{"data":{"id":14420,"title":"Monthly Studio Report: December 2014","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14420-Monthly-Studio-Report-December-2014","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14420","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14420","channel":"Undefined","category":"Undefined","series":"Monthly Reports","images":[{"id":2856,"name":"SM-December.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/bm6ku8ifesxbkr\/source\/SM-December.jpg","alt":"","size":266452,"mime_type":"image\/jpeg","last_modified":"2015-01-09T19:50:44+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2856","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2856\/similar"},{"id":2857,"name":"Cutlass_Thruster_Actions.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ggc8dgzewtf62r\/source\/Cutlass_Thruster_Actions.jpg","alt":"Cutlass Thruster 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Citizens,\nWe\u2019re back! December was a hard push to release Arena Commander 1.0, followed by a restful holiday break for Star Citizen team members around the world. 2015 is going to be huge: multiple modules, events around the world and plenty of new ships and features to discuss. Expect to see several major design posts in honor of the recent stretch goals in the coming weeks, and then a steady stream of new information leading up to the FPS and Planetside launches. And in two weeks, join us in San Antonio for the first official Star Citizen Town Hall event! Details are available here. For now, though, let\u2019s look back at the work that was accomplished in December\u2026\n\nGreetings Citizens!\nHappy holidays to all of you around the world! We sincerely hope that you each enjoyed them and welcome to 2015! Looking back on December the whole team is really happy with all that we accomplished before the break. It was an exceedingly busy few weeks before holiday that saw some of the most intense development on Arena Commander V1.0 and we\u2019re quite proud that we were able to release it for all of you as promised! As we move forward into 2015 there are a lot of exciting development efforts and releases to look forward but for now let\u2019s go to the December department updates for Cloud Imperium Games Santa Monica!\n\nEngineering\nWith the 1.0 release we were adding a lot of new systems into the game as well as exposing existing systems better to the player. Of course with new systems come new bugs! The signature system and missile behavior, being entirely new, needed a lot of focus and attention leading up to the release. Our engineering team worked hand in hand with QA, Art, and Design to make sure that the signature system and new missiles were functioning as well as possible prior to release. Those issues that remained and those that have been reported by the community are being fixed in next week\u2019s Arena Commander 1.0.1 patch.\n\nAnother important focus on from the Engineering team was the flight model. With 1.0 we were introducing a bevy of new flyable ships each with their own unique flight characteristics. Among them were ships like the Cutlass which has thrusters that behave differently from any ship we\u2019ve released before. John Pritchett worked with the Design, Art, and Animation folks to update the IFCS system to get the new thruster behavior that the ships design could support. We are still working on perfecting the flight characteristics of this ship based on your feedback and our own internal testing for future releases but the first pass implementation turned out well. During this process we also created a lot of new visual debugging tools for thrusters and flight mechanics to assist designers as they balance and tweak a ship.\n\nDuring December our Engineering team also worked closely with Art and Illfonic to complete many of the visual and functional changes to the ships HUD. The big wins from this were the integration from Illfonic which enabled us to get the visor HUD rendering properly on the helmet glass which, if you haven\u2019t seen it, looks amazing! In addition to the purely visual changes there was also a lot of new functionality added to support the new missile system, signature system, power management, shield management, and an overall pass at increasing the user-friendliness of interfacing with the HUD. The HUD is something that will continue to be worked on for the foreseeable future as new features are introduced but we\u2019re very happy with the HUD released for 1.0 as it represents a large step forward.\n\nDesign\nFor all of December our Designers were appropriately focused on three primary areas. New ships, new items, and balance! With all the new ships our two man design team had its hands full. As some of you may remember from the Ship Pipeline post, every ships last phase of development has very heavy\n\ninvolvement from a Technical Designer to get the damage states working, flight mechanics setup, as well as the item and weapon balance. So with the fourteen new ships added to the game by the team in Santa Monica each of those had heavy involvement from our Design team.\n\nOn the new items front the Design team worked very collaboratively with the Art and Engineering team to get the new missiles added into the game and working with the new signature system. They also worked closely with Engineering on the new Joker Distortion Cannon which deals damage and behaves in a way that no other weapon does. The ability to sap energy and shields so directly is a new feature that required careful balance and implementation but in the end provides a very cool new weapon type for people to integrate into their loadouts.\n\nAs you might imagine the balance of so many new ships and their items is quite a large task. With the complicated interconnected systems on our ships even the slightest stat changes on an item can have cascading effects throughout a ships entire systems. The Design team with some assistance from Mark Abent had recently created a new Python enabled spreadsheet that greatly assists in rapidly adjusting item and weapon stats and exporting the modified items. This proved invaluable for rapid iteration and adjustment while working with QA and play testing. Balance is an ongoing task so while we implemented a solid first pass with all the new equipment and ships it will continue to change in upcoming patches based on the feedback from the community and internal testing.\n\nArt\nDid we mention the fourteen new flyable ships? The Art team here in Santa Monica along with our two vehicle artists (Chris Smith and Josh Coons) in Austin were responsible for getting all fourteen of those ships into the game with their beautiful paintjobs, damage states, and visual effects. While we are always striving for perfection and there are lots of little things we will be changing and improving with the ships over the coming weeks and months we are incredibly proud to have been able to implement so many new ships for you guys so quickly! The team here did an incredible job!\n\nThe new visual effects for weapons, weapon impacts, and thrusters represent a huge step forward in visual fidelity. Our Lead Technical Artist, Forrest Stephan, worked tirelessly to handcraft each of those effects throughout the month of December. As our technology continues to improve thanks to our Graphics Engineering team led by Alistair Brown in the Foundry 42 office, so too does our ability to deliver the best looking visuals in gaming.\n\nThe month of December also saw the joining of Lance Powell our new Supervising Art Director for the whole company. Lance joins us here in Santa Monica and spent December working to improve our Art pipelines as well as working with the Concept Artists here in Santa Monica to lockdown solid manufacturer style guides, standardize weapon construction, and improve the documentation on our techniques and processes both for internal consumption as well as for outsourcing. It cannot be said enough how important standardization of practices is in a large development especially one with multiple studios that are geographically separated.\n\nCinematics\nOur two in-house Cinematic Artists worked tirelessly to polish and perfect the Cinematic pieces that we shared with everyone during the December livestream. The Mustang commercial and the Imagine trailer were both created by our team here and are great pieces. The Imagine trailer in particular which was a reimagining (pun intended) of a fan trailer created by Simon Penna. Simon\u2019s original trailer did such a great job of communicating the vision and the dream of Star Citizen that we wanted to update it with new footage and share it with the whole community.\n\nThat concludes the December update from Cloud Imperium Games Santa Monica. While December may be over, development surely is not! We\u2019ve added quite a few employees in December and the first week of the New Year bringing the total size of the studio here to 43 people. The team here is well rested and back into high gear working on our 2015 delivery goals. This should prove to be a very exciting year of content delivery for us and our community and everyone on the team is very excited to continue to expand on the universe that we\u2019re creating together.\n\nCheers.\n\nHowdy folks,\nHappy holidays from all of us here at CIG Austin! As the year 2014 comes to a close, we look back on all we have accomplished this year and stand astounded. This past month has been no different, as we have made more progress on fleshing out our ever-expanding universe, we\u2019ve launched a MAJOR game update, and we\u2019ve launched a number of new publishing operations including a Public Test Universe.\n\nPersistent Universe Team:\nART:\nOur artists have had two major things on their minds this month: Characters and Props. Our awesome concept team consisting of Ted Beargeon, Megan Cheever, and new addition Ken Fairclough has been developing concept art for NPC\u2019s you might find on ArcCorp or Terra, props you might find on space stations, as well as some initial look\/feel for our next location after Terra: the Levski landing zone in the Nyx system.\n\nOur Character Team has been hard at work developing the character models based off the concepts our concept team has been providing. Right now we are wrapping up work on NPC\u2019s for ArcCorp and a Medic NPC you will find in the medical unit. Our Animation Team has been helping our character team out by testing out the new skeleton that was developed to help make our characters as anatomically correct as possible. They have also been fixing countless bugs to help improve the character animations for Arena Commander v1.0 release.\nWe have been preparing for production on our first chunk of props by gathering reference, standardizing metrics, and developing concepts so that our outsourcing partners have as much information as possible when helping us out. We are hoping to have around one hundred and fifty new props in place fairly soon for all of our environments we have been working on recently with BHVR.\n\nSpeaking of environments, work is progressing nicely on standardizing environment construction across the project. Our Lead Technical Artist, Cort Soest, has been instrumental in defining the process for how we build our environments and policing that process once it is established. We have also been doing some R&D on some cool new modular fountain VFX for our environments.\n\nOur Ship Team were slaving away all month on helping to get the Aurora variants, Mustang variants, and Hornet variants in your hands for Arena Commander v1.0. We hope you enjoy flying around in them!