{"data":{"id":13891,"title":"Arena Commander Weekly Report - May 19-23","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/13891-Arena-Commander-Weekly-Report-May-19-23","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/13891","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/13891","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":1585,"name":"SCDFM_1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/bcpe477l1fxamr\/source\/SCDFM_1.jpg","alt":"","size":380336,"mime_type":"image\/jpeg","last_modified":"2014-04-25T19:33:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1585","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1585\/similar"},{"id":1586,"name":"SCDFM_3.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/mjj5zqfuvel7kr\/source\/SCDFM_3.jpg","alt":"","size":319736,"mime_type":"image\/jpeg","last_modified":"2014-04-25T19:33:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1586","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1586\/similar"},{"id":1745,"name":"DFM_5232014.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/dg381iusy43jwr\/source\/DFM_5232014.jpg","alt":"","size":5157438,"mime_type":"image\/jpeg","last_modified":"2014-05-23T20:24:57+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1745","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1745\/similar"},{"id":1746,"name":"Glass_Shader.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/wbxtsmptfegx8r\/source\/Glass_Shader.jpg","alt":"","size":2966005,"mime_type":"image\/jpeg","last_modified":"2014-05-23T20:25:08+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1746","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1746\/similar"},{"id":1747,"name":"Helmet.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/cutk1m0e08mmar\/source\/Helmet.jpg","alt":"","size":2252234,"mime_type":"image\/jpeg","last_modified":"2014-05-23T20:25:17+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1747","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1747\/similar"}],"images_count":6,"translations":{"en_EN":"Greetings Citizens,\nV0.8 of Arena Commander is almost here! Hopefully this will be the final weekly report before it launches. You can find the individual studio reports below, but first I\u2019d like to run through the milestones we listed last week.\n\nMay 17th: The planned server update was successful, thanks to our hard working IT groups!\n\nMay 18th: Perforce Streams setup was completed and an Arena Commander Release Stream was successfully created and work began to make sure the build system would be ready to build from the new streams setup.\n\nMay 19th: The QA team began their troubleshooting session, which lasted several days as the final work was done to finish integration of the Arena Commander Release Stream with the build system. A \u2018must fix\u2019 list was generated and updated through the week as progress was made.\n\nMay 22nd: Pencils down! Infrastructure change to Perforce Streams was completed successfully, Perforce was locked down and it was successfully updated with the latest from main. All developers successfully migrated to the Arena Commander Release Stream which was officially closed to new check-ins last night. Only updates that have gone through a specific approval process will be included with V.8 of the Arena Commander now.\n\nWhat that boils down to is that we\u2019re still on schedule and things are looking good. There\u2019s still a lot to do over the next seven days and there are still unknowns\u2026 but we have a great team that is dedicated to making Arena Commander a reality!\n\nTravis Day, Dogfight Producer\nGreetings Citizens!\n\nIt is with mixed feelings that I write this weekly report\u2026 While I have great progress to report on the development of Arena Commander I fear that if all continues to go well, most of you will not read my Monthly report next week because you\u2019ll be too busy playing Arena Commander. Perhaps I should approve a few of these risky commits to ensure a captive audience\u2026\n\nI kid, I kid\u2026 In all seriousness there has been tremendous progress this week and so far we are on track with the timetable we outlined last week. That said, it\u2019s worth reiterating that in software development, with so many moving parts, there is always the potential for unforeseen issues to arise! I like to call it Malcom\u2019s Lazor, (Murphy\u2019s Law and Occam\u2019s Razor) anything that can go wrong will and it is usually the simplest thing.\n\nThis week was a big accomplishment, as you\u2019ve read above we entered code lock on our Release Stream and the team is busily fixing as many of the most game breaking bugs as we possibly can. So far we have been hitting the schedule we set for ourselves and the transitions to Perforce Streams, migration of the build process, and enforcement of lockdown has been going as planned.\n\nHere in LA the focus has been primarily on finalizing the ships, their component features, and the visual effects. We\u2019ve gotten VFX to a point where we are quite happy for the first release of Arena Commander. There is still a lot more we would like to do with them in the future with additional graphics engineering support, but we think you\u2019ll enjoy what we\u2019ve cooked up so far.\n\nThe HUD is to a point where we are happy with it for our pre-alpha release. There are some bugs, room for improvement on usability, and additional visuals but the core functionality is in and ready for the community to start giving us feedback on. The HUD is something that we really look forward to working closely with the community on as it is a very important part of player experience and readability. So please, help us to make a HUD that meets your needs while maintaining Chris\u2019 vision by providing feedback.\n\nThe ship damage system has been further revised and improved to support breaking the ships in a procedural way based on the location of impacts. The system for making sure the visual effects properly attach has also been revised to best showcase the pieces of the ship blowing off from your shots. We feel like we have reached a point with this system where we\u2019re pretty happy with its current state. There are still some improvements in performance and potential for additional functionality but this represents a good first pass at the functionality we will need for this system in the long term.