Astrobase Command Newsletter – October 2017

Posted on October 31, 2017 by Max Shields

Hail Astrobasers!

Welcome to the launch of the Monthly Newsletter! We’re very excited to talk about Astrobase Command and everything that’s in store for the future.

 

Exploding modules set the seasonal mood for Halloween.

 

In September 2017, we launched the Closed Alpha on itch.io giving our biggest fans and supporters of the May 2017 Kickstarter the opportunity to play the earliest possible version of the game. It was a great feeling to both exceed the funding goal, and then make our first deliverable milestone. Thank you to all who travelled with us on that leg of the journey!

  • If you are a Kickstarter backer at a non-alpha tier, and would like to upgrade to participate in the Alpha community, Stardust backers can go here and Meteor backers can go here.
  • If you are playing the Alpha and want some pro-tips about how to play (since there is not yet a tutorial, and many GUIs are placeholder), you can check out our narrated gameplay video.

Since the Closed Alpha launch, we’ve been hard at work fixing bugs, stabilizing the build, improving performance, and generally making the quality-of-life improvements indicated by those of you on our Discord channel. The strategy is to have a solid foundation for the next phase of development: Open Alpha.

We welcome everyone to join the community on Discord if you haven’t done so already. We’re aiming for weekly Wednesday builds, so if you want put in your two credits to the developers in real-time, that’s the place to do so!

We also ninja’d in an asteroid shooter on the in-game Datapad, for those Space Station Administrators who want to take a break by staying at their desk and blowing up some asteroids. This fits with the game not only being a full space station life simulator for the characters, but also a project manager simulator for the player!

On a personal note, our programmer and CEO Adam Blahuta had a new recruit into his family, which in the game industry is called a “production baby.” If you see him around, wish him congratulations!

 

Crewman Nolan is a BAMF looking for pumpkins in burning modules.

What is Open Alpha?

Open Alpha means not only can anyone share media they record or capture in game, but we also send keys to streamers who can give Astrobase Command exposure to their community. Exposure is crucial to selling copies, but the game has to be at a certain quality level before we’re comfortable showing it off to a wider audience!

There are two major features we’d like implemented before open these doors: Save Game, and the Construction Job.

Currently in the build, you design and then place each module as you grow the Astrobase. With the Construction Job, characters will take over that duty, getting assigned and executing tasks to pack and transport the resources to the construction site, and then building the Hull, the Components, and each Section as specified by the player’s design. This fits with the other jobs that characters can perform in the line of duty.

Because Construction will greatly impact the pacing and progression by adding another layer of work/life balance to the Character Simulation and A.I. Lifecycle, you’ll want to be able to save the game state.

In parallel, we’ll also be making smaller fixes and updates on our Wednesday schedule, but those two are the big features coming down the pipeline.

Help Us Spread the Word

Now that Astrobase Command is shaping up to be a terrific game, if you would like to contribute to the efforts, please post about us on your favorite sci-fi or gaming forum, twitter, facebook, reddit, imgur, the chans, or wherever on the wide Internets that you hang out!

It’s much better karma if the fans of Astrobase Command spread the word then we developers being shills for own game. Plus, it frees up our time so we can focus on expanding the universe and breathing more life into the characters their stories.

Finally, in our quest to find new ways to modernize the industry, we’ve started a Patreon. We’ve got longer term plans for it, but in the meantime, your support will give you access to some Patreon-only rewards.

Thank you for reading, and see you next month!

  • The Astrobase Command Development Team

 

Asteroid Shooter: Astrobase’s Game-Within-A-Game. ABC Dev update – October 27th, 2017

Posted on October 27, 2017 by Max Shields

This week we started shifting gears. While Adam is busy taking on the large programming chunks associated to features like save game, the rest of the team has begun focussing on longer-term considerations. This will allow us to keep our beleaguered programmer busy all the time (no rest for the coded)!

Some other big news for those who have missed the screen shots we started slipping in earlier in the week, Asteroid Shooter, a small arcade game playable on the datapad is now available to everyone with alpha build access. You can now pass time blasting asteroids while you wait for your next supply shipment or reactor explosion, whichever comes first. There’s now a data cartridge in the cartridge rack on your desk that contains the game.