\n\nDESIGN:\nAt the beginning of this month our designers, Pete Mackay and Evan Manning, began concocting some awesome high-level designs for new landing zones. The Odyssa and Mariana landing zones are now in Whitebox phase in which our designers have been blocking out the specific layouts for where the shops, major points of interest, and landing pads will be located. They are now working with our concept team to develop the aesthetic for each location. It is exciting seeing the designs for new landing zones come online, as it is a reminder of the vast number of worlds we eventually will have in our universe.\nOur Star Map is undergoing extreme renovation! Rob Irving has been working with Dave\nHaddock to completely revamp the layout of our universe. As our project has grown and priorities have shifted the need for a new layout became apparent. It has been tricky switching everything around while still maintaining what has already been established in our fiction, but it won\u2019t be too much longer until Star Map 2.0 will be complete. Our conference room table is covered in sticky notes with the various systems on them; indicative of the work we\u2019ve been doing to make the Star Map bigger and better than before.\nOther things our design team has been doing this month include investigation on landing sequences from orbit to planetside, updating our Persistent Universe Crimes List, and identifying bugs in our Orbit>Hangar>Planetside game loop.\n\nENGINEERING:\nThe PU Engineering Team hit some major milestones this month. Their biggest milestone was helping to support the roll-out of Arena Commander 1.0, where they rolled out both Friends v1.0 (aka \u201cContacts\u201d) and the Lobby System in the same patch. Several new server configurations were a part of this launch, and our server team spent much of their weekend post-launch to support this. Special thanks to server engineers Tom Sawyer and Brian Mazza for their outstanding dedication and burning the midnight oil to support our launch, as well as the strong support from our DevOps, IT and QA departments.\n\nThe team also continues to be busy working on tools to support our Peaceful NPC AI system. We will be wrapping up some heavy lifting on that early next year. Additionally, they have finished their backend implementation for a new Chat System, which they have begun testing themselves. Work will begin next year on the user interface for this system so that our QA team can get their hands on it. On top of all this, our server team has also been busy working on being able to invite other players to your hangars, working on our Process Manager, and investigating ways that we can increase player counts on our maps.\n\nThe PU Programming team has also recently added a new Senior Network Engineer to the fold: Jason Ely. Some of you may be familiar with his fantasy 2D MMO \u201cElderlands.\u201d Jason also helped develop such titles as Ultima and the Crusader series. Jason has already proven to be a valuable asset to CIG, as he is the engineer that has been developing our incoming Chat System. The CIG Austin studio and PU Engineering Team is lucky and ecstatic to have Jason on board.\n\nThe PU Engineering Team would like to thank everyone for all of the outstanding support, and to wish everyone a great 2015! We\u2019re looking forward to delivering some more great content to you all next year. See you then!\n\nLive Operations:\nQA:\nDuring December the Star Citizen QA team focused on testing the Arena Commander v1.0 while also testing and deploying a new launcher update as well as Arena Commander patch 0.9.2.2. The entire QA team did a great job.\n\nAndrew Hesse took the time to travel to our LA studio to sit with our technical designers for two weeks while they set up the new ships. He also was able to help with design by setting up the ship item tag system. Jeffrey Pease and his UK QA counterpart Geoffrey Coffin became our Lobby feature experts. They ensured that the lobby was continually tested over the course of the month and provided daily lobby hand-off emails detailing the feature\u2019s progress. This was a very important task as the lobby system was the most at risk feature for Arena Commander v1.0. Jeffrey Pease also took on the task of generating the patch notes for the big v1.0 release.\n\nChristopher Hill, Simon Ormiston, Liam Guest, Steven Brennon and Geoffrey Coffin provided detailed balance feedback concerning ship flight, systems and weapons. Melissa Estrada worked with her UK QA counterpart Andrew Nicholson to ensure v1.0 smoke tests were completed daily and the results were distributed to the team. Tyler Witkin continued working late and over the weekend assisting our server programmers while they addressed the issues encountered post launch.\n\nThis month, we were also able to roll out the first phase of the Public Test Universe. The community was incredibly helpful in our test of the PTU and we are very much looking forward to utilizing the PTU for future releases.\n\nIt has been a lot of work to ensure v1.0 could be released by our target date prior to the holidays. We are incredibly happy to finally share all the new v1.0 features with the community. QA is now setting their sights on testing the new features and releases for the new year including additional Arena Commander updates, an improved community bug reporting experience, FPS module and much, much more.\n\nIT\/Operations:\nOne thing about the IT team at Cloud Imperium Games is that they do not stop. No amount of challenge is too great when it comes to Star Citizen and this month\u2019s 1.0 release is no exception.\n\nThis month, IT has been involved in every aspect of back end support required by the teams around the world. IT provided additional development systems and various upgrades for the developers who were burning the midnight oil. For QA, the IT team helped to provide a myriad of hardware to support compatibility and performance testing for 1.0 release testing.\n\nDennis, in Santa Monica, is one cool operator. He took charge of the multi studio live stream event and helped to coordinate our best live stream event so far. His hands were full too with a network outage right in the middle of the live stream which he fixed in less than 3 minutes moving right back to coordinating and supporting the live show without missing a beat. Hassan and Chris worked closely with Dennis to help setup cameras and demo machines at each studio which included lots of testing ahead of time to make sure everything would run smoothly between the multiple studio locations involved.\n\nAustin IT pulled out the stops this month supporting many aspects of the live operation enhancements necessary to support the 1.0 launch. \u201cSniper\u201d Picket expanded and enhanced our live server monitoring systems while at the same time developed a new suite of system performance reporting tools as well as the back end systems to collect and report all that data. These tools are already helping networking and server engineers to further analyze and tune our game servers faster than ever before. Austin IT also made major improvements to the build system and source control performance in support of the increasingly rapid pace of development. New servers were put in place along with some improvements to the publishing pipeline which further improve the rate by which we can deliver versions to the public. Our goal is to continually reduce the time it takes to publish and download patches and this month we made good gains in this area.\n\nLooking back, this year has been an amazing ride of constant improvements and exciting challenges but none of this would be possible without the amazing developers and more importantly, the support of the Star Citizen community. 2014 has been awesome and 2015 is going to be even more exciting.\n\nDev Ops:\nThe Star Citizen Dev Ops team has been busy this month improving the launcher, adding analytics to the client and server, and of course shipping a major game patch.\nIn December we released the 0.9.2.2 patch, then 1.3.6 launcher update, our first version of the PTU (Public Test Universe), and of course the 1.0.0 Star Citizen patch. On top of all this we also worked on stripping out certain unnecessary client assets to reduce our overall patch and game client size, continued implementing analytics in the client to give our devs better visibility on player behavior and balance, and improving our ability to deploy our Universe Cluster.\n\nPatch 1.0.0 not only introduced new game features and content, but it also completely changed the backend of our Universe Cluster. We added a Friends, Presence, Persistence, and Party server to the already complex back end in support of the Lobby feature for Arena Commander. This complexity is part of the reason for the problems we saw directly after launching patch 1.0.0. After spending the weekend fixing issues our Network and Dev Ops teams have just about fixed all the communication and connection issues we saw. We will continue to improve the backend stability with hotfixes and future patches.\n\nThe Dev Ops team had a new member join at the beginning of December. Joseph Holley joins us with years of experience working at Blizzard on World of Warcraft and other Blizzard titles.\n\nWe have been training him up on the Star Citizen code base and server architecture; already he has made several very beneficial contributions. January 5th we have another new employee joining our team which will make 2015 a very productive year!\n\n2014 has been quite a year, with many, many patches, features, improvements, bug fixes, and success. The Dev Ops team is looking forward to 2015 with optimism and excitement with the number of massive releases that are coming that will shape Star Citizen into the game we all want to play. Thank you so much for all your support during the rough deployments and server issues, we really appreciate your patience.\n\nHi Everyone,\nHope everyone had a good holiday! Last month was incredibly busy, but it was fantastic to get V1 out for everyone before the break. We worked on a bunch of Arena Commander tasks and issues and made great progress on Squadron 42, as well as all the ships, environments and character pipelines we are responsible for. I also personally managed a few days in the USA at the Austin office over the holidays, with Chris and Tony Zurovec, where we worked together on a plan for the year, and also agreed on and organised the tech, environment and Ship summits that are taking place now in the UK and then LA and Austin nest week.\n\nOutside of that we closed the offices for a few days between Christmas and New Year\u2019s so everyone could have a needed break. Now we\u2019re back, refreshed and ready to continue hitting it hard\u2026 Watch this space. :)\n\nProgramming:\nOn the Foundry 42 Engineering front December saw a big bug-smashing push towards the Arena Commander v1.0 release. As well as bug squashing in several areas such as the new lobby system and HUD we squeezed in work on many new features including adding g-force pass out and recovery animations, ship self-destruction and new scoring additions. There was also more work done to the dogfighting cameras which largely focussed on the new cinematic spectator mode and rear-view camera. New localisation features were added and as usual ongoing improvements were also made to the controls and their customisation options.\n\nIn the world of Squadron 42 we continued development on the landing mechanic, and work began on AI landing and take-offs. Enhancements to the looting system have been made and work on the PAW started (that\u2019s the Personal Arc Welder, not your canine space companion!). Furthermore, the conversation system has undergone an effects pass to add dynamic field of view and depth of field effects to give us a more cinematic feel.\n\nOn the tools and tech front more progress has been made on the switch to the Wwise sound engine and we have rolled out v1.0.0 of our DataForge data-editing tool. DataForge includes many cool features such as allowing the live editing of data in script files to multiple machines across the network, and more data validation which will stop bugs before they creep in. It also encompasses StoryForge, the tool we will be using to add dialogue into game, which is now ready for some alien languages! In addition to this a brief break in the release schedule post v1.0 allowed us to look at some performance optimisations, spring-cleaning of the code-base and error log, and gave us the chance to take down some mince pies and mulled wine!