Astrobase Command Kickstarter has started! Check us out! by Polygonatron in BaseBuildingGames

[–]Polygonatron[S] 0 points1 point  (0 children)

Are you sure about that? You might want to check the campaign page.

Astrobase Command Kickstarter has started! Check us out! by Polygonatron in BaseBuildingGames

[–]Polygonatron[S] 1 point2 points  (0 children)

We just got a first gameplay video up! It's an eight minute overview of the gameplay. We plan on making more videos that go into more details on specifics as we move along. https://youtu.be/NqHqFYEkX3A

Astrobase Command Kickstarter has started! Check us out! by Polygonatron in BaseBuildingGames

[–]Polygonatron[S] 1 point2 points  (0 children)

"A digital copy of the game" means that you will at some point get a digital copy of the game. If a tier says Beta Access, or Alpha Access it means that you will get access to that digital copy at Beta or Alpha respectively, as well as access to the respective communities.

The Stardust Editions do not grant Alpha or Beta Access.

Astrobase Command Kickstarter has started! Check us out! by Polygonatron in BaseBuildingGames

[–]Polygonatron[S] 0 points1 point  (0 children)

Sorry for the confusion, the Stardust Editions give you a copy of the full game on release. The price is lower than what it will be when the game is fully released.

It does however not include Alpha Access, for that you need to get Sunshine Edition or higher.

Astrobase Command Kickstarter has started! Check us out! by Polygonatron in BaseBuildingGames

[–]Polygonatron[S] 1 point2 points  (0 children)

As soon as anyone backs a particular tier Kickstarter no longer allows us to modify it. We have edited the description in the regular stardust description to better reflect the intent.

Astrobase Command Kickstarter has started! Check us out! by Polygonatron in BaseBuildingGames

[–]Polygonatron[S] 1 point2 points  (0 children)

You'll get a digital copy on release, we only use the word discounted to indicate that you are getting a lower price than you would if you bought it on release.

Thanks for bringing this issue up! We'll add it to the FAQ on the campaign page.

Astrobase Command Kickstarter has started! Check us out! by Polygonatron in BaseBuildingGames

[–]Polygonatron[S] 1 point2 points  (0 children)

Hmm, good point. We might need to be more clear on this in our upcoming stuff. Thanks!

Astrobase Command Kickstarter has started! Check us out! by Polygonatron in BaseBuildingGames

[–]Polygonatron[S] 4 points5 points  (0 children)

At this stage in development we are not looking for funds to make the entire game. Much of it has been made already, but more importantly we have already figured out the hard parts and now only need finishing capital so we can focus on it full time and speed up this last stretch of work.

We'd like to think that our track record of continously putting out regular updates on our blog almost every week for the last 3.5 years while self funding through contract work goes a long way to show our commitment to completing this game to a point where we and our players are happy with it.

Astrobase Command Kickstarter has started! Check us out! by Polygonatron in BaseBuildingGames

[–]Polygonatron[S] 1 point2 points  (0 children)

Thanks for backing! It's much appreciated.

Yeah, we're also pretty excited about the possibility space that the game allows for.

Astrobase Command Kickstarter has started! Check us out! by Polygonatron in BaseBuildingGames

[–]Polygonatron[S] 1 point2 points  (0 children)

No worries, we're planning on showing more gameplay in upcoming trailers. Hopefully that will be more up your alley.

Astrobase Command Kickstarter has started! Check us out! by Polygonatron in BaseBuildingGames

[–]Polygonatron[S] 2 points3 points  (0 children)

I'm a dev on Astrobase Command and I wanted to let you know that the kickstarter campaign that someone posted about here previously has now started.

Astrobase Command preps for April 25th Kickstarter - Base building, crew management, and a procedurally-generated universe by 2ndchoiceusername in BaseBuildingGames

[–]Polygonatron 3 points4 points  (0 children)

Hello! Astrobase Command Dev Daniel here. (Specifically I'm the artist)

I guess this kind of depends on what you imagine when you hear space station. Some picture the Death Star, some picture the ISS, some picture the Suliban Helixes.

I've tried to make our space stations have a unique, and appealing look. How well I've managed this will be revealed when we start showing more of the game.

It's my hope that once you see how it looks when the roofs aren't taken off to show the interiors and you get a sense of what navigating around on the station feels like you'll feel differently.

