along with a bunch of bug fixes, I got the new rolodex up and running. Not only does it look a lot nicer than the last one, but its interaction flow is a lot better...
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