\n\nFlight controls are often a hotly debated topic amongst the studios. This week we\u2019ve settled on button configurations and feel for the IFCS that most people are happy with. There are still some small tweaks to make and long debates to be had but we\u2019re very close to achieving what we feel is the best feeling flight model. Of course this is another one, like the HUD, where player feedback is very important to us. We\u2019ve made it a point to add as many flight modes as possible so that people can experiment with different styles and let us know what works and what doesn\u2019t.\n\nBalance is ongoing (looking at you 300i mega thread) and will be ongoing after our initial release right on in to the Persistent Universe. We are currently working to make sure that every ship feels unique and has its own set of pros and cons in broad strokes and we will continue to hone in their unique place within the universe from there. Again, part of the reason that we wanted to go with these early pre-alpha module releases was so that we could involve the community as early as possible to get feedback! So please, give us feedback!\n\nThis has been a great week as we turn from feature development to an exclusive focus on stability, performance, and polish. The team is very excited for everyone in the community to start playing Arena Commander as soon as possible! Hopefully this time next week you will be enjoying Arena Commander for yourself and sending us feedback rather than reading about it here!\n\nUntil then, thanks for reading and please feel free to post any questions in our \u2018Ask a Dev\u2019 threads.\n\nCheers,\n\nCloud Imperium Games Santa Monica\n\nEric Peterson, Studio Director\nHello Citizens!\n\nWe have been working extremely hard to get Arena Commander into your hands. Folks here are excited about getting to show off all the stuff we have been working on and getting it into your hands, so without further ado here is the report from the Austin office.\n\nQA\nCIG ATX QA has been feverishly testing each build as they become available. Once we determine the build is ready for play testing an email is sent to the global team with details and instructions. During each play test information and other diagnostics are gathered by our gameplay and server programming teams. Once the playtest has concluded, feedback is gathered from each discipline; Art, Animation, Design, and Programming. The results are then sent to production to be included in the daily studio update. Chris & the team will then respond to the feedback. Based on those responses additional tasks may be created and assigned out to development. QA will then continue to regress test resolved issues as well as log any new issues that may be uncovered. At the end of the day a new build is kicked off and the process starts over. It is a lot of hard work, but very rewarding to witness the creation of Arena Commander which will stand on its own as an incredibly fun game as well as be the foundation for space flight for the Persistent Universe and the Squadron 42 single player experience.\n\nAudio\nAudio has been finishing up our tasks on the initial Arena Commander release. We are only making the absolutely necessary changes now in order to keep the build stable, things like mix levels, and what comes out of daily testing are the things we are changing. Some last-minute tech like the first-person breathing manager, Ejection and EVA is getting its audio finished off, too.\n\nDesign\nATX design has continued to push forward on the persistent universe, while also keeping involved with the imminent dogfighting release. Our technical design staff is helping to put the finishing touches on all of the moving parts for dogfighting \u2013 from the ships themselves all the way down to the little bits, like the parts you see on the radar. Meanwhile, we\u2019re hammering away at both single-player and multi-player matches, providing feedback, and becoming the most feared pilots in the \u2018verse.\n\nArt\nThe art team was hard at work this week making tweaks to the Aurora, 300i, and Scythe to get them in top notch shape to duke it out in Arena Commander. Engine glow, warning indicator lights, detail on the missile racks, and adjusting the seat in the Aurora so you can see out the cockpit better were just a few of the things being done to the ships. Optimized versions of all items were created for the HUD, explosions and other VFX were created for when a ship is destroyed, and the RSI helmet was polished up as well.\n\nAnimation\nWe are continuing to make progress with hooking up the 300i and the Aurora getting them looking as good as the Hornet. Animations have been created to match the new layout for the 300i. The seat in the aurora has been raised for a better view out of the cockpit & both Ships have a full G Force and reaction animations done. New thrusters have been created, skinned, animated, and exported.\n\nOutside of dogfighting we continue to work on all the locomotion animations. New animations will be in game. There are still a few visual bugs but we are working on resolving the code that is causing them.\n\nIT\nThe IT Department has been hard at work this week making infrastructure improvements to support the dev teams efforts on Arena Commander. The Austin team made massive improvements in the build and source control systems which were necessary to support continued development and push builds out faster. UK and LA IT Managers performed various upgrades to individual developer machines in order to ensure they are able to do game builds and renders as fast as possible. We are preparing for the onslaught of Citizens downloading Arena Commander when it comes out, should be fun.\n\nVideo Production\nWe got a glimpse at Arena Commander with WH episode 70. This week we\u2019re shooting deeper coverage with Rob Irving and some of the design team for next week\u2019s Wingman\u2019s Hangar.\n\nAlso, our media heritage is now secure. Our call for a proper data integrity plan for the terabytes of video being created by CIG has resulted in a dual storage solution based in Santa Monica and Austin. Mike Jones was instrumental in identifying the hardware and procedural solutions to ensure all media producers have access to our growing archive of media and securing that media for the future.