Tickled About Tachyons: Astrobase Command Weekly Dev Update – 21 August 2017

Posted on August 21, 2017 by Max Shields

Daniel – @Polygonatron

Hi Everybody!
This week I’ve been working on particle effects to help communicate when the player has inappropriately stored reactants. As there were a few reactants this pretty much covered my entire week. The question I guess becomes; do the effects look good enough for players to intentionally store reactants wrong or not?

Oops, the Tachyons have broken containment. Again.

Dave – @Dave_Astrobase

Hi Everybody!

Finished up the GUI for resource acquisition, which should close the game loop. Also been writing more text to interact with the personality system, with the goal to have it finished before Adam hits the corresponding implementation task. Basically, getting ready for the alpha!

Adam – @adam_blahuta

Hey everybody!

This week I continued work revolving about implementing jobs. It’s taking a little longer than expected because I’ve had to re-wire a bunch of AI to accommodate it, but I’m learning a lot about job implementation in the process, which will make integrating the other jobs a lot faster!

Max – @Max_Shields

Hello, Spacerinos!

I spent the week working on icons for our new Task Tracker application. It’s been a blast, although it was a little hard to explain to my visiting mother why exactly her retired infantry officer of a son is busy making poop icons. It’s a poopy job, but someone’s got to do it.

Exploding Resources: Astrobase Command Weekly Update – 11 Aug 2017

Posted on August 11, 2017 by Max Shields

Adam – @adam_blahuta

Hey everybody!

We’re now few weeks into putting out weekly builds for our Immediate Access folks and we’re getting the hang of things. Along with getting the last of the feature work for the alpha out of the way, we do Bug Fix Fridays where we focus entirely on squashing the most annoying bugs before putting a new build together. Not only does this keep our overall bug list to manageable levels so I don’t die of sleep deprivation in those last few weeks before a major release, but it also gives everyone a reason to mess with the latest build. We get to sync up on the state of the game, try out any new features that were integrated that week and share funny things that come up (funny character names, funny confrontations between characters in conversations, people squatting in the middle of bathrooms, etc.).

This week, I got a chance to take another look at how we set up hull walls based on the contents of a module. Since we’re reacting to a section layout the player creates and that sections can have specific requirements (quadrants without windows e.g. showers), it turns out to had a lot of different permutations and there we a lot of related bugs.

I also wrapped up our resource simulation design features for the initial alpha, namely making sure reactants stored in a module without compartments react with each other and eventually explode, hurting/killing crew and damaging/destroying the module. I even managed to integrate some explosion effects Daniel had ready to make it a little clearer what’s happening.

With that out of the way, I’m now tackling the final big feature before our first Alpha Access build goes out: crew jobs. I’ll have more to say on that next week, once I get further in!

Max – @Max_Shields

Hey all,

I’ve gladly launched back into arting, taking on a new series of datapad icons. Not much to say here, other than it’s a little mind bending to come up with suitable icons to represent things like poo spillages on deck 3.

 

Daniel – @Polygonatron

Hi Everybody!
This week I’ve mostly been doing admin type stuff, good times!

 

Dave – @Dave_Astrobase

Hi Everyone,

This week my work was primarily focused on procedural task name generation for the various tasks that characters might do around the station, and also a review of the reactor jobs, and working on a GUI for communicating why an explosion occurred.

The Final Hurdle To Alpha

Posted on August 4, 2017 by Max Shields

Hi everyone,

We’ll keep it short and sweet this week. That’s because we’re busy tackling the last major feature to the Aloha…ahem, Alpha¬† (curse you, random Discord chatter!): jobs. Once this is in, the full game loop will be in place, and Astrobase will be ready to be turned over to our Alpha backers.

We’ve also been furiously bug finding and bug squashing, because nobody likes bugs.

If you haven’t had a chance to swing by our Discord channel, hop on over!

Important Milestone: Immediate Access – Astrobase Command Dev Update – 31 Jul 2017

Posted on July 31, 2017 by Max Shields

BIG NEWS!!!

We have fulfilled our obligations to our highest-tier backers this week by getting the immediate access build in their hands. There is still a lot of work ahead to get the Alpha access build to our Alpha backers, but we’re on track. As you’ll see below, we’ve been busy!

Dave – @Dave_Astrobase

Hey guys!

We just had a big milestone (pre-alpha build), and to that end last week lots of ABC was played — which is awesome! Majority of my work was finding, logging and (where applicable) fixing bugs, but also spent some time on the greybox UI panels which all need to be done for alpha.

Daniel – @Polygonatron

Hi Everybody!

This week has been extra busy. We’ve been finishing up our first Immediate Access build. Who would have thought there were so many little things that we would want to fix before letting anyone play with our toys? This means that I’ve spent most of my week bug-hunting, bug-reporting, and bug fixing. The only feature I worked on this week was making sure that interior doors open when a character walks through them. It now works every time, most of the time. The game is really getting there nicely, even just observing the crew go through their workday, have a meal, go lounge in the garden (or as some of them chose– the cargo container), use the bathroom, go back to their quarters and go to sleep feels good.

Max – @Max_Shields

Bonjour!

I kept hacking away at administration, but I am very much looking forward to getting back into the art side of things: icons await revision and creation!

Adam – @adam_blahuta

Hey everybody!

With an eye towards a pre-alpha build release, I started last week wrapping up a bunch of minor loose end tasks. Then, once I sorted out our updated build pipeline, everyone on the team got to play the latest version of the game. With that came a bunch of bugs and improvement requests. I spent most of the week blazing through those to make the build more stable, stamp out some wonky behaviors and improve the gameplay experience in some key areas.

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

Posted on July 24, 2017 by Max Shields

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!