We are pleased to announce the release of High Frontier version 0.13!
This is the first version of the game to have buildings automatically appear in the zones you define. They orient themselves towards a nearby pathway, and correctly avoid overlapping themselves or any path.
We’d hoped to get version 0.13 of High Frontier out this week. Alas, it’s not going to happen — but not for lack of progress! Here’s what we’ve been up to, and what you can expect to see in the next week or so.
The focus of this release is on getting buildings in city mode. After you’ve painted some zones and laid some paths, appropriate buildings should automatically sprout up as your colony population grows. Continue reading →
We recently posted some of the first buildings modeled by artists hired with the KickStarter funds. They all did great work, but we’ve selected five artists to form our core art team for the rest of the work.
One of the first things we have to do as a team is decide upon the materials the buildings will be made of. In video game terms, a “material” is a combination of texture images and something called a shader — a little computer program that runs for each and every pixel on screen, determining exactly how the textures are combined with lighting and other data to generate their final appearance. Continue reading →
We’ve been working with a number of talented 3D artists over the last month or so. We asked each one to model a building for us — something with a modern-to-futuristic style. Since it’s always a nice day on the High Frontier, but land is expensive, we asked them to put the roof to good use. Here are some of the models we’ve gotten so far.