\n\nEngineering\nThis week, Austin Engineering worked towards the first Dogfighting release by working on the universe services themselves and game servers, and fixing, building, and deploying full release playtest client and server builds for Arena Commander playtesting, and improving and profiling game client performance. In addition, we assisted with the integration and bug fixing of matchmaking and also fixed ship, rendering, tool, and engine bugs affecting the Hangar and the Sandbox Editor tool from CryEngine 3.6 integration and dogfighting changes. Additionally, we continued to improve the build and deployment system and switched the development team over to a more efficient and easier to use source (and asset) control paradigm called Perforce Streams and assisted individuals with the migration. Perforce Streams also allows team members to switch between the release stream and main stream quickly, which is important for our distributed development team and to keep the release stream stable.\n\nProduction\nOur production team has performed admirably in supporting Arena commander, by chasing down individual tasks and dependencies, and making sure that things were handed off from studio to studio in an efficient manner. We are constantly moving things in and out of the first release cycle based upon time needed to completion and risk assessment, once you feel you are on top of things, another batch of Jira tasks comes sliding down the pipeline to be reviewed, assigned and chased, it is all in good fun though, in order for us to bring Arena Commander out to the Citizens. We also continued our efforts in planning out ships and will soon begin working with REDACTED on the weapons for the FPS (Go Jake!!). In addition, we have plans in place to monitor the performance of the game once it is launched to make sure we can properly focus and prioritize any bugs that the Citizens might uncover.\n\nSo that is it from Austin \u2013 it has been a tough hill to climb but we can see the crest, and are looking forward to a little fresh meat in the verse ! BRING IT CITIZENS !!! Wingman \u2013 out !\n\nErin Roberts, Studio Director\nDesign (Nick Elms)\nWe have a great week balancing the AI for our survival mode \u201cVanduul Swarm\u201d and providing detailed polish feedback for Engineering and Art. Office playtests were longer and noisier than before, which is a good sign we are getting towards making it fun. There is still work to do, but we have had a whole lot of smiles around the office when playing here.\n\nThe multiplayer modes, \u201cCapture-the-Core\u201d and \u201cBattle Royale\u201d are coming along, but we still have some important back end issues to tidy up to help make these feel more satisfying. It feels like everyone in the world-wide team is pushing themselves so hard to get as much into this deliverable as humanly possible.\n\nAs you can probably imagine, with so many \u201csuper enthusiastic\u201d Devs constantly checking in new stuff around the clock, the production guys have had to pull out all the stops to keep everyone organized. I for one think they have done an amazing job. Anyway\u2026 I really hope you guys enjoy the \u201cVanduul Swarm\u201d and I\u2019m looking forward to pushing it further with your input.\n\nEngineering (Derek Senior)\nThe list of tasks for Foundry 42\u2019s engineering department to assist with on Arena Commander is getting smaller and smaller! We\u2019ve been focusing on general fixes and polish, including a particular focus on the targeting HUD. We\u2019ve done some additional work on the menus and the \u2018landing platform\u2019 that you take off from in the simulator, and are working an ejection update and improved controller feedback implementation.\n\nArt (Paul Jones)\nIn addition to heavily working on look and feel for key areas of the Squadron 42 storyline, we\u2019ve been doing some future DFM work going ahead with assets being greyboxed for testing in \u201cConquest\u201d game type.\n\nVFX have been working heavily on DFM tasks, we\u2019ve been working to give a more cinematic feel to them and also define a narrative (a Forrest term) so that it\u2019s not just a flame attached to a wing piece as it flies past your cockpit, if you watch it, it\u2019ll go through a whole sequence of events in its lifecycle, this is the kind of love we like to all areas of the game given time.\n\nAnimation cracking on with ejection animations to make it more fun when you are shot out of your cockpit before it blows into its many parts, alongside that, Cinematic head integration testing to make the best looking cinematic heads seen in a space game.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nV0.8 des Arena Commander ist fast da! Hoffentlich wird dies der letzte w\u00f6chentliche Bericht sein, bevor er ver\u00f6ffentlicht wird. Nachfolgend finden Sie die einzelnen Studio-Berichte, aber zuerst m\u00f6chte ich die Meilensteine durchgehen, die wir letzte Woche aufgelistet haben.\n\n17. Mai: Das geplante Server-Update war dank unserer hart arbeitenden IT-Gruppen erfolgreich! 18. Mai: Das Setup von Perforce Streams wurde abgeschlossen und ein Arena Commander Release Stream wurde erfolgreich erstellt, und es wurde mit den Arbeiten begonnen, um sicherzustellen, dass das Build-System bereit sein w\u00fcrde, aus dem neuen Stream-Setup zu bauen. 19. Mai: Das QA-Team begann mit der Fehlerbehebung, die mehrere Tage dauerte, w\u00e4hrend die letzten Arbeiten zur Fertigstellung der Integration des Arena Commander Release Streams in das Build-System abgeschlossen wurden. Eine \"Muss-Fix\"-Liste wurde erstellt und im Laufe der Woche aktualisiert, wenn Fortschritte gemacht wurden. 22. Mai: Bleistifte weg! Die Umstellung der Infrastruktur auf Perforce Streams wurde erfolgreich abgeschlossen, Perforce wurde gesperrt und erfolgreich mit den neuesten Informationen von main aktualisiert. Alle Entwickler migrierten erfolgreich auf den Arena Commander Release Stream, der gestern Abend offiziell f\u00fcr neue Check-Ins geschlossen wurde. Nur Updates, die einen bestimmten Genehmigungsprozess durchlaufen haben, werden jetzt in V.8 des Arena Commander aufgenommen. Was darauf hinausl\u00e4uft, ist, dass wir immer noch im Zeitplan liegen und die Dinge gut laufen. In den n\u00e4chsten sieben Tagen gibt es noch viel zu tun und es gibt noch Unbekanntes.... aber wir haben ein gro\u00dfartiges Team, das sich der Verwirklichung des Arena Commander verschrieben hat!