\n\nGraphics Programming:\n\u201cOver December the graphics team were kept very busy, and our time was split between support for the v1.0 release of Arena Commander and on-going feature development. We\u2019re now starting to refine the new ship damage shader so that we can get different visual feedback from each weapon. For example a ballistic weapon will dent the metalwork and often puncture holes, lasers will scorch the surface and leave a burning edge that will continue to eat through some of the metal work over the following seconds, and explosions will create a visible ripple that travels across the hull as the metalwork is bent and scorched.\n\nWe\u2019ve also close to completing a new distant star shader that will allow our artists to quickly populate the galaxy with stars of any colour, intensity and distribution they choose. The shader supports over 1 million individually visible stars at once, each of which can be zoomed into without losing any detail which is crucial for our Squadron 42 cinematics where extreme close-ups would otherwise expose any lack of detail in the stars.\n\nWe\u2019ve also been spending a lot of time researching and planning some of the new engine features we\u2019ll be implementing in the coming months. Some of the most important are these relate to performance and how we plan to vastly reduce the number of \u2018draw calls\u2019 which tends to be the limiting factor for our frame-rate. Draw-calls are the number of individual meshes that need to be rendered each frame, and we need to find ways to combine meshes while maintaining the flexibility and simple workflow for the artists, keeping the same visual quality, but also not costing far more memory (which is the tricky part!).\u201d\n\nDesign:\nDecember was a busy month in the Design department. Although not entirely V1 focused, as I\u2019m sure you can imagine that we spent a lot of hours fixing bugs and working on the tech setup for the new ships. All of the maps were worked on and got varying amounts of extra polish. The new scoring system was implemented, we spent a lot of time with the Engineers working on the camera system, particularly the \u201cCinematic Spectator\u201d mode which is looking better and better every day.\n\nThe Arena Commander tutorial is underway and will hopefully be ready soon. Also, we are urgently looking at countermeasure and scoring balancing.\n\nAs far as Squadron 42 is concerned, we actually managed to keep some designers from V1 and we progressed well with Episode 1. We have had various mechanics, now getting more code support, that are becoming more final and useable in our play-throughs, which really helps the flow of the levels . The script work came on really well, with us actually doing our first motion-capture shoot for the intro sequence and the vertical slice.\n\nAll-in-all we had a great month and it was fantastic to see V1 go out before Christmas. We will keep listening to you and keep pushing to make this the game we all want it to be. Thanks again for your amazing support!\n\nArt Team Report.\nConcept:\n\nA lot of time and effort has gone into wrapping up the characters needed for Sq42 and next year we\u2019ll be showcasing some cool models in 2015. Additional work completed for the Vanduul Kingship bridge along with the Vanduul boarding ship and Starfarer.\n\nShips:\n\nWe have a strike team working on the Retaliator, which is looking more and more beautiful by the day. It\u2019s getting closer to Hangar ready every day.\n\nOnce the Retaliator is Hangar ready, we are going to focus on the Idris and Javelin.\nWe had the live-stream event, and now you are probably aware we are going to produce these 2 Capships in tandem more or less, since they are made by the same manufacturer.\nWe are planning to give these ships the attention they deserve, so you guys can enjoy them as fully immersive and convincing environments for you to roam in \u2013 they are floating multiplayer levels after all!\n\nWe also are producing the full Vanduul fleet here in Manchester, as well as the Starfarer, the new Cutlass , the new Avenger and the Argo Utility vehicle.\n\nCharacters:\n\nLast month we began to work with 3Lateral to add facial animation to our new scanned base male head and refining the updated base male body to work well with rigging and animation. We have also been exploring the female characters and we are working towards a full body and face scan of two females next week.\n\nWe have a new member of the character team, Seth Nash, who will be creating our base quality asset. This character will define our pipeline and quality expectations for the rest of the project. It\u2019s an exciting time for the character art team and we are making great strides towards a final production pipeline that can deliver the quality characters star citizen deserves.\n\nAnimation:\n\nDecember was a mix of vertical slice planning and meeting up with Steve Bender our new animation director, he and a few others captured some motion sets at Imaginarium which will be implemented once the new character skeleton is ready. We also provided additional support for Arena Commander V1 (button presses, passing out animations across all ships \u2013 rough but being improved on for 1.0.1)\n\nEnvironment Art\n\nWe have been continuing to Greybox the Shubin Interstellar interior building set, all the major components have been fleshed out and now we are really starting to dial into the details \u2013 everything from wall panels to handles. The shape language for Shubin Interstellar has been defined so the player will be able distinguish its architectural style from other corporations within the Star Citizen Universe; the upshot of this is that the Shubin universe is now taking on its own personality and life \u2013 watch this space :)\n\nVFX:\n\nDamage, damage and more damage! :)\n\nSpecifically, major update of all ship damage effects, including improved fire and smoke, sparks and power plant explosions, missile effects overhaul, including jets, trails and impact explosions. Finally, we\u2019ve started plans for a major overhaul of the VFX pipeline and data structure, to allow for the vast quantity and (and high quality!) of effects that will be worked on in 2015.\n\nThat\u2019s all for now folks, 2015 will be a hugely busy year with some massive challenges! Oh, and if you are looking for a job as an Environment, weapon, character or lighting artist, then please apply to the UK!!!! :D\n\nAudio:\n\u201cDecember was almost entirely dedicated to the v1.0 release of Arena Commander for us in audio; for us it represented the last hurrah for working in FMOD, as we now look to transition to Wwise which will be taking up our time solidly over the next couple of months. This should free us up to make the core assets sound much better, and tie them into the game more effectively. It\u2019s kind of the sound equivalent of rewiring the entire house however, so it\u2019s a bit of a challenge.\n\nFor AC v.1.0 we had new ships to cater for, UI, weapons systems, ship computers. Some elements of the thrusters etc. were re-worked. To be truthful we\u2019re not totally satisfied with what we managed to do in the time we had \u2013 some weapons we know need revised for instance. We\u2019re going to use the move to Wwise as a convenient point for us to revise and review, well, everything! It\u2019s the first step to looking to make our toolset far more robust, which should then improve our implementation methods and ensure we\u2019re not spending too much time simply getting sounds working at all, which has been an issue up to now. Interactive score is another element that we\u2019ll look to take up several notches with the Wwise move.\n\nAs you may have seen on the forums, we\u2019re starting to co-ordinate source material gathering sessions, starting with a trip up the road to the Runway Museum in Manchester. Check out the photo of an interior of Concorde \u2013 life ambition fulfilled! ;) Our ships have a lot of switches which we\u2019ll be gathering source material for, and also we hope to capture the characteristics of aeroplane interiors via recording impulse responses. These, we hope to map to our ship interiors to increase the sense of being in a proper enclosed space; our tech will reverberate your own voice to match the reverb characteristics of the sounds in the ships. It\u2019s an approach we\u2019ll look to extend to other in game locations too.\n\nFinally, we\u2019re currently demoing some monitors (speakers, rather than visual screens!) that we have on loan from http:\/\/pmc-speakers.com\/ \u2013 which we\u2019ve all been very impressed with so far. We\u2019ve also got in some great SFX library material from http:\/\/www.prosoundeffects.com\/ which we\u2019ll be bringing online any day now. Great tools only improve things and we\u2019re always looking at new tech and techniques to ensure the audio experience is maximised.\u201d\n\nCheers\n\nGreetings Citizen\nIn December, a lot of efforts were spent on V1.0. The team worked hard on the lobby system, the controller customisation system and to make sure that all the new ships load in your hangar. At the same time, much effort was spent on the upcoming milestone for the Persistent Universe. We all hope you enjoyed flying the new ships over the Holydays.\n\nDESIGN\nWe have been hard at work on designing and building planetside locations as well as supporting the art team in making them extra pretty and engineering team in making it functional. Keep in mind that the long development process for those locations will speed up next year. Making the primary assets, prototyping and putting together systems that allow for procedural generation and dynamic changes takes time and a great deal of effort. Nevertheless, once it\u2019s done and proven solid, the next planetsides will be developed much faster.\n\nSome shops are now partly functional. Through the mobiGlas, you\u2019ll be able to access the shop\u2019s inventory two ways: A catalog view allows you to browse the entire shop inventory, and in augmented reality mode you can browse the products directly in the shop. Both modes have their perks. Shopping questions also brought us to think more seriously about the player\u2019s Inventory System, which we have started to tackle with the help of the other studios.\n\nAs always, some work has been done on the Flairs. At his point in time you may have received your happy new year gift! As you might have noticed, subscribers got a random gift out of a collection, not everyone has the same one. This mechanic was put in place with our partner in crime Turbulent and will allow us to do cool stuff in the future, like Takuetsu Mystery boxes for example :)\n\nAnother challenge this month was\u2026.elevators! Yes, we\u2019re putting together an elevator system to rule them all. Basically, finding the metrics and mechanics to support all the various types of gameplay and locations in Star Citizen (which is a lot!). The first iteration is to allow going from your hangar to a planetside location, and vice versa. You\u2019ll also use the same lifts to access your friend\u2019s hangar\u2026if they invited you of course.\n\nCONCEPT\nArtists have been hard at work on the Nyx concept, refining the interior of the station and large mining facility in the backdrop. We have also been working on a new Mustang mousepad! Keep an eye out for in the the shop!\n\nART\nOur art team has been hard at work finishing up two new shops: Astro Armada and the Medical Unit. The biggest challenge this month was to find the right balance between reusing assets and creating new ones.