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
A few players have asked for help getting started with High Frontier. Sometimes it’s just an installation issue; other times, they’re not sure how to arrange parts in Design mode, or what to do in Manage mode.
If you’re in that boat, fear no longer! We now have a handy Help page at HighFrontier.com.
Today we released the next major update to High Frontier, version 0.12!
This version has major new functionality in city mode. Several new tabs in the Manage palette allow you to lay paths, paint zones, and even place buildings if you happen to have one or more building mods. 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 just prepared a little white paper on the benefits of High Frontier for STEM (Science Technology, Engineering, and Math) education.
There are substantially more and better paying jobs in STEM fields than in non-STEM fields, but only about a fourth of high school freshmen express any interest in STEM fields, and half of those change their minds by the time they graduate. What kids do have an interest in, though, is video games: 97% of teenagers in the U.S. play them.
So, this is a great fit — a video game that’s fun to play, and, by the way, also happens to have you doing real engineering and problem-solving in a high-tech area. Read the paper for more!
And then please, go support our KickStarter campaign!
What makes a space colony more than just a big space station? It’s the Earthlike environment inside — grass, trees, wide-open spaces, and water.
We’ve been working for the last few days on supporting water in the High Frontier internal colony prototype. Check out this little demo video: Continue reading
We’ve just released version 0.10 of the High Frontier video game! This is a pretty big release, with a long list of improvements.
…and yes, that’s a passenger ship you see about to dock in the image above.
We’ve been hard at work on the internal colony management prototype for High Frontier. The video below does a quick recap of building (as of version 0.09), and then we switch to the internal view, and show off a couple of new features.
We’ve just released version 0.09 of High Frontier, the space settlement simulation game!
We’ve just released version 0.08 of High Frontier, which adds a bunch of new parts for your colony: solar panels, power plant, radiators (including “skirt” style), docking bay, and communications dish. These are currently cosmetic, but will start impacting the simulation soon.