\n\nTravis Day, Dogfight Producer, Dogfight Producer\nGr\u00fc\u00dfe B\u00fcrger!\n\nMit gemischten Gef\u00fchlen schreibe ich diesen Wochenbericht.... W\u00e4hrend ich gro\u00dfe Fortschritte bei der Entwicklung des Arena Commander mache, f\u00fcrchte ich, dass, wenn alles weiterhin gut l\u00e4uft, die meisten von euch meinen Monatsbericht n\u00e4chste Woche nicht lesen werden, weil ihr zu sehr damit besch\u00e4ftigt sein werdet, Arena Commander zu spielen. Vielleicht sollte ich ein paar dieser riskanten Verpflichtungen genehmigen, um ein unverlierbares Publikum zu gew\u00e4hrleisten.....\n\nIch scherze, ich scherze.... In aller Ernsthaftigkeit hat es in dieser Woche gewaltige Fortschritte gegeben, und bisher sind wir mit dem Zeitplan, den wir letzte Woche festgelegt haben, auf Kurs. Allerdings ist es wichtig zu betonen, dass in der Softwareentwicklung mit so vielen beweglichen Teilen immer das Potenzial f\u00fcr unvorhergesehene Probleme besteht! Ich nenne es gerne Malcom's Lazor, (Murphy's Law und Occam's Razor) alles, was schief gehen kann, wird und es ist normalerweise die einfachste Sache.\n\nDiese Woche war eine gro\u00dfe Leistung, wie Sie oben gelesen haben, haben wir die Code-Lock-Funktion in unseren Release Stream integriert und das Team repariert so viele der meisten Bugs, wie m\u00f6glich. Bisher haben wir den von uns selbst gesetzten Zeitplan eingehalten und die \u00dcberg\u00e4nge zu Perforce Streams, die Migration des Build-Prozesses und die Durchsetzung der Sperre verliefen wie geplant.\n\nHier in LA lag der Schwerpunkt vor allem auf der Fertigstellung der Schiffe, ihrer Komponenten und der visuellen Effekte. Wir haben VFX so weit gebracht, dass wir uns sehr \u00fcber die erste Version von Arena Commander freuen. Es gibt noch viel mehr, was wir mit ihnen in Zukunft mit zus\u00e4tzlicher Unterst\u00fctzung f\u00fcr die Grafiktechnik machen m\u00f6chten, aber wir denken, dass Ihnen das, was wir uns bisher ausgedacht haben, gefallen wird.\n\nDas HUD ist zu einem Punkt, an dem wir mit ihm f\u00fcr unsere Pre-Alpha-Version zufrieden sind. Es gibt einige Fehler, Verbesserungsm\u00f6glichkeiten bei der Benutzerfreundlichkeit und zus\u00e4tzliche visuelle Elemente, aber die Kernfunktionalit\u00e4t ist in und bereit f\u00fcr die Community, um uns Feedback zu geben. Das HUD ist etwas, worauf wir uns sehr freuen, eng mit der Community zusammenzuarbeiten, da es ein sehr wichtiger Teil der Spielerfahrung und Lesbarkeit ist. Bitte helfen Sie uns also, ein HUD zu entwickeln, das Ihren Bed\u00fcrfnissen entspricht und gleichzeitig die Vision von Chris durch Feedback unterst\u00fctzt.\n\nDas Schiffsschadensystem wurde weiter \u00fcberarbeitet und verbessert, um das Abbrechen der Schiffe in einer verfahrenstechnischen Weise zu unterst\u00fctzen, die sich nach dem Ort der Auswirkungen richtet. Das System zur Sicherstellung, dass die visuellen Effekte richtig angebracht sind, wurde ebenfalls \u00fcberarbeitet, um die Teile des Schiffes, die von Ihren Aufnahmen weggeblasen werden, optimal zu pr\u00e4sentieren. Wir haben das Gef\u00fchl, dass wir mit diesem System an einem Punkt angelangt sind, an dem wir mit dem aktuellen Zustand ziemlich zufrieden sind. Es gibt noch einige Leistungssteigerungen und Potenziale f\u00fcr zus\u00e4tzliche Funktionen, aber dies ist ein guter erster Schritt zu der Funktionalit\u00e4t, die wir langfristig f\u00fcr dieses System ben\u00f6tigen werden.\n\nFlugsteuerungen sind in den Studios oft ein hei\u00df diskutiertes Thema. Diese Woche haben wir uns auf Tastenkonfigurationen und das Gef\u00fchl f\u00fcr das IFCS geeinigt, mit dem die meisten Leute zufrieden sind. Es gibt noch einige kleine Optimierungen und lange Debatten, aber wir sind sehr nahe dran, das zu erreichen, was wir f\u00fcr das beste Flugmodell halten. Nat\u00fcrlich ist dies ein anderes, wie das HUD, wo das Feedback der Spieler f\u00fcr uns sehr wichtig ist. Wir haben es uns zur Aufgabe gemacht, so viele Flugmodi wie m\u00f6glich hinzuzuf\u00fcgen, damit die Leute mit verschiedenen Stilen experimentieren k\u00f6nnen und uns wissen lassen, was funktioniert und was nicht.\n\nDie Balance ist im Gange (wenn man sich Ihren 300i Megathread ansieht) und wird nach unserer ersten Ver\u00f6ffentlichung direkt im Persistent Universe fortgesetzt. Wir arbeiten derzeit daran, sicherzustellen, dass sich jedes Schiff einzigartig anf\u00fchlt und seine eigenen Vor- und Nachteile in gro\u00dfen Schritten hat, und wir werden von dort aus weiterhin an seinem einzigartigen Platz im Universum feilen. Auch hier war ein Teil des Grundes, warum wir uns f\u00fcr diese fr\u00fchen Pre-Alpha-Modul-Releases entschieden haben, damit wir die Community so fr\u00fch wie m\u00f6glich einbeziehen k\u00f6nnen, um Feedback zu erhalten! Also bitte, gib uns Feedback!\n\nDies war eine gro\u00dfartige Woche, in der wir uns von der Feature-Entwicklung zu einem ausschlie\u00dflichen Fokus auf Stabilit\u00e4t, Performance und Polieren entwickelten. Das Team freut sich sehr, dass alle in der Community so schnell wie m\u00f6glich mit dem Spielen von Arena Commander beginnen k\u00f6nnen! Hoffentlich wirst du n\u00e4chste Woche um diese Zeit den Arena Commander selbst genie\u00dfen und uns Feedback schicken, anstatt hier dar\u00fcber zu lesen!\n\nBis dahin danke f\u00fcr die Lekt\u00fcre und bitte z\u00f6gere nicht, alle Fragen in unseren'Ask a Dev'-Threads zu stellen.\n\nProst,\n\nCloud Imperium Spiele Santa Monica\n\nEric Peterson, Studio-Direktor\nHallo B\u00fcrger!\n\nWir haben extrem hart gearbeitet, um Arena Commander in Ihre H\u00e4nde zu bekommen. Die Leute hier sind begeistert davon, all die Sachen zu zeigen, an denen wir gearbeitet haben, und sie in deine H\u00e4nde zu bekommen, also ohne weitere Umst\u00e4nde hier ist der Bericht aus dem B\u00fcro in Austin.