If you followed our blog circa 2013, you’ll remember we used it for many other things besides weekly development updates. We tackled issues about our industry, game design, and running a small game studio. We scaled back on these after a while because they detracted from our progress on Astrobase Command. However, we lost a chance to connect with you on a personal level in the process. We’d like to get back to that.
With that in mind, this week’s post is going to be a little different. Consider this our State of the Studio: 2017 Edition. For those who are new to our corner of the Internet, however, let me catch you up.
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Hey space friends!
This week, I continued work on and relevant to sleep AI. I implemented the consumption of Body points from walking and its regeneration during sleep, exhaustion conditions and their effects, as well as all the relevant UI in the crew info panel to make it clear what state they’re in at the moment.
Continuing the final data pass, & getting everything ready on the design for the first access. Tightening up the systems on level 3, as they say. Lots of data in the game, so expect this to continue into next week!
I spent a lot of this week with admin stuff, but I managed to get some time to the end of the week to fix a bunch of things in the ABC visuals.
I spent the week creating a new version of the Character and Recruit sheets. In case you’re interested, I also posted an article about the state of adoption of Virtual Reality over at Gamasutra.
Hey space friends!
This week I continued implementing character AI, this time focused on sleep behaviors! As in real life, sleep is one of the most important factors in regeneration from daily activities and stressors. As such, the design around sleep is fairly sophisticated. If you like deep simulation, I bet you’ll find it really interesting to observe this in action and plan accordingly!
This week I’ve had to split between working on fun Astrobase Command stuff graphics and less fun admin type things. It wasn’t the most creatively filled week for me but I managed to fix some things that have been bugging me greatly in the graphics since I changed adjacent assets.
Last week going through all the data in the data-driven systems, and doing a final quality pass in preparation for public access builds.
Hola amigos del espacio!
This week has been a diverse one. I’ve split my time between administrative duties, research work, and UI design. This variety, which is both a nice challenge and an opportunity to keep things fresh, is an integral part of the indie experience. It’s also a fantastic opportunity to continue expanding our personal capabilities, as we each end up invariably having to work outside of our comfort zones at some point or other.
This week I got to continue doing creative work. It’s always great to get a chance to do some fun work since due to the nature of games and indie game development much time can end up going to addressing technical concerns and business stuff.
Hey guys! This week was on the final design pass for the first access feature set.
I spent the week splitting my attention between business stuff and lending Dave a hand on some design work.
I’ve been locked away in a cave, hard at work on character AI.
Hey Space Friends!
This week, I finally got started with my latest round of brain surgery! I was able to integrate a new decision making approach and started implementing the actual behaviors. Currently, all the characters can do is wander around and pee themselves, but it’s a start!
Hi everybody, this week has been loaded with a lot of work, none of which is overly thrilling to speak of here because it involved everyone’s favourite word: administration. Yay, administration!
On an altogether different note, I very recently retired from the military and am finally able to fully devote my energy to Jellyfish Games. Let me tell you that this feels fantastic! I’m looking forward to ever more adventures in gamedev.
This week started out with me doing admin-type stuff mostly. However towards the end of the week I finally got the chance to work a bit on in-game assets as a new section needed to not be a debug mesh. It’s always fun to get back to making the art for the game!
Hey guys! this week have been doing a final pass over the Personality System data. It’s looking really good :)!