\n\nAlso, more work was done on Terra to setup the space for the future shops and just bring the whole map to the next level.\n\nWe optimized and fixed lighting bugs in the Hangars. Finally, we finished our January Flairs.\n\nPROGRAMMING\nThis month, we\u2019ve worked on adding more options to Control Customization. We\u2019ve added the possibility for a player to have control of the sensitivity and deadzone of certain control inputs as well being able to import and export control settings. We\u2019ve done a very big push on the Lobby and Contacts functionality that players will be able to enjoy in the Arena Commander V1.0 Release. Players will now be able to seamlessly organize matches and play with their friends.\n\nWe\u2019ve also started to build Tools for the Game Designers so they can start designing Artificial Intelligence \u201cArchetypes\u201d. These Archetypes will then be used to give activity schedule to some of our AI NPC you\u2019ll see in different planeside locations. Also, we\u2019ve done a lot of work in regards to preparing the Hangars to become Multiplayer Hangars. This functionality will allow players to invite other players into their Hangars to show off all their cool ships and Flairs.\n\nSpeaking of Flairs, this month we\u2019ve worked on the Mustang Alpha and Delta Miniature Ships which were released last week. We\u2019ve also put in some work on a cool new January Subscriber Flair which will be revealed \u2026. In January :)\n\nLast but not surely not least, we\u2019ve been hard at work on polishing the mobiGlas shopping experience as well given support to the Visor Development.\n\nUI\nDecember was an intense month! A lot of focus was spent on getting the first iteration of the contacts list and the Arena Commander Lobby up and ready for public release. Last minute bugs and unforeseen issues kept things exciting for the last few days leading up to the holiday break.\n\nWe\u2019ve also been making steady progress on mobiGlas easyShop app, which has become our visual benchmark for future mobiApps\u2026 it\u2019s looking pretty sweet! We are looking forward to getting it into your hands and getting your feedback once it goes live in the not-quite-so-distant-future. :)\n\nHappy New Year Citizens!\nWe hope you all had a great holiday season\u2026 and played lots of Arena Commander while you were at it. While most of the team here took some time off to visit with their families in December, they still got lots of good work done over the last month.\n\nEngineering\nThe engineering team has been super busy implementing new features, and also helped squash a few bugs in Arena Commander. The HUD code was unified for ships and FPS, you may have noticed this while looking at your character in 3rd person. Work continued on the zero gravity push & pull system, which allows you to move around by grabbing and pushing off of surfaces. Game rules were implemented for FPS elimination matches. The burst cannon weapon has been hooked up in game. The system for going prone and entering vents was also finished, although we do still have some bugs to address. Lastly, the laser pistol was implemented in Arena Commander\u2026 which you all seem to be having a good bit of fun with.\n\nAnimation\nThe biggest piece of news concerning animation is the mocap shoot that took place in mid-December. During this shoot, all new animations were captured including everything FPS. Once the mocap data has been solved, the animators will begin implementing all of the new animations which should be a huge improvement over what was seen at PAX Australia. Until that happens, the animation team continues to work on block out temporary animations for the new features that have been coming online.\n\nArt\nThe artists have been busy finishing all of the remaining props for the Gold Horizon station. This mostly included some gym equipment, wall decorations such as clocks, and some smaller mess hall items. Concept work was completed for a zero gravity specific level a sniper rifle and a grappling attachment for a pistol. Modeling work has now started on those assets as well. Our Lead Artist also worked out a way of placing vents and crawlspaces into environments that fits the tier system which is already being used to create levels. The HUD and UI artwork is also an ongoing task that will continue into next month.\n\nDesign\nThe design team has been working on blocking out the first few levels for the FPS module release. Two levels will be completed by early January and then it will up to the artists to make them look amazing. Our Lead Designer put together documentation for weapon attachments, a grappling hook and also created a tool for easily balancing weapon metrics. This should help us to tweak weapons quickly in the future for fast iteration and play-testing.\n\nVFX\nOn the VFX side, all of the current weapon FX are being revisited and polished to a sheen. A first pass on all of the new weapon FX is also in progress, along with FX for the grappling device as well.\n\nThat\u2019s all for now Citizens. We hope you had a happy New Year and we can\u2019t wait to show you more of what\u2019s currently coming online in the near future!\n\nHappy 2945, Citizens!\n\nPlatform Team here reporting from colder-by-the-minute Montreal.\n\nMan what a month! Throughout December, our whole team has been fully dedicated to one simple goal : give Arena Commander V1 a proper welcome to the Project. A new home, the Contact List, new ships, weapons, supercharged leaderboards, easier introduction to new players\u2026 we\u2019ve been working around the clock to make sure that this release would be as much packed with new features and improvements on the website as it is in the game.\n\nNew Website\nThe new home layout is here, now featuring our prime content right from the beginning. It also serves as an introduction to newcomers who can get a glimpse of the project and explore it further through the Game Pillars page (\u201cabout the game\u201d). And it all comes with a brand new top-menu that brings together the old site map with brand new functionalities like the Contact List. Implementing this new design was (and still is, we\u2019re not done!) pretty crafty from our team here : RSI is a big platform by common web standards, and has grown so much in just two years that any small change often has countless impacts, so you can imagine what a partial redesign like this one implies. We\u2019ve also taken this occasion to make the site a bit more mobile-friendly. This will of course be an ongoing project as we keep revamping the rest of the site, but we\u2019re really happy to see the fans response that you are much happier with our new mobile rendering.\n\nThe website also presents a new interaction with Arena Commander V1 : the Contact list that carries over into Arena Commander to allow match requests in the new Lobby System. And this new system is off to a pretty good start, with over 60,000 contacts created in the first week. With one user (a Super Hornet pilot who will remain unnamed) pushing the limit with 248 contacts! We\u2019re really happy that we were able to work conjointly with CIG to bring this level of interaction between Platform and Game. As the most crowdfunded project in history, Star Citizen deserves an unprecedented level of immersion on all fronts, and that includes the website.\n\nLeaderboards\nWe didn\u2019t really make any announcement about it, but the Leaderboards got upgraded as well for V1! We\u2019ll let you explore them on your own, but they\u2019re now chock-full of data : about players, their style, their Orgs\u2026 We\u2019re positive that they should become yet another recruiting tool for Orgs in the very near future. Just remember! Any game you play only contributes to your Main Org at the time of the game! Switching over to a new one won\u2019t transfer your past glory to them.\n\nPaving the way\nWe said it last month, we\u2019re saying it again. All of this is just a first step towards what this coming year will be. The Home will lead to the Community Hub, Game Pillars will lead to the Career pages. Contact List will evolve into a full-blown Friendship system in- and out-of-game, and Leaderboards are bound to settle in everyone\u2019s Citizen Dossier for detailed personal stats. And if you tuned into the Livestream, you know we\u2019re also preparing something big for the web-side Starmap. So stay tuned, and we shall deliver!\n\nSee you all in the \u2018verse!\n\nGreetings Citizens,\nThe release of Arena Commander 1.0 was the major focus of December, so we were expecting to spend a lot of time on it. But in the end, we were quite pleased that there were relatively few AI issues to deal with, which allowed us to get a lot of work done for Squadron 42 and the persistent universe. With the Christmas break looming at the end of the month, we knew we had less time than normal to get things done, but that didn\u2019t stop us getting quite a few cool features implemented.\n\nAs this year comes to a close, I think we\u2019re all quite pleased with what we\u2019ve achieved in 2014, and with just how far the AI has progressed over the last year. We\u2019ve now got a pretty good foundation for authoring interesting AI and we\u2019re excited about all of the features we have lined up to work on in 2015.\n\nBut before we put on our 2015 hats, let\u2019s have a quick recap of what Moon Collider did in December.\n\nDESIGN\nWe look forward to visiting the other teams and having the opportunity to share ideas with them, and the UK summit this month was perfect for that. Unfortunately, with so much to get done this month, we were only able to send one person. As always, it was a really productive visit, and in particular gave us the chance to refine priorities on various features that we\u2019ll be working on in the next few months. With the different modules being developed in parallel, it\u2019s a challenge to make sure each one has the AI features they need for each of their milestones, so getting everyone together in the same room to work this out is really useful.\n\nOne of the most important features still missing from Kythera is a proper ability to define and work with groups. Up to now we\u2019ve been able to get by dealing with AI entities on an individual basis, but the opportunities have been steadily increasing where we can do more interesting things if the AI can share information with each other and coordinate their actions. While this may sound simple, there are a lot of details that need to be taken into account, and so we spent some time designing our group system this month. We focused on working out the different types of groups we want to support, how they can be defined, and how AI in groups can safely and efficiently share information. It was also important to make sure designers can easily define groups and then reference them later when they want to make a group do something or find out some information about that group.\n\nWe also did some more work this month refining how level designers for Squadron 42 can assign different tasks to AI, and how to make the AI nicely switch between doing interesting things when they haven\u2019t yet spotted the player, and entering combat tasks once the player has been detected. We\u2019re working towards a system where designers can be specific about what they want the AI to do under certain circumstances, but can depend on them to act sensibly the rest of the time without having to explicitly cater for every possibility.\n\nENGINEERING\nWe spent some time this month in preparation for the Arena Commander 1.0 release, mostly playtesting Vanduul Swarm and doing minor tweaks to AI behavior. We also did some general bug fixes and support, in particular some improvements to AI avoidance, so they are now less likely to collide with the player.