\n\nQA\nCIG ATX QA hat jeden Build fieberhaft getestet, sobald er verf\u00fcgbar ist. Sobald wir festgestellt haben, dass das Build f\u00fcr den Spieltest bereit ist, wird eine E-Mail mit Details und Anweisungen an das globale Team gesendet. W\u00e4hrend jedes Spiels werden von unseren Spiel- und Serverprogrammierungsteams Informationen und andere Diagnosen gesammelt. Nach Abschluss des Spieltests wird Feedback aus den einzelnen Disziplinen Kunst, Animation, Design und Programmierung gesammelt. Die Ergebnisse werden dann an die Produktion geschickt, um sie in das t\u00e4gliche Studio-Update aufzunehmen. Chris & das Team werden dann auf das Feedback reagieren. Basierend auf diesen Antworten k\u00f6nnen zus\u00e4tzliche Aufgaben erstellt und der Entwicklung zugewiesen werden. Die Qualit\u00e4tssicherung wird dann die R\u00fcckf\u00fchrung der gel\u00f6sten Probleme fortsetzen und alle neuen Probleme, die aufgedeckt werden k\u00f6nnten, protokollieren. Am Ende des Tages wird ein Neubau gestartet und der Prozess beginnt von vorne. Es ist viel harte Arbeit, aber sehr lohnend, die Entwicklung des Arena Commander zu erleben, der als eigenst\u00e4ndiges, unglaublich unterhaltsames Spiel auf sich gestellt sein wird und die Grundlage f\u00fcr die Raumfahrt des Persistent Universe und der Squadron 42 Einzelspieler-Erfahrung bildet.\n\nAudio\nAudio hat unsere Aufgaben mit der ersten Version von Arena Commander abgeschlossen. Wir nehmen jetzt nur die absolut notwendigen \u00c4nderungen vor, um den Build stabil zu halten, Dinge wie Mix-Level, und was aus dem t\u00e4glichen Testen kommt, sind die Dinge, die wir \u00e4ndern. Einige Last-Minute-Techniker wie der First-Person-Atemmanager, Ejection und EVA bekommen auch ihr Audio zum Abschluss.\n\nDesign\nDas ATX-Design hat das hartn\u00e4ckige Universum weiter vorangetrieben und bleibt gleichzeitig an der bevorstehenden Ver\u00f6ffentlichung des Dogfighting beteiligt. Unsere technischen Konstrukteure helfen, alle beweglichen Teile f\u00fcr den Luftkampf zu vervollst\u00e4ndigen - von den Schiffen selbst bis hinunter zu den kleinen Teilen, wie sie auf dem Radar zu sehen sind. In der Zwischenzeit h\u00e4mmern wir sowohl bei Einzel- als auch bei Mehrspielerspielen, geben Feedback und werden zu den gef\u00fcrchtetsten Piloten im Vers.\n\nKunst\nDas Kunstteam war diese Woche hart bei der Arbeit und hat an den Aurora, 300i und Scythe gearbeitet, um sie in Top-Form zu bringen, um sie in Arena Commander herauszufordern. Motorgl\u00fchen, Warnblinkleuchten, Details zu den Raketengestellen und die Einstellung des Sitzes im Aurora, so dass Sie das Cockpit besser sehen k\u00f6nnen, waren nur einige der Dinge, die mit den Schiffen gemacht wurden. Optimierte Versionen aller Gegenst\u00e4nde wurden f\u00fcr das HUD erstellt, Explosionen und andere VFX wurden erstellt, wenn ein Schiff zerst\u00f6rt wird, und der RSI-Helm wurde ebenfalls poliert.\n\nAnimation\nWir machen weiterhin Fortschritte beim Anschluss des 300i und der Aurora, damit sie so gut aussehen wie die Hornet. Es wurden Animationen erstellt, die dem neuen Layout des 300i entsprechen. Der Sitz in der Aurora wurde f\u00fcr eine bessere Sicht aus dem Cockpit angehoben & beide Schiffe haben eine volle G Force und Reaktionsanimationen durchgef\u00fchrt. Neue Triebwerke wurden entwickelt, enth\u00e4utet, animiert und exportiert.\n\nAu\u00dferhalb des Luftkampfes arbeiten wir weiterhin an allen Bewegungsanimationen. Neue Animationen werden im Spiel sein. Es gibt noch ein paar visuelle Fehler, aber wir arbeiten an der L\u00f6sung des Codes, der sie verursacht.\n\nIT\nDie IT-Abteilung hat diese Woche hart daran gearbeitet, die Infrastruktur zu verbessern, um die Bem\u00fchungen der Entwicklungsteams um Arena Commander zu unterst\u00fctzen. Das Austin-Team machte massive Verbesserungen bei den Build- und Source-Control-Systemen, die notwendig waren, um die Weiterentwicklung zu unterst\u00fctzen und Builds schneller voranzutreiben. Die IT-Manager in Gro\u00dfbritannien und LA f\u00fchrten verschiedene Upgrades an einzelnen Entwicklungsmaschinen durch, um sicherzustellen, dass sie Spiele-Builds und Renderings so schnell wie m\u00f6glich durchf\u00fchren k\u00f6nnen. Wir bereiten uns auf den Ansturm der B\u00fcrger vor, die Arena Commander herunterladen, wenn es herauskommt, sollte Spa\u00df machen.\n\nVideoproduktion\nWir haben einen Blick auf Arena Commander mit WH Episode 70 geworfen. Diese Woche drehen wir eine tiefere Berichterstattung mit Rob Irving und einem Teil des Designteams f\u00fcr den Hangar von Wingman's n\u00e4chste Woche.\n\nAu\u00dferdem ist unser Medienerbe jetzt sicher. Unsere Forderung nach einem angemessenen Datenintegrit\u00e4tsplan f\u00fcr die von CIG erstellten Terabyte Video hat zu einer Dual-Storage-L\u00f6sung mit Sitz in Santa Monica und Austin gef\u00fchrt. Mike Jones war ma\u00dfgeblich an der Identifizierung der Hardware- und Prozessl\u00f6sungen beteiligt, um sicherzustellen, dass alle Medienproduzenten Zugang zu unserem wachsenden Medienarchiv haben und diese Medien f\u00fcr die Zukunft sichern.\n\nIngenieurwesen\nDiese Woche arbeitete Austin Engineering auf die erste Dogfighting-Version hin, indem es an den Universumsservices selbst und den Spielservern arbeitete und den Spielclient und die Server-Builds f\u00fcr Arena Commander Playtests reparierte, baute und einsetzte. Dar\u00fcber hinaus haben wir bei der Integration und Fehlerbehebung von Matchmaking sowie bei der Behebung von Schiffs-, Rendering-, Tool- und Engine-Fehlern im Hangar und im Sandbox-Editor-Tool von CryEngine 3.6 Integration und Dogfighting \u00c4nderungen geholfen. Dar\u00fcber hinaus haben wir das Build und Deployment System weiter verbessert und das Entwicklungsteam auf ein effizienteres und einfacher zu bedienendes Quell- (und Asset-) Kontrollparadigma umgestellt, das Perforce Streams genannt wird und Einzelpersonen bei der Migration unterst\u00fctzt. Perforce Streams erm\u00f6glicht es Teammitgliedern auch, schnell zwischen dem Release- und dem Hauptstrom zu wechseln, was f\u00fcr unser verteiltes Entwicklungsteam wichtig ist und den Release-Strom stabil h\u00e4lt.\n\nProduktion\nUnser Produktionsteam hat bei der Unterst\u00fctzung des Arena-Kommandanten hervorragende Arbeit geleistet, indem es einzelne Aufgaben und Abh\u00e4ngigkeiten verfolgt und daf\u00fcr gesorgt hat, dass die Dinge von Studio zu Studio auf effiziente Weise weitergegeben wurden. Wir bewegen st\u00e4ndig Dinge innerhalb und au\u00dferhalb des ersten Release-Zyklus, basierend auf der Zeit, die f\u00fcr die Fertigstellung und Risikobewertung ben\u00f6tigt wird, sobald Sie das Gef\u00fchl haben, dass Sie auf dem Laufenden sind, kommt eine weitere Reihe von Jira-Aufgaben, die \u00fcber die Pipeline gleiten, um \u00fcberpr\u00fcft, zugewiesen und verfolgt zu werden, aber es macht alles Spa\u00df, damit wir Arena Commander zu den B\u00fcrgern bringen k\u00f6nnen. Wir haben auch unsere Bem\u00fchungen bei der Planung von Schiffen fortgesetzt und werden bald mit REDACTED an den Waffen f\u00fcr die FPS (Go Jake!!!!) arbeiten. Dar\u00fcber hinaus haben wir Pl\u00e4ne, die Leistung des Spiels nach dem Start zu \u00fcberwachen, um sicherzustellen, dass wir alle Fehler, die die B\u00fcrger entdecken k\u00f6nnten, richtig fokussieren und priorisieren k\u00f6nnen.