Whizzing along: Astrobase Command Dev Update – 23 Jun 2017

Posted on June 23, 2017 by Max Shields

Daniel – @Polygonatron

Hi Everybody!
This week I’ve been working primarily on company stuff. Not necessarily the most fun stuff to work on, but it needs to get done. And besides, at the end of the week I got the chance to make the art resources for pee and poop. So I got that goin’ for me, which is nice.

Max – @Max_Shields

Hi everyone!

I spent the past couple weeks in dry dock having my life support systems overhauled. I’m glad to report that the refurbishment is complete and I’m back on the line.

This week was devoted to long term planning (fail to plan, plan to fail, as they say) and developing some 2d art assets.

Adam – @adam_blahuta

Hey Space-Friends!

After getting Immediate Access tasks out of the way, I’ve started coding feverishly on remaining alpha features. This included some hilarious work with character AI (which led to people starting conversations in bathrooms or in quarters while both people are asleep), scaling down the current starter station to a single module and a bunch of negative effects, like people walking in/out of your room while you’re sleeping and going to bed hungry. I’m trying to wrap up the core AI behaviors so I can shift my focus over to completing features that provide more active gameplay.

Dave – @Dave_Astrobase

Hey guys!

This week been working on graybox UIs, which are user interface panels that are placeholder (conceptually a “gray box”) but show all the necessary info to the player. This lead me to taking a final cleanup pass on the jobs design spreadsheet so Adam can more readily implement it. Super exciting to see Astrobase Command come to life!