Exploding GUIs: Astrobase Command Dev Update – 14 July 2017

Posted on July 20, 2017 by Max Shields

Hi everyone, sorry for the delay on this post. Here’s last week’s (better late than never!)

Dave – @Dave_Astrobase

Hey guys!

This week been on the GUI task whereby players can detect the various outcomes that can occur as a result of resource interaction gameplay. For example, when the player needs to be alerted to an impending explosion. Also fixing lots of great bugs in the character interaction scripts! Took a peek into the code to hack something in a test environment… was immediately reminded that Adam is a legit programmer!

Daniel – @Polygonatron

Hi Everybody!

This week I’ve been doing some programming on the visual end of stuff. Right now I’m working on an effect that is intended to change the look of modules during placement so to make it easier for the player to see what they are doing when building their station. As you might imagine this is one of those little things that help making the game feel a lot better in the end, especially as all of them add up.

Adam – @adam_blahuta

Hey Space-Friends!

This week I worked on upgrading the module builder program with all the new design bells and whistles Dave finalized in the last few months (new sections, resource definitions, character skills, hull options, etc.). Since UI can be a grueling task, I interspersed that with improvements to the primary camera movement and zooming implementation to allow for more fine-grain calibration. It’ll make it easier for the camera to feel good at different zoom levels!

Max – @Max_Shields

I spent the week on administration before life took over and ended up with the arrival of our first Mini-Jelly. Before you ask, no, I haven’t caught up on sleep yet. 🙂

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Task Tracking Datapad: Astrobase Command Dev Update – 8 July 2017

Posted on July 8, 2017 by Max Shields

Dave – @Dave_Astrobase

Hey guys!

Early this week finished documenting the alpha-final jobs design and necessary updates to that system, so its ready for implementation. Also designed is the new Task Tracker datapad app, where Space Admins can get a manager’s view into the workings of the Astrobase. Just now finishing up a way for players to peek into relationships between characters!

Daniel – @Polygonatron

Hi everybody!

Things continue much the same for me this week. Taking care of as many small things as possible to clear a path for Adam while working on company stuff for the rest of the time. I guess it’s like a mix of what I did the two weeks prior.

Adam – @adam_blahuta

Hey there!

This week was partially eaten up by moving again (third time’s a charm!). What time I did have between unpacking boxes and buying things we lost in the move (How does that happen even when you triple-check things?) was spent finishing up core social behaviors in character AI (how and when they have friendly/work/romantic conversations)! It was exciting to finally get a working implementation of that since it’s been a work-in-progress for years now!

Max – @Max_Shields

Greetings space administrators,

I spent my week administrating. That’s about it. 🙂

Procedural Conversations and Feeding the Crew: Astrobase Command Dev Update – 30 Jun 2017

Posted on June 30, 2017 by Max Shields

Adam – @adam_blahuta

Hi everyone,

After wrapping up some of the last core AI behaviors for crew last week, I was able to tackle Dave’s update conversation design. It took some doing, but we now have the ability to describe a two-person conversation!

Once the necessary AI to support crew starting conversations in appropriate contexts is in, you’ll be able to glean a lot about how personality traits affect characters and their relationships from these conversations. I’m really looking forward to finding what you think!

 

Dave – @Dave_Astrobase

Hey guys!

This week been working on the final pass of the job design, specifically the cases to support an “understaffed” station for the critical jobs, following on the heels of updates to the new player experience. Also, continually going through the remaining tasks for our first access availability and keeping the tasklist as short and up to date as it can be.

Adam has been giving me periodic demos of the implemented convo system, and it looks awesome! Thank you Adam!

 

Daniel – @Polygonatron

Hi Everybody!
This week I’ve been able to focus largely on working on the graphics (and graphical representations) in Astrobase Command. What this boils down to is me knocking out a bunch of small tasks to avoid them becoming blockers for Adam as he works his way through to Alpha.

Oh, and I also got the chance to work a bit on the visualization of food (and their consumption). This means that you can look at your crews’ plates to get a rough estimate of how far into their meal they are.

Max – @Max_Shields

Hello all!

I spent the week continuing to develop our long term plan. This involves mainly gathering a lot of information and injecting it into spreadsheets.

I also devoted some time volunteering some handiwork for a local organization. I learned the importance of community engagement in the Army, so I am happy and fortunate to be able to continue doing so.

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!