\n\nDas ist es also von Austin aus - es war ein schwieriger H\u00fcgel, aber wir k\u00f6nnen den Kamm sehen und freuen uns auf ein wenig frisches Fleisch in der Strophe! BRING ES B\u00dcRGER!!!!!!!! Fl\u00fcgelmann - raus!\n\nErin Roberts, Studioleiterin\nDesign (Nick Elms)\nWir haben eine tolle Woche, in der wir die KI f\u00fcr unseren \u00dcberlebensmodus \"Vanduul Swarm\" balancieren und detailliertes polnisches Feedback f\u00fcr Technik und Kunst geben. B\u00fcro-Spieltests waren l\u00e4nger und lauter als zuvor, was ein gutes Zeichen daf\u00fcr ist, dass wir uns daf\u00fcr einsetzen, dass es Spa\u00df macht. Es gibt noch viel zu tun, aber wir haben eine ganze Menge L\u00e4cheln im B\u00fcro gehabt, als wir hier gespielt haben.\n\nDie Mehrspieler-Modi \"Capture-the-Core\" und \"Battle Royale\" kommen auf den Markt, aber wir haben noch einige wichtige Backend-Probleme zu kl\u00e4ren, damit sich diese besser anf\u00fchlen. Es f\u00fchlt sich an, als w\u00fcrde sich jeder im weltweiten Team so sehr bem\u00fchen, so viel wie m\u00f6glich in dieses Ergebnis zu investieren.\n\nWie du dir wahrscheinlich vorstellen kannst, mussten die Produktionsmitarbeiter bei so vielen \"super enthusiastischen\" Devs, die st\u00e4ndig rund um die Uhr neue Sachen einchecken, alle Register ziehen, um alle zu organisieren. Ich f\u00fcr meinen Teil denke, dass sie eine erstaunliche Arbeit geleistet haben. Wie auch immer.... Ich hoffe wirklich, dass ihr den \"Vanduul Swarm\" genie\u00dft und ich freue mich darauf, ihn mit eurem Input weiter auszubauen.\n\nIngenieurwesen (Derek Senior)\nDie Liste der Aufgaben, bei denen die technische Abteilung der Gie\u00dferei 42 bei Arena Commander assistiert, wird immer kleiner! Wir haben uns auf allgemeine Korrekturen und Polituren konzentriert, einschlie\u00dflich eines besonderen Fokus auf das Targeting HUD. Wir haben einige zus\u00e4tzliche Arbeiten an den Men\u00fcs und der Landeplattform, von der aus Sie im Simulator starten, durchgef\u00fchrt und arbeiten an einem Auswurf-Update und einer verbesserten Implementierung des Steuerger\u00e4tes.\n\nKunst (Paul Jones)\nNeben der intensiven Arbeit am Look and Feel f\u00fcr wichtige Bereiche der Squadron 42-Handlung haben wir einige zuk\u00fcnftige DFM-Arbeiten durchgef\u00fchrt, bei denen die Assets f\u00fcr Tests im Spieltyp \"Conquest\" in die Graubox gelegt wurden.\n\nVFX haben stark an DFM-Aufgaben gearbeitet, wir haben daran gearbeitet, ihnen ein filmischeres Gef\u00fchl zu geben und auch eine Erz\u00e4hlung (ein Forrest Begriff) zu definieren, so dass es nicht nur eine Flamme ist, die an einem Fl\u00fcgel befestigt ist, w\u00e4hrend er an Ihrem Cockpit vorbeifliegt, wenn Sie ihn sehen, wird er eine ganze Reihe von Ereignissen in seinem Lebenszyklus durchlaufen, das ist die Art von Liebe, die wir zu allen Bereichen des Spiels m\u00f6gen, die uns Zeit gegeben haben.\n\nAnimation, die mit Auswurfanimationen weitermacht, um es mehr Spa\u00df zu machen, wenn Sie aus Ihrem Cockpit geschossen werden, bevor es in seine vielen Teile explodiert, daneben Cinematic Head Integrationstests, um die am besten aussehenden Cinematic Heads zu machen, die in einem Weltraumspiel gesehen werden.","zh_CN":"Greetings Citizens,\nV0.8 of Arena Commander is almost here! Hopefully this will be the final weekly report before it launches. You can find the individual studio reports below, but first I\u2019d like to run through the milestones we listed last week.\n\nMay 17th: The planned server update was successful, thanks to our hard working IT groups!\n\nMay 18th: Perforce Streams setup was completed and an Arena Commander Release Stream was successfully created and work began to make sure the build system would be ready to build from the new streams setup.\n\nMay 19th: The QA team began their troubleshooting session, which lasted several days as the final work was done to finish integration of the Arena Commander Release Stream with the build system. A \u2018must fix\u2019 list was generated and updated through the week as progress was made.\n\nMay 22nd: Pencils down! Infrastructure change to Perforce Streams was completed successfully, Perforce was locked down and it was successfully updated with the latest from main. All developers successfully migrated to the Arena Commander Release Stream which was officially closed to new check-ins last night. Only updates that have gone through a specific approval process will be included with V.8 of the Arena Commander now.\n\nWhat that boils down to is that we\u2019re still on schedule and things are looking good. There\u2019s still a lot to do over the next seven days and there are still unknowns\u2026 but we have a great team that is dedicated to making Arena Commander a reality!\n\nTravis Day, Dogfight Producer\nGreetings Citizens!\n\nIt is with mixed feelings that I write this weekly report\u2026 While I have great progress to report on the development of Arena Commander I fear that if all continues to go well, most of you will not read my Monthly report next week because you\u2019ll be too busy playing Arena Commander. Perhaps I should approve a few of these risky commits to ensure a captive audience\u2026\n\nI kid, I kid\u2026 In all seriousness there has been tremendous progress this week and so far we are on track with the timetable we outlined last week. That said, it\u2019s worth reiterating that in software development, with so many moving parts, there is always the potential for unforeseen issues to arise! I like to call it Malcom\u2019s Lazor, (Murphy\u2019s Law and Occam\u2019s Razor) anything that can go wrong will and it is usually the simplest thing.\n\nThis week was a big accomplishment, as you\u2019ve read above we entered code lock on our Release Stream and the team is busily fixing as many of the most game breaking bugs as we possibly can. So far we have been hitting the schedule we set for ourselves and the transitions to Perforce Streams, migration of the build process, and enforcement of lockdown has been going as planned.