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 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.
Things have been quiet on the blogging front for a while, but there’s a good reason for that. We’ve been busily chipping away at the pile of work needed to make Astrobase Command ready for release on Steam Early Access this Summer. As you can imagine, there are many things that have to get done to bring a game up from a tech demo that shows isolated aspects of game play to a playable game that can be put into the hands of eager fans.
I know it has been a while, so let me begin by wishing all of you a belated 2014! I hope the year will be a stellar one for everyone.
We’ve been busily working on Astrobase Command from within our super secret hideout deep under an ancient volcano, so it’s easy to so get carried away with our experiments that we forget to post updates. I mean, sharks with missiles AND lasers on their heads don’t just build themselves, you know?
Anyhow, I wanted to take a minute to celebrate some pretty momentous news: Steam greenlit Astrobase Command on January 7th. This is superb, and has us bouncing off of our lair’s walls. What a wonderful way to kick off our work for the next year!
The AI Storyteller works behind the scenes to tie everything together into a compelling and dynamic storyline
Our second update was published on Kickstarter this morning, and it’s chock full of goodness.
Although there’s some information on the forum badges, and clarification on our DRM policy, the meat lies in the overview of our AI Storyteller. We want the game to offer something unique, allowing it to stand out from the crowd by crafting dynamic story lines whose outcomes are determined by the characters capabilities and their personality.
Players will certainly be able to build 3D starbases, explore exotic new worlds, and wage battles in space and on planetary surfaces, but our gem, the 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.
What an exciting few days! Jellyfish Games’ Astrobase Command Kickstarter launched on Wednesday and was immediately featured as a staff pick. Shortly afterwards, I was picked up to work with the team to help bring this project to reality. We are now a few days on, and things are moving along smoothly and almost as predicted. As word of the project gets out, we are certain we will continue to generate momentum.
There are many things we believe that make our game unique. Dave Williams, the man who initiated this grand adventure, elaborated on one of the key features: the AI Storyteller. This system is the core to the game into which everything else feeds into and out of. There’s a wonderful account of it over on our forum that involves examples with intrepid explorers on exotic planets, strange caves, and alien eggs being brought back to a space station. The short and sweet of it is that the AI Storyteller is the equivalent of having a living, breathing Dungeon Master crafting a unique game experience for the player every time he played the game, offering endless replayability?
You can find out more about our Kickstarter here. If you like what you see, please help us spread the word around. Every little bit is appreciated!
As you may be able to tell by the dearth of posts here over the past little while, my attention is focused elsewhere. I will soon be able to return to spicing up your lives in a most positive manner. In the meantime, I feel the incontrovertible urge to share this link with you. It will direct you to an article on The Verge titled “Alien frontier: see the haunting, beautiful weirdness of Mars.” They have curated some NASA photographs of martian landscapes that will help fire your imaginations to new levels.
Artist Florian Mellies from Germany (DeviantArt handle SpOoky777) certainly knows how to tell a story with his illustrations. He is also clearly a huge Battletech fan. These two features come together nicely in his piece below, No Parking.
Don’t park here. We’re busy repelling an attack.
His gallery is interesting because it contains an eclectic mix of different science fiction subjects and his progress as an artist is visible.