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July 23 - Jellyfish Games
This week is a little bit different. We’ve been hard at work getting features and content into the game for quite some time now. Last week, we reached an important internal milestone, which felt great! After delivering a bunch of new features and solving a ton of bugs, we were way overdue for some feedback.
With the prospect of releasing it to be tested by people who aren’t us looming over our shoulder; we decided that we’d best do some more focused playtesting on our own before we have others spend their time testing it.
Making this week Internal Playtest Week.
So far it’s going very well. We’re running into a lot of bugs, issues, and annoyances. Things which we will turn into tasks for bug-fixes, changes, and new features to get through. Some before we have our first external testers get their hands on them, some for later depending on how important they are and how they fit into our overall schedule.
This is great as the more things we can figure out need fixing on our own the less rough and unintended edges the early testers will get snagged on.
The Astrobase Command Team
July 15 - Jellyfish Games
This week I wrapped up the last bit for missions with a placeholder mission reward system, yielding resources on return. I spent the rest of the week wrapping up the current milestone by knocking out a bunch of problematic bugs and minor features. This should allow me to incorporate personality traits into our crew AI as well as station events like reactor fires.
This week I worked on the big design doc that covers traits and their inner workings. Hopefully it will result in a clean/presentable spreadsheet I can hand off to Adam for the station events.
This week I finally finished up the section lights. Check out the video to see what it ended up looking like.
Demonstration of some light states for the Astrobase modules.
June 15 - Jellyfish Games
I spent the better part of the week dealing with company admin tasks while coordinating a last-minute move out of my apartment. Looking forward to getting back on missions!
Greetings inhabitants of this parallel dimension!
I’ve been busy examining methods to assist us in community management and handling our social media presence. I’ve been giving the trial version of several services a spin to see whether they provide any insight or utility beyond that which is available through Twitter’s own analytics tool.
While some services we’ve tested have rated a solid “meh”, a few have caught our eye and have allowed us to easily tend to some much needed housekeeping on the our social media front.
The conundrum is that the truly useful services are a bit pricey for a small team such as our own, but even the smallest of Indie Devs has to consider how they will get word out about their highly desirable product.
So while we do not yet have a firm decision of which product to use, this testing is helping us understand some of the issues at play and their importance on our growing endeavour.
Hey guys, still working through the dictionary same as last week! Fallen into a good pace with it.
Hello humans, more work on sections for me this week.
An early WIP shot of a Shunt shunting away unabashedly.
June 8 - Jellyfish Games
Still going through the list of 6000 words while building the word bank. Generally refining some of the guts of the trait system. Also spent some time figuring how character personality can evolve over time using the mathematics already present in the trait system. Asked myself a lot of questions about free will, since if we want characters to behave as people it helps to have an opinion on how humans in this universe work.
This week I’ve put more time into making more sections. It feels at times like I’m a broken record stating that, but theres a lot of work that goes into making all of them and it’s not like they will make themselves. That’s pretty much it for me, talk to you again next week.
The slightly large capacitor capacitating the capacitance.
Hello fellow humans!
I will share my week, like humans do! This week was dominated by mission planning work. Since it’s an all-new program, it required a bit of iteration before we got it right.
There are a fair number of decisions to make when planning a mission (assigned mission controller, which transport to use, the destination planet, the team, their mission gear) and we wanted the player to be able to decide each element in whatever order they saw fit. I’ll include a screenshot of the program once it’s done.
May 27 - Jellyfish Games
This week was spent working on the mission datapad program. It involves mission planning, listing ongoing missions with their status and having an archive of past mission reports.
The funny thing about UI work is that the underlying logic is generally pretty simple. It’s getting the user experience right that takes the most time. What is critical to communicate to players and in what order? What does this mean for the layout? A screen packed with too much information can be intimidating and unpleasant. However, spreading that information over too many separate screens can make it difficult to see the whole picture and make informed decisions.
Luckily, player feedback usually helps with this challenge. We can implement the simplest version with all the features represented and then see how well people understand things, analyze their decision making process. I’m really looking forward to having that dialogue with the community.
Towards the end of this week I’ve been working on making more sections. Specifically I’ve been looking at ones related to the power game.
However, the week started with tweaking the smoothness of the skin texture generation presets. That then had knock-on effects where I needed to tweak the lights in our “photobooths” where we render previews for species creation and other things. The smoothness (as part of a metallicity/smoothness PBR specularity setup) helps define the internal volume and shapes of a mesh as it’s struck by light.
Want to know more? Head over to http://www.astrobasecommand.com to keep up to date on all the latest news and developments.