\n\nThere was a lot of work done on character combat AI for Squadron 42. As a follow up to last months improvements to their use of cover, we did various tweaks and refinements to this to make them behave more sensibly. One funny issue we started seeing was that the AI would be leaning out of cover to shoot at the player, then they would go back behind their cover to reload their weapon, and promptly forget about the player! It turned out that our implementation of how AI remember targets wasn\u2019t coping very well when they lost sight of the player for a few seconds. We dealt with a similar issue last month with ships losing their targets when they go behind an obstacle like an asteroid. So now the AI can tell the difference between losing sight of their target for a short time, and losing sight long enough that they should either start searching for the lost enemy or find a different target.\n\nWe also did some work on allowing AI to defend areas better. Up to now, our character AI has been very aggressive, always working their way towards the player via cover fairly quickly. But quite often we want some of them to hang back and find some good defensible positions to protect some area of interest. We\u2019ve now added that capability in, and so designers can start assigning roles to characters in Squadron 42 which will make the combat there more interesting and challenge the player to think through their attack strategy a bit more.\n\nFor the persistent universe we continued building up the core framework that allows NPCs to perform tasks in the world, with a lot of work done in particular on how those tasks are selected. Part of what makes this really interesting is that our AI ultimately perform actions by running behavior trees, and to allow NPCs to perform different tasks in the PU we have added the ability to dynamically add and remove chunks of behavior tree from the tree they are currently running. The end result of this is that it becomes much easier for designers to add new activities into the world for NPCs to perform since they only need to specify the behavior differences that make the new activity unique, with the knowledge that the NPC will continue to handle all the other interactions it might need to do.\n\nWe mentioned last month that we wanted to improve our super handy AI Recorder tool to allow people to share recordings of AI around. That work was done this month and now designers and testers can manage their recordings in various ways through our Kythera Inspector web interface, such as renaming and deleting, but most importantly they can export them to a file that can be shared around. So now when a strange AI behavior is seen, they can send us a recording of it for us to debug, rather than having to try and document an exact use case for us to try and reproduce. This should really help solve those tricky intermittent bugs that sometimes show up and are a real pain to solve.\n\nHaving mentioned the groups design work we did above, we also did some of the implementation of these designs. We still have more to do on this next month, but we got some of the core features in place.\n\nFinally, we made some important improvements deep inside or navigation system, relaxing some restrictions on the maximum dimensions our navigation meshes can have. These we put in place for performance reasons, but now that we need to support larger levels we needed to change the system to allow for larger navigation meshes, while minimizing the impact on performance that this requires.\n\nTHANK YOU\nWe would like to take a moment to recognize the QA and engineering staff who worked tirelessly to fix a series of major bugs that appeared the night of the 1.0 launch. Staff volunteered to go above and beyond for the project, sacrificing their time off to make sure everyone could enjoy Arena Commander over the holidays. The entire Star Citizen team salutes you!","de_DE":"y. Es ist jedoch eine Art klangliches \u00c4quivalent zur Neuverkabelung des gesamten Hauses, also ist es eine kleine Herausforderung.\n\nF\u00fcr AC v.1.0 hatten wir neue Schiffe, die wir versorgen mussten, UI, Waffensysteme, Schiffscomputer. Einige Elemente der Triebwerke usw. wurden \u00fcberarbeitet. Um ehrlich zu sein, sind wir nicht ganz zufrieden mit dem, was wir in der Zeit erreicht haben - einige Waffen, von denen wir wissen, dass sie zum Beispiel \u00fcberarbeitet werden m\u00fcssen. Wir werden den Umzug nach Wise als einen bequemen Punkt f\u00fcr uns nutzen, um alles zu \u00fcberarbeiten und zu \u00fcberpr\u00fcfen! Es ist der erste Schritt, um unser Toolset wesentlich robuster zu machen, was dann unsere Implementierungsmethoden verbessern und sicherstellen sollte, dass wir nicht zu viel Zeit damit verbringen, Sounds einfach zum Laufen zu bringen, was bisher ein Problem war. Interaktive Partitur ist ein weiteres Element, das wir versuchen werden, mehrere Kerben mit der Bewegung Wise aufzunehmen.\n\nWie Sie vielleicht in den Foren gesehen haben, beginnen wir mit der Koordination von Sitzungen zur Sammlung von Quellmaterial, beginnend mit einer Fahrt die Stra\u00dfe hinauf zum Runway Museum in Manchester. Schauen Sie sich das Foto eines Innenraums der Concorde an - Lebensambition erf\u00fcllt! ;) Unsere Schiffe haben viele Schalter, f\u00fcr die wir Quellenmaterial sammeln werden, und wir hoffen auch, die Eigenschaften des Flugzeuginnenraums durch die Aufzeichnung von Impulsantworten zu erfassen. Diese, hoffen wir, unseren Schiffsinnenr\u00e4umen zuzuordnen, um das Gef\u00fchl zu erh\u00f6hen, sich in einem ordnungsgem\u00e4\u00dfen geschlossenen Raum zu befinden; unsere Technologie wird Ihre eigene Stimme nachhallen, um die Reverb-Eigenschaften der Ger\u00e4usche in den Schiffen anzupassen. Es ist ein Ansatz, den wir auch auf andere Spielorte ausdehnen wollen.\n\nSchlie\u00dflich demonstrieren wir derzeit einige Monitore (Lautsprecher statt visueller Bildschirme!), die wir von http:\/\/pmc-speakers.com\/ geliehen haben - von denen wir alle bisher sehr beeindruckt waren. Wir haben auch tolles SFX-Bibliotheksmaterial von http:\/\/www.prosoundeffects.com\/ eingespielt, das wir jeden Tag online stellen werden. Gro\u00dfe Werkzeuge verbessern die Dinge nur und wir suchen st\u00e4ndig nach neuen Technologien und Techniken, um sicherzustellen, dass das Klangerlebnis maximiert wird.\"\n\nProst\n\nGr\u00fc\u00dfe B\u00fcrger\nIm Dezember wurden viele Anstrengungen f\u00fcr V1.0 unternommen. Das Team hat hart an dem Lobbysystem, dem Steuerungsanpassungssystem und der Sicherstellung gearbeitet, dass alle neuen Schiffe in Ihrem Hangar geladen werden. Gleichzeitig wurden viele Anstrengungen f\u00fcr den bevorstehenden Meilenstein f\u00fcr das Persistente Universum unternommen. Wir hoffen alle, dass es Ihnen gefallen hat, die neuen Schiffe \u00fcber die Feiertage zu fliegen.\n\nDESIGN\nWir haben hart daran gearbeitet, Planetenstandorte zu entwerfen und zu bauen sowie das Kunstteam dabei zu unterst\u00fctzen, sie besonders sch\u00f6n zu gestalten, und das Ingenieurteam bei der Funktionalisierung. Denken Sie daran, dass sich der lange Entwicklungsprozess f\u00fcr diese Standorte im n\u00e4chsten Jahr beschleunigen wird. Die Herstellung der prim\u00e4ren Assets, das Prototyping und die Zusammenstellung von Systemen, die eine prozessuale Generierung und dynamische \u00c4nderungen erm\u00f6glichen, erfordern Zeit und viel Aufwand. Dennoch, sobald es getan und als solide erwiesen ist, werden die n\u00e4chsten Planetenseiten viel schneller entwickelt.\n\nEinige Gesch\u00e4fte sind inzwischen teilweise funktionsf\u00e4hig. \u00dcber das mobiGlas k\u00f6nnen Sie auf zwei Arten auf das Inventar des Shops zugreifen: Eine Katalogansicht erm\u00f6glicht es Ihnen, den gesamten Shop-Bestand zu durchsuchen, und im Augmented-Reality-Modus k\u00f6nnen Sie die Produkte direkt im Shop durchsuchen. Beide Modi haben ihre Vorteile. Einkaufsfragen brachten uns auch dazu, ernsthafter \u00fcber das Inventory System des Spielers nachzudenken, das wir mit Hilfe der anderen Studios angegangen sind.\n\nWie immer wurden einige Arbeiten an den Flairs durchgef\u00fchrt. Zu diesem Zeitpunkt haben Sie vielleicht Ihr frohes Neujahrsgeschenk erhalten! Wie Sie vielleicht bemerkt haben, haben Abonnenten ein zuf\u00e4lliges Geschenk aus einer Sammlung erhalten, nicht jeder hat das gleiche. Dieser Mechaniker wurde zusammen mit unserem Partner in der Kriminalit\u00e4t Turbulent eingesetzt und wird es uns erm\u00f6glichen, in Zukunft coole Dinge zu tun, wie zum Beispiel Takuetsu Mystery Boxen :)\n\nEine weitere Herausforderung in diesem Monat waren.....Aufz\u00fcge! Ja, wir bauen ein Aufzugssystem zusammen, um sie alle zu beherrschen. Im Grunde genommen, die Metriken und Mechaniken zu finden, die all die verschiedenen Arten von Gameplay und Orten in Star Citizen unterst\u00fctzen (was eine Menge ist!). Die erste Iteration besteht darin, den Weg von Ihrem Hangar zu einem Standort auf dem Planeten und umgekehrt zu erm\u00f6glichen. Du wirst auch die gleichen Aufz\u00fcge benutzen, um in den Hangar deines Freundes zu gelangen.... wenn er dich nat\u00fcrlich eingeladen hat.\n\nKONZEPT\nK\u00fcnstler haben intensiv an dem Nyx-Konzept gearbeitet, das das Innere der Station und die gro\u00dfe Minenanlage im Hintergrund verfeinert hat. Wir haben auch an einem neuen Mustang-Mousepad gearbeitet! Haltet Ausschau nach im Laden!\n\nKUNST\nUnser Kunstteam hat hart daran gearbeitet, zwei neue Gesch\u00e4fte fertigzustellen: Astro Armada und die medizinische Einheit. Die gr\u00f6\u00dfte Herausforderung in diesem Monat war es, die richtige Balance zwischen der Wiederverwendung von Assets und der Schaffung neuer Assets zu finden.\n\nAu\u00dferdem wurde an Terra weiter gearbeitet, um den Raum f\u00fcr die zuk\u00fcnftigen Gesch\u00e4fte einzurichten und die gesamte Karte auf die n\u00e4chste Ebene zu bringen.\n\nWir haben Beleuchtungsfehler in den Hangars optimiert und behoben. Schlie\u00dflich haben wir unsere Januar-Flairs beendet.\n\nPROGRAMMIERUNG\nDiesen Monat haben wir daran gearbeitet, der Control Customization weitere Optionen hinzuzuf\u00fcgen. Wir haben die M\u00f6glichkeit hinzugef\u00fcgt, dass ein Spieler die Empfindlichkeit und Totzone bestimmter Steuereingaben steuern kann und dass er auch Steuerungseinstellungen importieren und exportieren kann. Wir haben die Funktionalit\u00e4t der Lobby und der Kontakte, die die Spieler im Arena Commander V1.0 Release genie\u00dfen k\u00f6nnen, sehr stark verbessert. Die Spieler k\u00f6nnen nun Spiele nahtlos organisieren und mit ihren Freunden spielen.\n\nWir haben auch damit begonnen, Tools f\u00fcr die Spieldesigner zu entwickeln, damit sie mit dem Design der K\u00fcnstlichen Intelligenz \"Archetypen\" beginnen k\u00f6nnen. Diese Archetypen werden dann verwendet, um einigen unserer KI-NSCs einen Aktivit\u00e4tsplan zu geben, den Sie an verschiedenen Standorten am Flugzeug sehen werden. Au\u00dferdem haben wir viel Arbeit geleistet, um die Hangars so vorzubereiten, dass sie zu Mehrspieler-Hangars werden. Diese Funktionalit\u00e4t erm\u00f6glicht es den Spielern, andere Spieler in ihre Hangars einzuladen, um all ihre coolen Schiffe und Flairs zu pr\u00e4sentieren.\n\nApropos Flairs, diesen Monat haben wir an den Mustang Alpha und Delta Miniaturschiffen gearbeitet, die letzte Woche ver\u00f6ffentlicht wurden. Wir haben auch etwas Arbeit an einem coolen neuen Januar-Abonnenten-Flair investiert, das offenbart wird...... Im Januar :)\n\nNicht zuletzt haben wir hart daran gearbeitet, das mobiGlas Einkaufserlebnis zu polieren und die Visierentwicklung zu unterst\u00fctzen.\n\nUI\nDer Dezember war ein intensiver Monat! Ein gro\u00dfer Teil des Fokus wurde darauf verwendet, die erste Iteration der Kontaktliste und der Arena Commander Lobby f\u00fcr die \u00f6ffentliche Freigabe vorzubereiten. Last-Minute-Fehler und unvorhergesehene Probleme hielten die Dinge f\u00fcr die letzten Tage bis zur Ferienpause spannend.