Tag: Design

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Icon Worship – Designing the Datapad Interface

Let’s bring you up to date on some of the past week’s developments to start things off. Commander's Log Dave has busily been turning his prototype procedural generation work into usable code. Adam has had his nose to the grindstone getting the major coding we need to get to our...

Space Fashion – Spring 20,114 Edition

Time for another update, everyone. We'll be reverting back to these written blog updates for the next few weeks since the video version is taking more time than we thought it would to do. We'll keep the video coming because we are getting close to having some cool things we...

Dammit Jim! I’m a Coder not an Artist!

When you've worked as a game developer in a really big company, it helps you to appreciate the unique challenges of indie game development. When you have to take on all the responsibilities of running a studio and making a game at once, that can take you really far out...

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...

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...

Space Herpes is the New Dysentery

In this blog post, I'm going to talk about my favorite games and how they inspire the making of Astrobase Command. There are a lot of great games that didn't make the list (see: title of this post), but these are the ones I found particularly innovative and insightful. Also,...
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