\n\nHere in LA the focus has been primarily on finalizing the ships, their component features, and the visual effects. We\u2019ve gotten VFX to a point where we are quite happy for the first release of Arena Commander. There is still a lot more we would like to do with them in the future with additional graphics engineering support, but we think you\u2019ll enjoy what we\u2019ve cooked up so far.\n\nThe HUD is to a point where we are happy with it for our pre-alpha release. There are some bugs, room for improvement on usability, and additional visuals but the core functionality is in and ready for the community to start giving us feedback on. The HUD is something that we really look forward to working closely with the community on as it is a very important part of player experience and readability. So please, help us to make a HUD that meets your needs while maintaining Chris\u2019 vision by providing feedback.\n\nThe ship damage system has been further revised and improved to support breaking the ships in a procedural way based on the location of impacts. The system for making sure the visual effects properly attach has also been revised to best showcase the pieces of the ship blowing off from your shots. We feel like we have reached a point with this system where we\u2019re pretty happy with its current state. There are still some improvements in performance and potential for additional functionality but this represents a good first pass at the functionality we will need for this system in the long term.\n\nFlight controls are often a hotly debated topic amongst the studios. This week we\u2019ve settled on button configurations and feel for the IFCS that most people are happy with. There are still some small tweaks to make and long debates to be had but we\u2019re very close to achieving what we feel is the best feeling flight model. Of course this is another one, like the HUD, where player feedback is very important to us. We\u2019ve made it a point to add as many flight modes as possible so that people can experiment with different styles and let us know what works and what doesn\u2019t.\n\nBalance is ongoing (looking at you 300i mega thread) and will be ongoing after our initial release right on in to the Persistent Universe. We are currently working to make sure that every ship feels unique and has its own set of pros and cons in broad strokes and we will continue to hone in their unique place within the universe from there. Again, part of the reason that we wanted to go with these early pre-alpha module releases was so that we could involve the community as early as possible to get feedback! So please, give us feedback!\n\nThis has been a great week as we turn from feature development to an exclusive focus on stability, performance, and polish. The team is very excited for everyone in the community to start playing Arena Commander as soon as possible! Hopefully this time next week you will be enjoying Arena Commander for yourself and sending us feedback rather than reading about it here!\n\nUntil then, thanks for reading and please feel free to post any questions in our \u2018Ask a Dev\u2019 threads.\n\nCheers,\n\nCloud Imperium Games Santa Monica\n\nEric Peterson, Studio Director\nHello Citizens!\n\nWe have been working extremely hard to get Arena Commander into your hands. Folks here are excited about getting to show off all the stuff we have been working on and getting it into your hands, so without further ado here is the report from the Austin office.\n\nQA\nCIG ATX QA has been feverishly testing each build as they become available. Once we determine the build is ready for play testing an email is sent to the global team with details and instructions. During each play test information and other diagnostics are gathered by our gameplay and server programming teams. Once the playtest has concluded, feedback is gathered from each discipline; Art, Animation, Design, and Programming. The results are then sent to production to be included in the daily studio update. Chris & the team will then respond to the feedback. Based on those responses additional tasks may be created and assigned out to development. QA will then continue to regress test resolved issues as well as log any new issues that may be uncovered. At the end of the day a new build is kicked off and the process starts over. It is a lot of hard work, but very rewarding to witness the creation of Arena Commander which will stand on its own as an incredibly fun game as well as be the foundation for space flight for the Persistent Universe and the Squadron 42 single player experience.\n\nAudio\nAudio has been finishing up our tasks on the initial Arena Commander release. We are only making the absolutely necessary changes now in order to keep the build stable, things like mix levels, and what comes out of daily testing are the things we are changing. Some last-minute tech like the first-person breathing manager, Ejection and EVA is getting its audio finished off, too.\n\nDesign\nATX design has continued to push forward on the persistent universe, while also keeping involved with the imminent dogfighting release. Our technical design staff is helping to put the finishing touches on all of the moving parts for dogfighting \u2013 from the ships themselves all the way down to the little bits, like the parts you see on the radar. Meanwhile, we\u2019re hammering away at both single-player and multi-player matches, providing feedback, and becoming the most feared pilots in the \u2018verse.\n\nArt\nThe art team was hard at work this week making tweaks to the Aurora, 300i, and Scythe to get them in top notch shape to duke it out in Arena Commander. Engine glow, warning indicator lights, detail on the missile racks, and adjusting the seat in the Aurora so you can see out the cockpit better were just a few of the things being done to the ships. Optimized versions of all items were created for the HUD, explosions and other VFX were created for when a ship is destroyed, and the RSI helmet was polished up as well.\n\nAnimation\nWe are continuing to make progress with hooking up the 300i and the Aurora getting them looking as good as the Hornet. Animations have been created to match the new layout for the 300i. The seat in the aurora has been raised for a better view out of the cockpit & both Ships have a full G Force and reaction animations done. New thrusters have been created, skinned, animated, and exported.