\n\nWir haben auch die mobiGlas easyShop App, die zu unserem visuellen Ma\u00dfstab f\u00fcr zuk\u00fcnftige mobiApps geworden ist, stetig weiterentwickelt.... sie sieht ziemlich s\u00fc\u00df aus! Wir freuen uns darauf, es Ihnen in die H\u00e4nde zu geben und Ihr Feedback zu erhalten, sobald es in der nicht ganz so fernen Zukunft live geht. :)\n\nFrohe Neujahrsb\u00fcrger!\nWir hoffen, dass ihr alle eine tolle Weihnachtszeit hattet.... und viele Arena Commander gespielt habt, w\u00e4hrend ihr dabei wart. W\u00e4hrend sich die meisten Mitglieder des Teams hier im Dezember eine Auszeit genommen haben, um ihre Familien zu besuchen, haben sie im letzten Monat noch viel gute Arbeit geleistet.\n\nIngenieurwesen\nDas Ingenieurteam war sehr besch\u00e4ftigt mit der Implementierung neuer Funktionen und half auch, ein paar Fehler in Arena Commander zu beheben. Der HUD-Code wurde f\u00fcr Schiffe und FPS vereinheitlicht, das haben Sie vielleicht bemerkt, als Sie Ihren Charakter in der dritten Person betrachtet haben. Die Arbeiten an dem Schwerelosigkeits-Push-&-Pull-System wurden fortgesetzt, das es Ihnen erm\u00f6glicht, sich durch Greifen und Absto\u00dfen von Oberfl\u00e4chen zu bewegen. Die Spielregeln f\u00fcr FPS-Eliminierungsspiele wurden implementiert. Die Sprengkanonenwaffe wurde im Spiel angeschlossen. Das System f\u00fcr das Einsteigen und Eintreten in die L\u00fcftungs\u00f6ffnungen war ebenfalls fertig, obwohl wir noch einige Fehler zu beheben haben. Schlie\u00dflich wurde die Laserpistole in Arena Commander implementiert.... mit der ihr alle ein gutes St\u00fcck Spa\u00df habt.\n\nAnimation\nDie gr\u00f6\u00dfte Neuigkeit in Sachen Animation ist das Mocap-Shooting, das Mitte Dezember stattfand. W\u00e4hrend dieser Aufnahme wurden alle neuen Animationen aufgenommen, einschlie\u00dflich aller FPS. Sobald die Mocap-Daten gel\u00f6st sind, werden die Animatoren mit der Implementierung aller neuen Animationen beginnen, was eine enorme Verbesserung gegen\u00fcber dem, was auf der PAX Australia gesehen wurde, darstellen sollte. Bis dahin arbeitet das Animationsteam weiter an der Ausblendung tempor\u00e4rer Animationen f\u00fcr die neuen Features, die online kommen.\n\nKunst\nDie K\u00fcnstler waren damit besch\u00e4ftigt, alle restlichen Requisiten f\u00fcr die Gold Horizon Station fertigzustellen. Dazu geh\u00f6rten vor allem einige Fitnessger\u00e4te, Wanddekorationen wie Uhren und einige kleinere Messehallenartikel. Die Konzeptarbeiten f\u00fcr ein Schwerelosigkeitsniveau, ein Scharfsch\u00fctzengewehr und einen Greifaufsatz f\u00fcr eine Pistole wurden abgeschlossen. Die Modellierungsarbeiten haben nun auch f\u00fcr diese Assets begonnen. Unser Lead Artist hat auch eine M\u00f6glichkeit ausgearbeitet, L\u00fcftungsschlitze und Kriechg\u00e4nge in Umgebungen zu platzieren, die zu dem Tier-System passen, das bereits zur Erstellung von Levels verwendet wird. Das HUD- und UI-Artwork ist ebenfalls eine laufende Aufgabe, die bis in den n\u00e4chsten Monat hinein andauern wird.\n\nDesign\nDas Designteam hat daran gearbeitet, die ersten Ebenen f\u00fcr die Freigabe des FPS-Moduls zu blockieren. Zwei Levels werden bis Anfang Januar abgeschlossen sein, und dann liegt es an den K\u00fcnstlern, sie erstaunlich aussehen zu lassen. Unser Lead Designer hat die Dokumentation f\u00fcr Waffenbefestigungen, einen Greifhaken und ein Werkzeug zum einfachen Abgleichen von Waffenmetriken zusammengestellt. Dies sollte uns helfen, die Waffen in Zukunft schnell zu optimieren, um eine schnelle Wiederholung und Spieletests zu erm\u00f6glichen.\n\nVFX\nAuf der VFX-Seite werden alle aktuellen Waffen-FX wieder besucht und auf Hochglanz poliert. Ein erster Durchlauf \u00fcber alle neuen Waffen FX ist ebenfalls in Arbeit, ebenso wie FX f\u00fcr die Greifvorrichtung.\n\nDas ist alles f\u00fcr den Moment B\u00fcrger. Wir hoffen, dass Sie ein gl\u00fcckliches neues Jahr hatten und wir k\u00f6nnen es kaum erwarten, Ihnen in naher Zukunft mehr von dem zu zeigen, was gerade online geht!\n\nFr\u00f6hliche 2945, B\u00fcrger!\n\nDas Platform Team berichtet aus Montreal, das k\u00e4lter und minutenschneller ist.\n\nMann, was f\u00fcr ein Monat! Den ganzen Dezember \u00fcber hat sich unser gesamtes Team voll und ganz einem einfachen Ziel verschrieben: Arena Commander V1 im Projekt willkommen zu hei\u00dfen. Ein neues Zuhause, die Kontaktliste, neue Schiffe, Waffen, aufgeladene Ranglisten, einfachere Einf\u00fchrung in neue Spieler.... wir haben rund um die Uhr daran gearbeitet, sicherzustellen, dass diese Version genauso vollgepackt ist mit neuen Funktionen und Verbesserungen auf der Website wie im Spiel.\n\nNeue Website\nDas neue Home-Layout ist da und zeigt nun von Anfang an unsere hochwertigen Inhalte. Es dient auch als Einf\u00fchrung f\u00fcr Neueinsteiger, die einen Blick auf das Projekt werfen und es \u00fcber die Seite mit den S\u00e4ulen des Spiels (\"\u00fcber das Spiel\") weiter erkunden k\u00f6nnen. Und das Ganze mit einem brandneuen Top-Men\u00fc, das die alte Sitemap mit brandneuen Funktionen wie der Kontaktliste verbindet. Die Umsetzung dieses neuen Designs war (und ist immer noch, wir sind noch nicht fertig!) ziemlich geschickt von unserem Team hier: RSI ist eine gro\u00dfe Plattform f\u00fcr g\u00e4ngige Webstandards und ist in nur zwei Jahren so stark gewachsen, dass jede kleine \u00c4nderung oft unz\u00e4hlige Auswirkungen hat, so dass Sie sich vorstellen k\u00f6nnen, was eine teilweise Neugestaltung wie diese bedeutet. Wir haben diese Gelegenheit auch genutzt, um die Website etwas mobiler zu gestalten. Dies wird nat\u00fcrlich ein laufendes Projekt sein, da wir den Rest der Seite st\u00e4ndig umgestalten, aber wir sind wirklich froh, dass die Fans darauf reagieren, dass du mit unserem neuen mobilen Rendering viel zufriedener bist.\n\nDie Website pr\u00e4sentiert auch eine neue Interaktion mit Arena Commander V1: die Kontaktliste, die in Arena Commander \u00fcbernommen wird, um Spielanfragen im neuen Lobby-System zu erm\u00f6glichen. Und dieses neue System hat einen ziemlich guten Start, mit \u00fcber 60.000 Kontakten in der ersten Woche. Mit einem Benutzer (einem Super Hornet-Piloten, der unbenannt bleibt), der mit 248 Kontakten das Limit \u00fcberschreitet! Wir sind wirklich froh, dass wir gemeinsam mit der CIG daran arbeiten konnten, diese Interaktion zwischen Plattform und Spiel zu erm\u00f6glichen. Als das am st\u00e4rksten frequentierte Projekt in der Geschichte verdient Star Citizen ein beispielloses Ma\u00df an Eintauchen an allen Fronten, einschlie\u00dflich der Website.\n\nRanglisten\nWir haben nicht wirklich etwas angek\u00fcndigt, aber die Ranglisten wurden ebenfalls f\u00fcr V1 aktualisiert! Wir lassen Sie sie selbst erkunden, aber sie sind jetzt voller Daten: \u00fcber Spieler, ihren Stil, ihre Orgs.... Wir sind \u00fcberzeugt, dass sie in naher Zukunft ein weiteres Rekrutierungsinstrument f\u00fcr Orgs werden sollten. Denkt einfach daran! Jedes Spiel, das du spielst, tr\u00e4gt zum Zeitpunkt des Spiels nur zu deiner Haupt-Org bei! Der Wechsel zu einem neuen wird deinen bisherigen Ruhm nicht auf sie \u00fcbertragen.\n\nDen Weg ebnen\nWir haben es letzten Monat gesagt, wir sagen es wieder. All dies ist nur ein erster Schritt zu dem, was dieses kommende Jahr sein wird. Das Heim wird zum Community Hub f\u00fchren, die Spiels\u00e4ulen zu den Karriereseiten. Die Kontaktliste wird sich zu einem ausgewachsenen Freundschaftssystem im und au\u00dferhalb des Spiels entwickeln, und die Ranglisten werden sich zwangsl\u00e4ufig im B\u00fcrgerdossier f\u00fcr detaillierte pers\u00f6nliche Statistiken wiederfinden. Und wenn Sie sich auf den Livestream eingestellt haben, wissen Sie, dass wir auch etwas Gro\u00dfes f\u00fcr die webseitige Starmap vorbereiten. Also bleibt dran, und wir werden liefern!\n\nIch sehe euch alle im Vers!\n\nGr\u00fc\u00dfe B\u00fcrger,\nDie Ver\u00f6ffentlichung von Arena Commander 1.0 stand im Mittelpunkt des Dezembers, so dass wir erwartet hatten, viel Zeit damit zu verbringen. Aber am Ende waren wir sehr froh, dass es relativ wenige KI-Probleme gab, die es uns erm\u00f6glichten, viel Arbeit f\u00fcr die Staffel 42 und das hartn\u00e4ckige Universum zu erledigen. Mit der Weihnachtspause am Ende des Monats wussten wir, dass wir weniger Zeit als sonst hatten, um Dinge zu erledigen, aber das hielt uns nicht davon ab, einige tolle Funktionen zu implementieren.\n\nWenn dieses Jahr zu Ende geht, denke ich, dass wir alle sehr zufrieden sind mit dem, was wir 2014 erreicht haben, und damit, wie weit die KI im letzten Jahr vorangekommen ist. Wir haben jetzt eine ziemlich gute Grundlage f\u00fcr die Erstellung interessanter KI und sind begeistert von all den Funktionen, an denen wir im Jahr 2015 arbeiten werden.\n\nAber bevor wir unsere 2015er H\u00fcte aufsetzen, lassen Sie uns kurz zusammenfassen, was Moon Collider im Dezember getan hat.\n\nDESIGN\nWir freuen uns darauf, die anderen Teams zu besuchen und die Gelegenheit zu haben, Ideen mit ihnen auszutauschen, und der britische Gipfel in diesem Monat war perfekt daf\u00fcr. Leider konnten wir bei so viel Arbeit in diesem Monat nur eine Person schicken. Wie immer war es ein wirklich produktiver Besuch und gab uns vor allem die M\u00f6glichkeit, die Priorit\u00e4ten f\u00fcr verschiedene Features zu verfeinern, an denen wir in den n\u00e4chsten Monaten arbeiten werden. Da die verschiedenen Module parallel entwickelt werden, ist es eine Herausforderung, sicherzustellen, dass jeder die KI-Funktionen hat, die er f\u00fcr jeden seiner Meilensteine ben\u00f6tigt, so dass es wirklich n\u00fctzlich ist, alle im selben Raum zusammenzubringen, um dies zu erarbeiten.\n\nEines der wichtigsten Merkmale, die Kythera noch fehlt, ist die F\u00e4higkeit, Gruppen zu definieren und mit Gruppen zu arbeiten. Bisher konnten wir es schaffen, mit KI-Einheiten auf individueller Basis umzugehen, aber die M\u00f6glichkeiten nehmen stetig zu, wo wir interessantere Dinge tun k\u00f6nnen, wenn die KI Informationen miteinander teilen und ihre Aktivit\u00e4ten koordinieren kann. Das klingt zwar einfach, aber es gibt viele Details, die ber\u00fccksichtigt werden m\u00fcssen, und so haben wir diesen Monat einige Zeit damit verbracht, unser Gruppensystem zu entwerfen. Wir haben uns darauf konzentriert, die verschiedenen Arten von Gruppen auszuarbeiten, die wir unterst\u00fctzen wollen, wie sie definiert werden k\u00f6nnen und wie die KI in Gruppen sicher und effizient Informationen austauschen kann. Es war auch wichtig, sicherzustellen, dass Designer Gruppen einfach definieren und sp\u00e4ter darauf verweisen k\u00f6nnen, wenn sie eine Gruppe dazu bringen wollen, etwas zu tun oder Informationen \u00fcber diese Gruppe herauszufinden.\n\nWir haben diesen Monat auch noch etwas mehr Arbeit geleistet, um zu verfeinern, wie Leveldesigner f\u00fcr Staffel 42 verschiedene Aufgaben der KI zuweisen k\u00f6nnen, und wie man die KI dazu bringt, sch\u00f6n zwischen interessanten Dingen zu wechseln, wenn sie den Spieler noch nicht entdeckt haben, und Kampfaufgaben, sobald der Spieler entdeckt wurde. Wir arbeiten an einem System, bei dem Designer genau festlegen k\u00f6nnen, was die KI unter bestimmten Umst\u00e4nden tun soll, sich aber darauf verlassen k\u00f6nnen, dass sie den Rest der Zeit vern\u00fcnftig handeln, ohne explizit auf jede M\u00f6glichkeit eingehen zu m\u00fcssen.\n\nMASCHINENBAU\nWir haben diesen Monat einige Zeit damit verbracht, uns auf die Ver\u00f6ffentlichung von Arena Commander 1.0 vorzubereiten, haupts\u00e4chlich um Vanduul Swarm zu testen und das Verhalten der KI zu verbessern. Wir haben auch einige allgemeine Bugfixes und Support durchgef\u00fchrt, insbesondere einige Verbesserungen bei der KI-Vermeidung, so dass sie nun weniger wahrscheinlich mit dem Spieler kollidieren.