Recruit Sheets, Character Forms, and other UI advances: Astrobase Command Dev Update – 24 Jul 2017

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Dave – @Dave_Astrobase

Hey everyone,

This week been taking Max’s mockups for the new Recruit Form / Character Sheet and putting them into Unity. Systems relevant fields have been updated, and also the player will now be able to stamp the rank at which he or she hires a new character onto the station. Also, learning Unity’s UI system!

Daniel – @Polygonatron

Hi Everybody!

This week I’ve been working on the effect I mentioned last week, before handing it off to Adam for integration with the module building flow, as well as working on the Recruit Form with Dave. You may or may not be surprised, but there is here is a staggering amount of work to do in every UI. And to cap off the week I cleared off a few bugs where later LODs on some module related meshes had incorrect material assignments making them not feel great, all fixed now though!

Adam – @adam_blahuta

Hey Space-Friends!

This week was more module builder work, including not only the UI but the updated placement and construction flow! Daniel handed me a nifty effect script to make a new build project all white. Required resources are shipped over to the module, then the project completes. The effect script then fades in parts of the module one after the other, making the build state visually clear! It’s quite satisfying to see things happen when you plop down your new project.

Max – @Max_Shields

Greetings, humans,

I’ve been slowly getting back on the saddle, catching up on admin like sourcing business cards. Business cards mean we’re bona fide, right?

via GIPHY

We tend not to notice the advances we make while we are in the thick of things. This short pause gave me the opportunity to take note of how much work progresses from week-to-week. It’s easy to forget that all of this development is being achieved by such a small team. So way to go, team!

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