\n\nOutside of dogfighting we continue to work on all the locomotion animations. New animations will be in game. There are still a few visual bugs but we are working on resolving the code that is causing them.\n\nIT\nThe IT Department has been hard at work this week making infrastructure improvements to support the dev teams efforts on Arena Commander. The Austin team made massive improvements in the build and source control systems which were necessary to support continued development and push builds out faster. UK and LA IT Managers performed various upgrades to individual developer machines in order to ensure they are able to do game builds and renders as fast as possible. We are preparing for the onslaught of Citizens downloading Arena Commander when it comes out, should be fun.\n\nVideo Production\nWe got a glimpse at Arena Commander with WH episode 70. This week we\u2019re shooting deeper coverage with Rob Irving and some of the design team for next week\u2019s Wingman\u2019s Hangar.\n\nAlso, our media heritage is now secure. Our call for a proper data integrity plan for the terabytes of video being created by CIG has resulted in a dual storage solution based in Santa Monica and Austin. Mike Jones was instrumental in identifying the hardware and procedural solutions to ensure all media producers have access to our growing archive of media and securing that media for the future.\n\nEngineering\nThis week, Austin Engineering worked towards the first Dogfighting release by working on the universe services themselves and game servers, and fixing, building, and deploying full release playtest client and server builds for Arena Commander playtesting, and improving and profiling game client performance. In addition, we assisted with the integration and bug fixing of matchmaking and also fixed ship, rendering, tool, and engine bugs affecting the Hangar and the Sandbox Editor tool from CryEngine 3.6 integration and dogfighting changes. Additionally, we continued to improve the build and deployment system and switched the development team over to a more efficient and easier to use source (and asset) control paradigm called Perforce Streams and assisted individuals with the migration. Perforce Streams also allows team members to switch between the release stream and main stream quickly, which is important for our distributed development team and to keep the release stream stable.\n\nProduction\nOur production team has performed admirably in supporting Arena commander, by chasing down individual tasks and dependencies, and making sure that things were handed off from studio to studio in an efficient manner. We are constantly moving things in and out of the first release cycle based upon time needed to completion and risk assessment, once you feel you are on top of things, another batch of Jira tasks comes sliding down the pipeline to be reviewed, assigned and chased, it is all in good fun though, in order for us to bring Arena Commander out to the Citizens. We also continued our efforts in planning out ships and will soon begin working with REDACTED on the weapons for the FPS (Go Jake!!). In addition, we have plans in place to monitor the performance of the game once it is launched to make sure we can properly focus and prioritize any bugs that the Citizens might uncover.\n\nSo that is it from Austin \u2013 it has been a tough hill to climb but we can see the crest, and are looking forward to a little fresh meat in the verse ! BRING IT CITIZENS !!! Wingman \u2013 out !\n\nErin Roberts, Studio Director\nDesign (Nick Elms)\nWe have a great week balancing the AI for our survival mode \u201cVanduul Swarm\u201d and providing detailed polish feedback for Engineering and Art. Office playtests were longer and noisier than before, which is a good sign we are getting towards making it fun. There is still work to do, but we have had a whole lot of smiles around the office when playing here.\n\nThe multiplayer modes, \u201cCapture-the-Core\u201d and \u201cBattle Royale\u201d are coming along, but we still have some important back end issues to tidy up to help make these feel more satisfying. It feels like everyone in the world-wide team is pushing themselves so hard to get as much into this deliverable as humanly possible.\n\nAs you can probably imagine, with so many \u201csuper enthusiastic\u201d Devs constantly checking in new stuff around the clock, the production guys have had to pull out all the stops to keep everyone organized. I for one think they have done an amazing job. Anyway\u2026 I really hope you guys enjoy the \u201cVanduul Swarm\u201d and I\u2019m looking forward to pushing it further with your input.\n\nEngineering (Derek Senior)\nThe list of tasks for Foundry 42\u2019s engineering department to assist with on Arena Commander is getting smaller and smaller! We\u2019ve been focusing on general fixes and polish, including a particular focus on the targeting HUD. We\u2019ve done some additional work on the menus and the \u2018landing platform\u2019 that you take off from in the simulator, and are working an ejection update and improved controller feedback implementation.\n\nArt (Paul Jones)\nIn addition to heavily working on look and feel for key areas of the Squadron 42 storyline, we\u2019ve been doing some future DFM work going ahead with assets being greyboxed for testing in \u201cConquest\u201d game type.\n\nVFX have been working heavily on DFM tasks, we\u2019ve been working to give a more cinematic feel to them and also define a narrative (a Forrest term) so that it\u2019s not just a flame attached to a wing piece as it flies past your cockpit, if you watch it, it\u2019ll go through a whole sequence of events in its lifecycle, this is the kind of love we like to all areas of the game given time.\n\nAnimation cracking on with ejection animations to make it more fun when you are shot out of your cockpit before it blows into its many parts, alongside that, Cinematic head integration testing to make the best looking cinematic heads seen in a space game."},"links_count":1,"comment_count":185,"created_at":"2014-05-23T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-14 06:34:02","valid_relations":["images","links"],"prev_id":13890,"next_id":13893}}