\n\nEs wurde viel Arbeit an der Charakter-Kampf-KI f\u00fcr Staffel 42 geleistet. Als Folgema\u00dfnahme zu den Verbesserungen bei der Nutzung der Deckung im letzten Monat haben wir verschiedene Optimierungen und Verfeinerungen vorgenommen, damit sie sich vern\u00fcnftiger verhalten. Ein lustiges Problem, das wir zu sehen begannen, war, dass sich die KI aus der Deckung lehnen w\u00fcrde, um auf den Spieler zu schie\u00dfen, dann w\u00fcrden sie hinter ihre Deckung zur\u00fcckkehren, um ihre Waffe nachzuladen, und den Spieler sofort vergessen! Es stellte sich heraus, dass unsere Implementierung der Art und Weise, wie sich die KI an Ziele erinnert, nicht sehr gut zurechtkam, als sie den Spieler f\u00fcr ein paar Sekunden aus den Augen verloren. Wir haben uns letzten Monat mit einem \u00e4hnlichen Thema besch\u00e4ftigt, bei dem Schiffe ihre Ziele verlieren, wenn sie hinter einem Hindernis wie einem Asteroiden zur\u00fcckbleiben. So kann die KI nun den Unterschied erkennen, ob sie ihr Ziel f\u00fcr kurze Zeit aus den Augen verliert oder lange genug aus den Augen verliert, so dass sie entweder mit der Suche nach dem verlorenen Feind beginnen oder ein anderes Ziel finden sollte.\n\nWir haben auch daran gearbeitet, dass die KI Gebiete besser verteidigen kann. Bis jetzt war unsere Charakter-KI sehr aggressiv und arbeitete sich immer ziemlich schnell \u00fcber Cover auf den Spieler zu. Aber oft wollen wir, dass einige von ihnen sich zur\u00fcckhalten und einige gute verteidigbare Positionen finden, um ein Interessengebiet zu sch\u00fctzen. Wir haben diese Funktion nun hinzugef\u00fcgt, so dass Designer damit beginnen k\u00f6nnen, Charakteren in Staffel 42 Rollen zuzuweisen, was den Kampf dort interessanter macht und den Spieler herausfordert, seine Angriffsstrategie etwas mehr zu durchdenken.\n\nF\u00fcr das persistente Universum haben wir den Kernframework weiter aufgebaut, das es den NSCs erm\u00f6glicht, Aufgaben in der Welt auszuf\u00fchren, wobei viel Arbeit geleistet wurde, insbesondere bei der Auswahl dieser Aufgaben. Ein Teil dessen, was das wirklich interessant macht, ist, dass unsere KI letztendlich Aktionen durch das Ausf\u00fchren von Verhaltensb\u00e4umen durchf\u00fchrt, und damit NSCs verschiedene Aufgaben in der PU ausf\u00fchren k\u00f6nnen, haben wir die M\u00f6glichkeit hinzugef\u00fcgt, dynamisch Teile des Verhaltensbaums hinzuzuf\u00fcgen und zu entfernen. Das Endergebnis ist, dass es f\u00fcr Designer viel einfacher wird, neue Aktivit\u00e4ten f\u00fcr NSCs in die Welt zu integrieren, da sie nur die Verhaltensunterschiede angeben m\u00fcssen, die die neue Aktivit\u00e4t einzigartig machen, mit dem Wissen, dass der NSC weiterhin alle anderen Interaktionen handhaben wird, die er m\u00f6glicherweise tun muss.\n\nWir haben letzten Monat erw\u00e4hnt, dass wir unser super handliches KI-Recorder-Tool verbessern wollten, um es den Leuten zu erm\u00f6glichen, Aufnahmen von KI zu teilen. Diese Arbeit wurde in diesem Monat erledigt, und jetzt k\u00f6nnen Designer und Tester ihre Aufnahmen auf verschiedene Weise \u00fcber unsere Kythera Inspector-Weboberfl\u00e4che verwalten, wie z.B. umbenennen und l\u00f6schen, aber vor allem k\u00f6nnen sie sie in eine Datei exportieren, die f\u00fcr alle zug\u00e4nglich ist. Wenn also jetzt ein seltsames KI-Verhalten zu sehen ist, k\u00f6nnen sie uns eine Aufzeichnung davon schicken, damit wir debuggen k\u00f6nnen, anstatt versuchen zu m\u00fcssen, einen genauen Anwendungsfall zu dokumentieren, den wir versuchen und reproduzieren k\u00f6nnen. Dies sollte wirklich helfen, die kniffligen intermittierenden Fehler zu l\u00f6sen, die manchmal auftauchen und ein echter Schmerz sind.\n\nNachdem wir die Designarbeit der Gruppen erw\u00e4hnt haben, die wir oben gemacht haben, haben wir auch einen Teil der Implementierung dieser Designs durchgef\u00fchrt. Wir haben im n\u00e4chsten Monat noch mehr zu tun, aber wir haben einige der wichtigsten Funktionen implementiert.\n\nSchlie\u00dflich haben wir einige wichtige Verbesserungen tief im Inneren des Navigationssystems vorgenommen und einige Einschr\u00e4nkungen bei den maximalen Abmessungen unserer Navigationsnetze aufgehoben. Diese haben wir aus Performance-Gr\u00fcnden eingef\u00fchrt, aber jetzt, da wir gr\u00f6\u00dfere Ebenen unterst\u00fctzen m\u00fcssen, mussten wir das System \u00e4ndern, um gr\u00f6\u00dfere Navigationsnetze zu erm\u00f6glichen und gleichzeitig die damit verbundenen Auswirkungen auf die Leistung zu minimieren.\n\nDANKE AN DICH\nWir m\u00f6chten uns einen Moment Zeit nehmen, um die QA- und Ingenieurmitarbeiter zu w\u00fcrdigen, die unerm\u00fcdlich daran gearbeitet haben, eine Reihe von gro\u00dfen Fehlern zu beheben, die in der Nacht des 1.0-Launches auftraten. Das Personal meldete sich freiwillig, um \u00fcber das Projekt hinauszugehen und ihre Freizeit zu opfern, um sicherzustellen, dass jeder den Arena Commander \u00fcber die Feiertage genie\u00dfen konnte. Das gesamte Star Citizen-Team begr\u00fc\u00dft Sie! Gr\u00fc\u00dfe B\u00fcrger,\nWir sind wieder da! Der Dezember war ein harter Vorsto\u00df, Arena Commander 1.0 auf den Markt zu bringen, gefolgt von einer erholsamen Urlaubspause f\u00fcr Star Citizen-Teammitglieder auf der ganzen Welt. 2015 wird riesig werden: mehrere Module, Veranstaltungen auf der ganzen Welt und viele neue Schiffe und Funktionen, die es zu diskutieren gilt. Erwarten Sie mehrere gro\u00dfe Design-Posts zu Ehren der j\u00fcngsten Stretch-Ziele in den kommenden Wochen, und dann einen stetigen Strom neuer Informationen, die zu den FPS- und Planetenstarts f\u00fchren. Und in zwei Wochen treffen Sie uns in San Antonio zum ersten offiziellen Star Citizen Town Hall Event! Details dazu finden Sie hier. Lassen Sie uns aber vorerst auf die Arbeit zur\u00fcckblicken, die im Dezember geleistet wurde.....\n\nGr\u00fc\u00dfe B\u00fcrger!\nFrohe Feiertage f\u00fcr alle von euch auf der ganzen Welt! Wir hoffen aufrichtig, dass Sie alle Spa\u00df daran hatten und hei\u00dfen Sie im Jahr 2015 willkommen! Im R\u00fcckblick auf den Dezember ist das gesamte Team sehr zufrieden mit dem, was wir vor der Pause erreicht haben. Es war ein paar Wochen vor dem Urlaub, in denen einige der intensivsten Entwicklungen von Arena Commander V1.0 stattfanden, und wir sind ziemlich stolz darauf, dass wir es f\u00fcr euch alle wie versprochen ver\u00f6ffentlichen konnten! W\u00e4hrend wir uns auf das Jahr 2015 zubewegen, gibt es viele spannende Entwicklungsanstrengungen und Releases, die uns erwarten, aber f\u00fcr jetzt gehen wir zu den Updates der Dezember-Abteilung f\u00fcr Cloud Imperium Games Santa Monica!\n\nIngenieurwesen\nMit der Version 1.0 haben wir viele neue Systeme in das Spiel aufgenommen und bestehende Systeme besser f\u00fcr den Spieler zug\u00e4nglich gemacht. Nat\u00fcrlich kommen mit neuen Systemen neue Bugs! Das Signatursystem und das Raketenverhalten, das v\u00f6llig neu war, erforderten viel Aufmerksamkeit und Aufmerksamkeit, bis zur Ver\u00f6ffentlichung. Unser Entwicklungsteam arbeitete Hand in Hand mit QA, Art und Design, um sicherzustellen, dass das Signatursystem und die neuen Raketen vor der Ver\u00f6ffentlichung so gut wie m\u00f6glich funktionieren. Die verbleibenden und die von der Community gemeldeten Probleme werden mit dem Arena Commander 1.0.1 Patch n\u00e4chste Woche behoben.\n\nEin weiterer wichtiger Schwerpunkt des Engineering-Teams war das Flugmodell. Mit 1.0 haben wir eine Reihe neuer flugf\u00e4higer Schiffe mit jeweils eigenen, einzigartigen Flugeigenschaften vorgestellt. Unter ihnen waren Schiffe wie die Entermesser, die Triebwerke haben, die sich anders verhalten als jedes andere Schiff, das wir zuvor freigegeben haben. John Pritchett arbeitete mit den Leuten von Design, Art und Animation zusammen, um das IFCS-System zu aktualisieren und das neue Thruster-Verhalten zu erhalten, das das Schiffsdesign unterst\u00fctzen konnte. Wir arbeiten noch daran, die Flugeigenschaften dieses Schiffes zu perfektionieren, basierend auf Ihrem Feedback und unseren eigenen internen Tests f\u00fcr zuk\u00fcnftige Releases, aber die First-Pass-Implementierung ist gut gelungen. W\u00e4hrend dieses Prozesses haben wir auch viele neue visuelle Debugging-Tools f\u00fcr Triebwerke und Flugmechanik entwickelt, um die Konstrukteure beim Balancieren und Optimieren eines Schiffes zu unterst\u00fctzen.\n\nIm Dezember arbeitete unser Ingenieurteam auch eng mit Art and Illfonic zusammen, um viele der visuellen und funktionellen \u00c4nderungen an der HUD der Schiffe durchzuf\u00fchren. Die gro\u00dfen Vorteile waren die Integration von Illfonic, die es uns erm\u00f6glichte, das Visier HUD-Rendering richtig auf das Helmglas zu bekommen, das, wenn man es nicht gesehen hat, erstaunlich aussieht! Neben den rein visuellen \u00c4nderungen wurden auch viele neue Funktionen zur Unterst\u00fctzung des neuen Raketensystems, des Signatursystems, des Power Managements, des Schildmanagements und eines Gesamtpasses hinzugef\u00fcgt, um die Benutzerfreundlichkeit der Schnittstelle zum HUD zu erh\u00f6hen. Das HUD ist etwas, an dem in absehbarer Zeit weiter gearbeitet wird, wenn neue Funktionen eingef\u00fchrt werden, aber wir sind sehr zufrieden mit dem HUD, das f\u00fcr 1.0 freigegeben wurde, da es einen gro\u00dfen Schritt nach vorne darstellt.\n\nDesign\nF\u00fcr den ganzen Dezember waren unsere Designer entsprechend auf drei Hauptbereiche konzentriert. Neue Schiffe, neue Gegenst\u00e4nde und Balance! Mit all den neuen Schiffen hatte unser Zwei-Mann-Designteam alle H\u00e4nde voll zu tun. Wie einige von Ihnen vielleicht noch von der Ship Pipeline Post wissen, hat jedes Schiff der letzten Entwicklungsphase sehr schwere\n\nEinbeziehung eines technischen Designers, um die Schadenszust\u00e4nde zum Funktionieren zu bringen, das Einrichten der Flugmechanik sowie das Gleichgewicht von Gegenst\u00e4nden und Waffen. Mit den vierzehn neuen Schiffen, die das Team in Santa Monica dem Spiel hinzugef\u00fcgt hat, war jedes dieser Schiffe stark von unserem Designteam beteiligt.\n\nBei den neuen Gegenst\u00e4nden arbeitete das Design-Team sehr eng mit dem Art and Engineering-Team zusammen, um die neuen Raketen ins Spiel zu bringen und mit dem neuen Signatursystem zu arbeiten. Sie arbeiteten auch eng mit Engineering an der neuen Joker Distortion Cannon zusammen, die Schaden verursacht und sich so verh\u00e4lt wie keine andere Waffe. Die F\u00e4higkeit, Energie und Schilde so direkt zu saugen, ist ein neues Merkmal, das eine sorgf\u00e4ltige Balance und Implementierung erforderte, aber am Ende einen sehr coolen neuen Waffentyp bietet, den die Menschen in ihre Auslastungen integrieren k\u00f6nnen.\n\nWie man sich vorstellen kann, ist die Balance von so vielen neuen Schiffen und deren Gegenst\u00e4nden eine ziemlich gro\u00dfe Aufgabe. Mit den komplizierten, miteinander verbundenen Systemen auf unseren Schiffen k\u00f6nnen schon geringste Statistik\u00e4nderungen an einem Gegenstand kaskadierende Auswirkungen auf das gesamte System eines Schiffes haben. Das Designteam hatte vor kurzem mit Unterst\u00fctzung von Mark Abent eine neue Python-f\u00e4hige Tabellenkalkulation erstellt, die bei der schnellen Anpassung von Gegenstands- und Waffenstatistiken und dem Export der ge\u00e4nderten Gegenst\u00e4nde sehr hilfreich ist. Dies erwies sich als unsch\u00e4tzbar f\u00fcr eine schnelle Iteration und Anpassung bei der Arbeit mit QA und Spieltests. Balance ist eine laufende Aufgabe, so dass wir zwar einen soliden ersten Durchgang mit all den neuen Ger\u00e4ten und Schiffen eingef\u00fchrt haben, uns aber in den kommenden Patches auf der Grundlage des Feedbacks der Community und interner Tests weiter ver\u00e4ndern werden.\n\nKunst\nHaben wir die vierzehn neuen fliegenden Schiffe erw\u00e4hnt? Das Art-Team hier in Santa Monica war zusammen mit unseren beiden Fahrzeugk\u00fcnstlern (Chris Smith und Josh Coons) in Austin daf\u00fcr verantwortlich, alle vierzehn dieser Schiffe mit ihren sch\u00f6nen Lackierungen, Schadenszust\u00e4nden und visuellen Effekten ins Spiel zu bringen. W\u00e4hrend wir immer nach Perfektion streben und es viele kleine Dinge gibt, die wir in den n\u00e4chsten Wochen und Monaten mit den Schiffen \u00e4ndern und verbessern werden, sind wir unglaublich stolz darauf, so viele neue Schiffe f\u00fcr euch Jungs so schnell realisieren zu k\u00f6nnen! Das Team hier hat einen unglaublichen Job gemacht!