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!

Astrobase Command Dev Update – June 16th, 2017

Posted on June 16, 2017 by Adam

Hey everybody!

Adam here! We’re easing back into our regularly scheduled weekly devblog updates, so I’ll be taking care of summing up this week’s progress for you.

A lot of the work this week revolved around post-Kickstarter cleanup and getting underway with Immediate and Alpha Access work. We had website content to update, a new store to set up for people who missed the campaign (work-in-progress), a Patreon page to update and a bunch of admin work we set aside during the campaign.

Thanks to everyone’s amazing pledges, I’ve finally been able to get back to coding the game and I’m amazingly grateful! With the production of our first trailer, there were two versions of the codebase, one with experimental design implementations and the other with an older iteration but with trailer tools thrown in. I spent some time merging all that together into a single stable branch that we can start generating builds from.

I’m still in the process of sorting out our build automation, as we’re having issues with our hosting service. Luckily, the folks at Unity are being super helpful so I’m sure we’ll have that sorted soon.

This means we’ll be ready to start sending builds to our Immediate Access backers pretty soon and have already started knocking out our remaining tasks for Alpha Access.

Have a nice weekend and talk to you next week!

We’re post-morted, meeted, and rearing for action!

Posted on June 9, 2017 by Max Shields

Hi everyone! After taking a week of R&R after a couple of intense Kickstarter prep and execution months, this week we hopped back onto the development shuttle.

We’re back to the (really cool) grindstone and still fired up by your support! This week has been dedicated to running an After Action Review (Army-style post mortem, minus the pushups 😉 ) of the Kickstarter to draw out as many lessons as we could from this vital experience. We also conducted a few planning sessions to validate our previous assumptions and ensure a clear task division within the team so that we can keep development tightly on track. Expect a return to our regular updates soon!

Astrobase Command Kickstarter Closing With Target

Posted on May 12, 2017 by Max Shields

It’s been a few days, and as is wont to happen on a Kickstarter, a great deal has taken place.

We currently stand at 64% of our goal reached with 8 days remaining, which is a great position to be in before sliding into the last week of the campaign.

Procedural Character Interactions

We pulled back the curtains and revealed an in-depth review of our character life systems. You’ll find that we’ve designed many of the concepts from the ground-up, and our procedural character interactions breathe life into your crewmembers. They will respond based on their unique personalities, and experiences.

Revamped Rewards

You spoke, and we listened. We’ve had requests to change up the contents of tiers, and include new rewards. We’ve also changed all of the reward art to make it easier to decipher. Feast your eyes on the goodies we have to offer:

Tier Comparisons

Thoughts Shared

We have a new interview up over at The Cliqist. Joanna Mueller goes behind the campaign and asks Dave some questions about Astrobase Command, which he gladly answers!

Spread the Word

We also started a Thunderclap campaign yesterday. Please sign up and help spread a giant shout about the campaign around the interwebs on May 22nd. It’s free, and it’s easy, and you may earn yet more hugs from Adam.

Join the Fun

We’ve set up a community discord channel. Come join the conversation. It’s free, and it’s full of great people.

Adam Does A Species Creation Deep Dive on Kickstarter

Posted on May 8, 2017 by Max Shields

We just hit big, beautiful 50% before hitting the 50% mark of the campaign!

Adam took us through a deep dive on the species creation system today. There’s lots of great info there (including a video of the species creation process), so swing by Kickstarter and take a look.