After a few months of quiet on our end, we unveiled the fruits of our labour yesterday. We have come a long way since Adam’s proof-of-concept art. As a programmer, he valiantly led our visual development up until our crowdfunding campaign last November. However, we have now unleashed the visual beauty wrought by our pro artist, Daniel. I hope you’ll agree that the results are stunning.
Space can be a dangerous place.
It has been hard trying to resist the urge to release these gems any earlier, but we’re now ready for you to take a look. So please swing on by and let us know what you think.
The datapad will allow players to access information about and control what happens on their astrobase.
Our newest post unveils our newly redesigned datapad, now in glorious 3D. We also talk about some of the considerations in designing the interface and icons that we will be using. You can read the entire entry at www.astrobasecommand.com
A little while ago, I took a camera to one of our team meetings. It turns out we were mining intellectual gold at the time, waxing poetic about the mining, harvesting, and general resource dynamics that Dave is developing for Astrobase Command.
Although the intention at the time was to capture some B-roll footage for an upcoming game trailer, some of the information helped address a question that Ethan asked us on our forums. It has the added bonus of showing something slightly more visually interesting than what we’ve been posting in our first set of vlog updates. Indeed, viewers get to spend a little over five-and-a-half minutes basking in glorious HD shots of Dave and Adam talking. A rare privilege any way you look at it.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one’s lifetime.”
Mark Twain (Samuel Clemens)
If more people lived by these words, the world would be a better place.
The team has been busily working away, taking the rough demo code used as a proof of concept for our Kickstarter, and turning it into the production code that will power Astrobase Command once it is released to Steam Early Access. We’ve been tackling a slew of features, from developing detailed procedural generation mechanics, to setting up servers, to creating entirely new art with which to fill the inky blackness of space.
Of greatest interest to all of you, we now have a dedicated Jellyfish Games YouTube channel, where we’ve started posting a weekly development vlog. The updates are only talk-throughs of community-generated questions for now, but as we move along, we’ll start adding WiP imagery, including stills and gameplay footage.
If you have any questions about the game that you’d like us to answer, head over to our forums, and ask away.