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!

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!