Asteroid Shooter: we put a gaming system inside of a space life simulation.

 

Asteroid Shooter serves as a proof of concept for the future. We’ve always intended the data pad as a platform for additional functionality within Astrobase Command. Games happen to be one of the coolest aspect that we wanted to add. We will be releasing more in the future. Some of these games will be available to all, while others will only be available to our Patreon backers.

Which incidentally brings up another announcement: we have a Patreon. If you like what you seen of our work so far, and want to support indie developers in a new way, then please take a moment to check the page out. We’re working on special Patreon rewards to thank our Patrons. Stay tuned for more!

 

Daniel – @Polygonatron

Hi Everybody!
This week I’ve been doing a little bit of everything to make sure everyone else can do their things. Oh and I also tried my hand at pixel art for the first time ever. For, uh, no particular reason. I should go now, bye!

 

Dave – @Dave_Astrobase

Hey guys,

This week I worked some business & marketing, as well as found a repro case for a “brain freeze” bug that had been biting my backside when playing for some time!

 

Max – @Max_Shields

Greetings Internetlings,

I spent most of my week putting together the Astrobase Command Steam store page (such wow. much legit!). It is now a proudly festooned Coming Soon page. Now don’t get all carried away on me. We’re still in closed alpha, so there’s more work to be done before we open the doors on the alpha. Steam offers the ability to identify a project as Coming Soon to allow games to get a little extra visibility, and we’ve positioned ourselves to that effect.

 

Adam – @adam_blahuta

Hey everybody!

This week, I continued work on save files and started the construction job. As you can imagine, these kept me pretty busy. However, I did find the occasional spare moment when Liam refused to fall asleep to get some small fixes and improvements out of the way. Given that he’s now a month old, his supervision should inspire confidence in the renewed robustness of the game

What Goes Into Creating Your Own Species? Astrobase Command Dev Update – 20 Oct 2017

Posted on October 20, 2017 by Max Shields

Hi everyone!

We’ve been busy aligning reaction chambers and twisting radiator vanes all week. Since many of you found Dave’s longplay video useful, we’ve made an overview of the species generation process to help you to better tweak your crew’s baseline characteristics, and make it more representative of the type of personnel you want to vent into outer space…

Also, we’ll be moving our weekly build releases to Wednesdays to give us the time to fix any gremlins before the weekend. Mark your calendars: the next build will be up on the 25th.

2 Hours of Gameplay With Dave

Posted on October 16, 2017 by Max Shields

Watch Dave, our Designer, as he plays Astrobase Command and shares his thoughts on how he plays the game.

 

 

 

Programming, Businessing, and Administering: Astrobase Command Dev Update – 13 Oct 2017

Posted on October 13, 2017 by Max Shields

Dave – @Dave_Astrobase

Hey guys!

This week was almost entirely consumed by the marketing and business development side of things, now that Astrobase Command exists to be marketed and has business to be developed (yay)! One practical effect of being a small indie studio. Fortunately, Adam is well-fed on designs of features to be implemented, and we’re definitely improving at load balancing production (updating the game) with other necessary “studio level” tasks.

 

Daniel – @Polygonatron

Hi Everybody!
This week I’ve been split in half. Half of me working on particle effects, sounds, and other production things. The other half of me helping Dave with marketing material.
A bit of a short thing to write, but that’s how things are some weeks. A lot of work but not necessarily the most interesting to talk about. Although I am pretty hyped to see you guys’ reaction to the upcoming video we’ve been working on.

 

Adam – @adam_blahuta

Hey Space-Friends!

I’ve finally started figuring out this “being a Dad” thing and even managed to get some work done. Big progress was made on save files. Also, I also got a bunch of important quality-of-life fixes and performance improvements that you’ll enjoy. This includes annihilating the performance impact of many documents on the desk, sorting out lag spikes when approving resupply forms, the Module Builder UI getting all screwy and some behavioral problems in AI when trying to perform an action in a room they’re already in.

 

Max – @Max_Shields

Hey!

A short one for me, but nonetheless busy. Administering and administerizing.