We hope you enjoyed the holidays to the fullest and are amped for the new year. We certainly are!
The team has been hard at work for the past week and a bit.
Dave and Adam in particular have made some great progress with final design and coding.
Daniel and Max have been busy with administration to lay the groundwork for our focused development for the coming year.
We have big things lined up for 2017. Let’s make it the Year of the Jellyfish!
Hey everybody, we felt bad about not giving you a little bit more Astrobaseyness before the end of the year. So here’s a special dispatch from our secret dev lair under a glacier in the frozen North.
This week the task has been designing the release-final conversation engine, so characters can have conversations with each other based on their personality. It utilizes the lessons learned from two previous working prototypes — the old conversation system and the old mission system (both of which are in the internal alpha). Each of these employed entirely different methods of generating text from personalities, so the task involved getting the most “pros” and avoiding the most “cons.” Also is designing the contents of the word bank, as words need to be specifically chosen so all of this works. Astrobase Command will have the best words!
Season’s greetings everyone!
We’d like to take this opportunity to wish you all a fabulous holiday season and a happy New Year!
Remember to take a moment away from your projects and work to spend some quality time with family and friends. Recharge your batteries for the exciting year ahead, and be safe. Remember, don’t drink and hyperspace! We want the whole crew to come back for the away missions to come.
We’ll be taking the next week off, so we’re signing out for the last time in 2016 and looking forward to seeing all of you again in 2017!
Adam has burst from his bonds and broken free from the coder’s dungeon to bring you this vital message.
After finishing updated conversation simulation, it was high time for a test environment for character trait generation and growth as well as how they respond to both generic challenges and conversations. Since these things happen at a rate that is too spread out to be practical for thorough testing in-game, it was important to have a test environment to simulate hundreds of events in seconds.
Dave and I talked through the next batch of designs to implement, including the updated resource systems, hull design and section jobs. In my spare time, I cranked out a simple secondary camera system that allows a few kinds of free-form movement. This is great for debugging as well as capturing gameplay footage in ways the standard camera rig just doesn’t allow. We’ve discussed leaving it in for players as a sort of “cinematic mode”, so they can create gameplay footage from their own playthroughs.
That’s enough. Back to the pit with you!
This week the resource/section system design and data was wrapped up. This provides for the “economic game” of Astrobase Command, where building and maintenance costs resources which all must be balanced, and also the properties of resources which interact with the module-parts that players put together to build their Astrobase. Included in this was balancing worker skills against the different jobs and duties.
This week I’ve been working Max in planning out a teaser-trailer for ABC and other marketing plans. Doing so has been quite enjoyable, it’s pretty similar to the regular art production for games but it lets me stretch a couple of additional muscles that’s been resting for a few years.
Bonjour à tous les amis de l’espace!
What Daniel said. We’re setting in place some of the all-too essential conditions for being noticed and heard when the time comes.
Also, you may have noticed that Adam is absent from this week’s update. Have no fear, he’s safe…because we’ve locked him in the code dungeon. He likes it there. Really.