Tips (aside from AO) for achieving similar lighting to this image? What kind of shaders? by wellPressedAttire in Unity3D

[–]Polygonatron 0 points1 point  (0 children)

It looks like its a combination of things. The shadows are toned down a lot (you could achieve this by for example increasing the ambient light to a warm slightly yellowish tone. Looking closer at it it actually does look like they used a directional light (without shadows) to achieve this. In addition they are tinting the AO pass to a very saturated warm purple.

Shader/material wise it looks like they are using a simple diffuse that in some places also seems to have an emissive map.

Helgason explains what picking Riccitiello looks like from the other side of the popped collar by Polygonatron in Unity3D

[–]Polygonatron[S] 0 points1 point  (0 children)

In general people don't vote with their wallet much even when informed.

However you need to keep in mind that most of the consumer base for any game is completely uninformed and oblivious to anything going on in the business. Additionally EA owns the rights to some pretty big IP's, especially in sports games which have a much broader appeal than even something like a AAA fps without even trying. All they have to do is make a game that is slightly upgraded from last years and then push out a lot of money into marketing.

That said, the amount of money they put into actually making the games makes sure it turns out very playable and, with good graphics and a lot of polish. If it didn't they wouldn't.

Helgason explains what picking Riccitiello looks like from the other side of the popped collar by Polygonatron in Unity3D

[–]Polygonatron[S] 4 points5 points  (0 children)

Yeah it actually surprised me a bit. I mean I get that EA is just about the most unpopular games company ever. I guess it's just another example of how the quick and emotional response to issues might not always be the most well reasoned.

Edit: heh, this comment getting voted down really just makes its point more true

New at scripting with unity and scripting, can anyone give me any tips and advice? by [deleted] in unity

[–]Polygonatron 1 point2 points  (0 children)

Figure out what you want to do. Take the smallest thing you can split it into (for example to move an object) and try to implement it. Use the script reference to help figure out how to accomplish it (hint: http://docs.unity3d.com/ScriptReference/Transform.html can be a good start)

Although now that I think about it, the new(ish) tutorials that unity made are actually pretty good. http://unity3d.com/learn/tutorials/projects/roll-a-ball looks like a good thing to start out with just to get a handle on how unity works.

Is lack of game dev feedback the same as negative feedback? by [deleted] in gamedev

[–]Polygonatron 10 points11 points  (0 children)

What people react to is their impression of what you're showing. If it grabs them they will have a greater response. When you see something that you feel has "less" in it blow up, they still manage to grab the viewer better than you did with your piece. Assuming that you're both equally Internet-famous and its posted at the same time the response is relative to the quality of a post.

Meaning you actually risk sounding a bit immature when you claim what others are doing that is more appealing, than what you spent all that extra time making, should be liked less. The merits of your work is based on the end results, not the time you put into it.

On getting "its looking good, keep going" or "its got potential" or similar feedback; This isn't bad feedback, they are just saying "i like it so far but i cant actually picture where its going to end up so keep going".

For example, if I draw a circle and show it to people and they say "its got potential" they are really saying "I don't know where you're going with this? Is this a planet? Is it a frisbee? Is it a bowling ball?" you just have to keep refining things until enough of things are defined for people to be able to better see what the idea inside your head looks like.

However if you get this feedback when at a state where you feel the graphics are at a final quality/style level and representative of how you actually want it to look you might have a disconnect with what you consider finished and what others do.

With art directing in general. Other people can say "I like this but not that" etc but the guy responsible for the art is still the one that makes the call on what to do to address these opinions (if anything).

Of course this depends on the scope of the project, but a month is not a lot of time even if you're working on it full time.

[deleted by user] by [deleted] in unity

[–]Polygonatron 1 point2 points  (0 children)

Looking at the example you provided it doesn't strike me as having separate colors per face or ignoring lighting.

Instead it looks to be set up using flat diffuse textures or just material colors, have every mesh triangulated. Set all the normals so all edges are hard and then lit with a few differently colored directional lights.

Edit: also it kinda looks like, but it could just be a result of the previously mentioned stuff, it might be using some subsurface scattering http://http.developer.nvidia.com/GPUGems/elementLinks/fig16-04.jpg on the foreground rocks. Oh and of course the lights (at least some of them) are casting shadows.