As you may have noticed, we’ve sunk all our space-bucks into this new website. Just kidding, we’d just been holding off on any serious site update until we passed a few milestones that allowed us to show off the great stuff that’s now in the game. Earlier news updates may be badly formatted, but sometimes the past has to suffer for the present.
We’re not planning any substantial PR push until we get a little closer to early access (from my AAA days, let’s call it “soon”TM). We just wanted the website not to be an eyesore if it were open on your desktop and a co-worker walked by. So in a way, this is all for YOU glorious gamers.
So hop in the forums, and let us know what you think of the game, life, etc. See you in space!
Enjoy this wonderful day, wherever you may be, whatever you may be doing, whether you are moving your goods to your new Astrobase, or simply enjoying a barbecued Ragnivian Blagnark!
By now, you know that we really like to talk about game design around here. However, making games isn’t just about slinging code, and pushing pixels.
What’s in a game?
Making them involves getting many tasks to come together at the right time to ensure that a working product eventually makes it onto your computers. Certainly, every little thing that can happen in the game needs to be thought out and coded, art and sound needs to be produced to give you something to look at while you’re playing.
But we have to keep showing you that Astrobase Command is alive, well, and progressing at a good clip through periodic updates. We need to plan some events and come up with clever ways to keep building the community. We need to have meetings to keep everything on track. Read the rest of this entry »
This convo is making my nose bleed. Can we talk about space stations, please? And ‘splosions maybe?
Time for another short dev update!
High Energy Art
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First off, let’s get this serious business out of the way:
Go Space Habs, go! Beat the Star Rangers! This zero-g hockey game should be a good one, tonight, folks. Keep your eyes peeled on the projectrons and don’t miss a second of the action. May the best spacers win!
Ok, now it’s time to talk Astrobase Command. We’ve had yet another busy couple weeks, so let’s get right into things.
Your autopsy is ready, Commander
Work on art has been moving forward, and we now have a lovely new autopsy module in which your crew will be able to poke, prod, and probe all manner of alien lifeforms they encounter on their travels across the galaxy.
We’ve implemented a neat camera controller that will let you swoop around the station to rapidly find what you’re looking for, and is set up to nicely allow us to zoom into the corridors and let us get some up close and personal footage if we ever need to do so. It’s a little bouncy right now, but with a little tweaking should be quite elegant.
Fighting googly-eyed monsters
Combat now works nicely. It’s all running behind the scenes and spitting out text-based results for now, but we’ll tie it in with graphics down the way. We’ve run several test cases between trial characters using procedurally generated weapons and equipment. We’ve also got the creature generator up and running. It’s producing some suitably freaky critters that should keep your away parties on their toes.
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