This week’s Astrobase Command blog update discusses some of the character design ideas we’re knocking around. Swing over to the Jellyfish Games developer blog to read it in its entirety.
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.
We’ve just set off on the last two days of our Astrobase Command Kickstarter campaign. While things are going swimmingly on Steam Greenlight (we’re currently at #11), we are falling far short of our crowd funding goal.
This is not to say that it is impossible to reach the $113,000 or so that remain. Other campaigns have clawed back from further in the final hours. Our main challenge for this to happen, though, is to break above the internet’s background noise. There is just so much going on in these last days before Christmas that few have the opportunity to notice our project. The profound success we are having on Greenlight tells us that our concept resonates deeply with players. People are looking for a meaningful and deeply immersing storyline, one that highlights the importance of characters over the fantastic nature of advanced science fiction technologies.
This is where you come in. Your help in shouting out, spreading the word far and wide across the reaches of the interwebs, will give us a fighting chance to push this across the finish line.
We’d be grateful for any help you can lend.
The Kickstarter funds will allow us to accelerate the game’s delivery and most importantly hire a talented artist to replace all the placeholder art we are using with something gorgeous.
A little information about our game
Astrobase Command is a sandbox base-building RPG in a low-tech science fiction universe. Inspired by the science fiction movies and television shows of the ’70s and ’80s, its focus is on the bonds the player will develop with the characters rather than the advanced technology they use.
Build 3D starbases, explore exotic new worlds, and wage battles in space or on planetary surfaces. Everything is tied together by an advanced AI Storyteller that is like having a living, breathing Dungeon Master crafting a unique game experience for the player every time the game is played, offering endless replayability.
Astrobase Command is available on Kickstarter at a discounted price of $15 until the campaign ends on December 20th at 10AM EST.
Well, sort of. Astrobase Command has been doing very well over its first few hours on Greenlight. We’ve already tallied up an impressive number of positive votes.
We’re really excited by the results, since it’s telling us loud and clear that the concept resonates with almost everyone who sees it. We can’t rest on our laurels, though. The curves are only projections, and don’t mean anything if we don’t keep working hard to convince the community that we’re going to deliver the absolute best game possible game, the one they deserve.
There’s still plenty of ground to cover until December 20th, so we’re just getting started. The Greenlight news is a great wind in our sails. We thank all of those who have taken the time to cast their vote (and those who will in the future!)
Head on over to our Kickstarter updates page to get the latest news.
I’ve posted some thoughts on a game design concept that I’ve been bouncing around for many years.
So why don’t you head on over to CodedGamer to check it out?
You have to understand that I don’t do fan art. Well besides the TMNT that we all had fun drawing in grade school, some Star Wars battling out against Star Trek in high school. Oh, and maybe some Battlemechs beating each other up somewhere in between.
Anyway, the point is that I haven’t made anything like fan art in about 20 years. Since my real-world life (job, family, saving the universe one small spoonful at a time, you know the drill) takes up a lot of my time, most of the art I do have the time for is limited to quick black and white sketches and doodles to keep my hands somewhat familiar with a pen or stylus. Astrobase Command has sparked off some kind of excitement deep in my curmudgeonly heart and motivated me to start a more lengthy project that culminated tonight.
In the process, I came up with a couple test images to try out composition and color schemes.
Hopefully it will give everyone a good chuckle, and inspire far more talented artists than I to begin populating the interwebs with some awesome art to share their excitement and encourage others to discover Astrobase Command’s amazing potential.
If you haven’t caught it yet, here’s Quantic Dreams’ demo of the Dark Sorcerer. It is a technology demonstration being used to test out some next generation capabilities for the PS 4. With any luck, games will look like this in real time in the (relatively) near future.
Even if you’re not into the technology of game development, it’s worth watching the video for the humour that has been profusely laced throughout its twelve fantasy-packed minutes.
The first glimpse at Titanfall’s trailer would almost seem a suitable substitute for an Avatar 2 trailer. Giant mechs, futuristic infantry bouncing around in three dimensions, and giant spaceships soaring above the battlefield. This is definitely worth watching a couple times.
Aldren Castro over at Beer and Joystick’s has a great rant on the near disappearance of single player gaming.
I too bemoan the near disappearance of single player games. Although there are times that MMO is great, there are others where I just want to evolve in my own story line without worrying about some avatar with a huge and strangely written (and most likely making some attempt to be offensive) name bouncing around LOLing and W00Ting going on at length about how the pwned the last batch of n00bs in a match five nanoseconds ago.
I suspect one of the reasons that this is done is that it is a lot easier to design a game where other humans essentially generate the content on the fly rather than going through the effort needed to develop engaging AI and rewarding content.
I say it is time for a single player renaissance.
My thanks to Dan Shields for finding this technical papers preview trailer. There are some mind blowing technologies in the works. Scalable realtime 3D volumetric surface reconstruction, folding and crumpling adaptive sheets, and snowball dynamics are just a few of the beautiful accomplishments on display.
Oh, and did I mention somebody managed to capture a pulse of light in super-high speed photography with Femto-photography?