\n\nDie neuen visuellen Effekte f\u00fcr Waffen, Waffenaufschl\u00e4ge und Triebwerke stellen einen gro\u00dfen Fortschritt in der visuellen Treue dar. Unser leitender technischer K\u00fcnstler, Forrest Stephan, arbeitete unerm\u00fcdlich daran, jeden dieser Effekte im Laufe des Monats Dezember zu bearbeiten. W\u00e4hrend sich unsere Technologie dank unseres Grafik-Engineering-Teams unter der Leitung von Alistair Brown in der Gie\u00dferei 42 weiter verbessert, verbessert sich auch unsere F\u00e4higkeit, die besten Visuals im Gaming-Bereich zu liefern.\n\nIm Dezember kam auch Lance Powell, unser neuer Supervising Art Director f\u00fcr das gesamte Unternehmen. Lance schlie\u00dft sich uns hier in Santa Monica an und verbrachte den Dezember damit, an der Verbesserung unserer Kunstpipelines zu arbeiten, sowie mit den Konzeptk\u00fcnstlern hier in Santa Monica zusammenzuarbeiten, um solide Hersteller-Styleguides abzuschlie\u00dfen, den Waffenbau zu standardisieren und die Dokumentation unserer Techniken und Prozesse sowohl f\u00fcr den Eigenbedarf als auch f\u00fcr das Outsourcing zu verbessern. Es kann nicht genug gesagt werden, wie wichtig die Standardisierung von Praktiken in einer gro\u00dfen Entwicklung ist, insbesondere in einer Entwicklung mit mehreren geografisch getrennten Studios.\n\nKinematiken\nUnsere beiden hauseigenen Cinematic Artists arbeiteten unerm\u00fcdlich daran, die Cinematic-St\u00fccke, die wir w\u00e4hrend des Livestreams im Dezember mit allen geteilt hatten, zu perfektionieren. Der Mustang-Spot und der Imagine Trailer wurden beide von unserem Team hier kreiert und sind gro\u00dfartige St\u00fccke. Insbesondere der Imagine Trailer, der eine Neuinterpretation (Wortspiel beabsichtigt) eines von Simon Penna erstellten Fan-Trailers war. Simons Original-Trailer hat die Vision und den Traum von Star Citizen so gut vermittelt, dass wir ihn mit neuem Filmmaterial aktualisieren und mit der gesamten Community teilen wollten.\n\nDamit ist das Dezember-Update von Cloud Imperium Games Santa Monica abgeschlossen. Auch wenn der Dezember vorbei ist, ist die Entwicklung sicher nicht vorbei! Wir haben im Dezember und in der ersten Woche des neuen Jahres einige neue Mitarbeiter eingestellt, so dass die Gesamtgr\u00f6\u00dfe des Studios hier auf 43 Personen gestiegen ist. Das Team hier ist gut ausgeruht und arbeitet wieder mit Hochdruck an unseren Lieferzielen f\u00fcr 2015. Dies sollte sich als ein sehr aufregendes Jahr der Bereitstellung von Inhalten f\u00fcr uns und unsere Community erweisen, und jeder im Team ist sehr aufgeregt, das Universum, das wir gemeinsam erschaffen, weiter auszubauen.\n\nProst.\n\nHallo Leute,\nFrohe Feiertage von uns allen hier bei CIG Austin! Zum Ende des Jahres 2014 blicken wir auf alles zur\u00fcck, was wir in diesem Jahr erreicht haben und sind erstaunt. Der vergangene Monat war nicht anders, denn wir haben weitere Fortschritte bei der Ausgestaltung unseres immer gr\u00f6\u00dfer werdenden Universums gemacht, wir haben ein MAJOR-Spiel-Update ver\u00f6ffentlicht und eine Reihe neuer Verlagsaktivit\u00e4ten gestartet, darunter ein Public Test Universe.\n\nHartn\u00e4ckiges Universumsteam:\nKUNST:\nUnsere K\u00fcnstler haben diesen Monat zwei wichtige Dinge im Kopf gehabt: Charaktere und Requisiten. Unser gro\u00dfartiges Konzeptteam bestehend aus Ted Beargeon, Megan Cheever und dem neuen Mitglied Ken Fairclough hat Konzeptkunst f\u00fcr NSCs entwickelt, die Sie auf ArcCorp oder Terra finden k\u00f6nnen, Requisiten, die Sie auf Raumstationen finden k\u00f6nnen, sowie ein erstes Look\/Feel f\u00fcr unseren n\u00e4chsten Standort nach Terra: die Levski Landezone im Nyx-System.\n\nUnser Charakter-Team hat hart an der Entwicklung der Charaktermodelle gearbeitet, die auf den Konzepten unseres Konzeptteams basieren. Im Moment sind wir dabei, die Arbeit an NPC's f\u00fcr ArcCorp abzuschlie\u00dfen und einen Medic NPC, den Sie in der medizinischen Einheit finden. Unser Animationsteam hat unserem Charakter-Team geholfen, indem es das neue Skelett getestet hat, das entwickelt wurde, um unsere Charaktere so anatomisch korrekt wie m\u00f6glich zu gestalten. Sie haben auch unz\u00e4hlige Fehler behoben, um die Charakteranimationen f\u00fcr Arena Commander v1.0 zu verbessern.\nWir haben uns auf die Produktion unseres ersten Requisitenst\u00fccks vorbereitet, indem wir Referenzen gesammelt, Metriken standardisiert und Konzepte entwickelt haben, damit unsere Outsourcing-Partner so viele Informationen wie m\u00f6glich haben, wenn sie uns helfen. Wir hoffen, dass in K\u00fcrze etwa 150 neue St\u00fctzen f\u00fcr alle unsere Umgebungen, an denen wir in letzter Zeit mit BHVR gearbeitet haben, vorhanden sein werden.\n\nWo wir gerade von Umgebungen sprechen, die Arbeit an der Standardisierung des Umgebungsbaus im gesamten Projekt schreitet gut voran. Unser leitender technischer K\u00fcnstler, Cort Soest, war ma\u00dfgeblich daran beteiligt, den Prozess f\u00fcr den Aufbau unserer Umgebungen zu definieren und diesen Prozess nach seiner Einf\u00fchrung zu \u00fcberwachen. Wir haben auch etwas Forschung und Entwicklung an einigen coolen neuen modularen Font\u00e4nen VFX f\u00fcr unsere Umgebungen betrieben.\n\nUnser Schiffsteam hat den ganzen Monat damit verbracht, Ihnen zu helfen, die Aurora-Varianten, Mustang-Varianten und Hornet-Varianten f\u00fcr Arena Commander v1.0 in die H\u00e4nde zu bekommen. Wir w\u00fcnschen Ihnen viel Spa\u00df beim Fliegen in ihnen!\n\nDESIGN:\nAnfang dieses Monats begannen unsere Designer Pete Mackay und Evan Manning damit, einige gro\u00dfartige Designs f\u00fcr neue Landezonen zu entwickeln. Die Landezonen Odyssa und Mariana befinden sich nun in der Whitebox-Phase, in der unsere Designer die spezifischen Layouts f\u00fcr die Standorte der Gesch\u00e4fte, wichtigen Sehensw\u00fcrdigkeiten und Landepl\u00e4tze blockiert haben. Sie arbeiten nun mit unserem Konzeptteam zusammen, um die \u00c4sthetik f\u00fcr jeden Standort zu entwickeln. Es ist aufregend, die Entw\u00fcrfe f\u00fcr neue Landezonen online zu sehen, da sie an die gro\u00dfe Anzahl von Welten erinnern, die wir schlie\u00dflich in unserem Universum haben werden.\nUnsere Sternenkarte wird derzeit extrem renoviert! Rob Irving hat mit Dave zusammengearbeitet.\nSchellfisch, um das Layout unseres Universums komplett zu \u00fcberarbeiten. Als unser Projekt gewachsen ist und sich die Priorit\u00e4ten verschoben haben, wurde der Bedarf an einem neuen Layout deutlich. Es war schwierig, alles umzustellen und gleichzeitig das beizubehalten, was in unserer Fiktion bereits etabliert ist, aber es wird nicht mehr allzu lange dauern, bis Star Map 2.0 vollst\u00e4ndig ist. Unser Konferenzraumtisch ist mit Haftnotizen mit den verschiedenen Systemen bedeckt, was auf die Arbeit hinweist, die wir geleistet haben, um die Sternenkarte gr\u00f6\u00dfer und besser als bisher zu machen.\nAndere Dinge, die unser Designteam diesen Monat gemacht hat, sind Untersuchungen \u00fcber Lande-Sequenzen vom Orbit zum Planeten, die Aktualisierung unserer Liste der persistenten Verbrechen im Universum und das Identifizieren von Fehlern in unserer Orbit>Hangar>Planetside Spielrunde.\n\nINGENIEUR:\nDas PU Engineering Team hat in diesem Monat einige wichtige Meilensteine erreicht. Ihr gr\u00f6\u00dfter Meilenstein war die Unterst\u00fctzung des Rollouts von Arena Commander 1.0, wo sie sowohl Friends v1.0 (alias \"Contacts\") als auch das Lobby-System im selben Patch einf\u00fchrten. Mehrere neue Serverkonfigurationen waren Teil dieser Einf\u00fchrung, und unser Serverteam hat einen Gro\u00dfteil seines Wochenend-Post-Launches damit verbracht, dies zu unterst\u00fctzen. Besonderer Dank gilt den Serveringenieuren Tom Sawyer und Brian Mazza f\u00fcr ihr herausragendes Engagement und die Verbrennung des Mitternachts\u00f6ls zur Unterst\u00fctzung unserer Einf\u00fchrung sowie f\u00fcr die starke Unterst\u00fctzung durch unsere DevOps-, IT- und QA-Abteilungen.\n\nDas Team arbeitet auch weiterhin an Tools zur Unterst\u00fctzung unseres friedlichen NPC-KI-Systems. Wir werden Anfang n\u00e4chsten Jahres einige schwere Arbeiten abschlie\u00dfen. Au\u00dferdem haben sie ihre Backend-Implementierung f\u00fcr ein neues Chat-System abgeschlossen, mit dessen Test sie selbst begonnen haben. Die Arbeit an der Benutzeroberfl\u00e4che f\u00fcr dieses System wird im n\u00e4chsten Jahr beginnen, damit unser QS-Team es in die Finger bekommen kann. Dar\u00fcber hinaus hat unser Server-Team auch daran gearbeitet, andere Spieler zu Ihren Hangars einzuladen, an unserem Process Manager zu arbeiten und zu untersuchen, wie wir die Spielerzahl auf unseren Karten erh\u00f6hen k\u00f6nnen.\n\nDas PU-Programmierteam hat k\u00fcrzlich auch einen neuen Senior Network Engineer in das Team aufgenommen: Jason Ely. Einige von euch m\u00f6gen mit seinem Fantasy 2D MMO \"Elderlands\" vertraut sein. Jason half auch bei der Entwicklung von Titeln wie Ultima und der Crusader-Serie. Jason hat sich bereits als wertvoller Gewinn f\u00fcr die CIG erwiesen, da er der Ingenieur ist, der unser eingehendes Chat-System entwickelt hat. Das CIG Austin Studio und das PU Engineering Team ist gl\u00fccklich und begeistert, Jason an Bord zu haben.\n\nDas PU Engineering Team bedankt sich bei allen f\u00fcr die hervorragende Unterst\u00fctzung und w\u00fcnscht allen ein gutes Jahr 2015! Wir freuen uns darauf, euch im n\u00e4chsten Jahr weitere gro\u00dfartige Inhalte zu liefern. Wir sehen uns dann!\n\nLive-Betrieb:\nQA:\nIm Dezember konzentrierte sich das Star Citizen QA-Team darauf, den Arena Commander v1.0 zu testen und gleichzeitig ein neues Launcher-Update sowie den Arena Commander Patch 0.9.2.2.2 zu testen und bereitzustellen. Das gesamte QS-Team hat gute Arbeit geleistet.\n\nAndrew Hesse nahm sich die Zeit, in unser Studio in LA zu reisen, um zwei Wochen lang bei unseren Technikern zu sitzen, w\u00e4hrend sie die neuen Schiffe aufbauten. Er konnte auch beim Design helfen, indem er das Schiffsartikel-Tagsystem einrichtete. Jeffrey Pease und sein britischer QA-Kollege Geoffrey Coffin wurden zu unseren Lobby-Feature-Experten. Sie stellten sicher, dass die Lobby im Laufe des Monats kontinuierlich getestet wurde und stellten t\u00e4glich E-Mails zur Verf\u00fcgung, in denen der Fortschritt des Features beschrieben wurde. Dies war eine sehr wichtige Aufgabe, da das Lobby-System das am st\u00e4rksten gef\u00e4hrdete Feature f\u00fcr Arena Commander v1.0 war. Jeffrey Pease \u00fcbernahm auch die Aufgabe, die Patch-Notizen f\u00fcr das gro\u00dfe v1.0-Release zu generieren.\n\nChristopher Hill, Simon Ormiston, Liam Guest, Steven Brennon und Geoffrey Coffin gaben detaillierte Bilanzr\u00fcckmeldungen zu Schiffsflug, Systemen und Waffen. Melissa Estrada arbeitete mit ihrem britischen QS-Kollegen Andrew Nicholson zusammen, um sicherzustellen, dass die v1.0 Rauchproben t\u00e4glich durchgef\u00fchrt und die Ergebnisse an das Team verteilt wurden. Tyler Witkin arbeitete weiter sp\u00e4t und \u00fcber das Wochenende und unterst\u00fctzte unsere Serverprogrammierer bei der L\u00f6sung der Probleme nach dem Start.\n\nIn diesem Monat konnten wir auch die erste Phase des Public Test Universe einf\u00fchren. Die Community war bei unserem Test der PTU unglaublich hilfreich und wir freuen uns sehr darauf, die PTU f\u00fcr zuk\u00fcnftige Releases zu nutzen.\n\nEs war eine Menge Arbeit, um sicherzustellen, dass v1.0 bis zu unserem Zieltermin vor den Feiertagen freigegeben werden konnte. Wir sind unglaublich gl\u00fccklich, endlich alle neuen v1.0-Funktionen mit der Community zu teilen. QA hat sich nun zum Ziel gesetzt, die neuen Funktionen und Versionen f\u00fcr das neue Jahr zu testen, einschlie\u00dflich zus\u00e4tzlicher Arena Commander-Updates, einer verbesserten Community-Fehlerberichterstattung, FPS-Modul und vielem mehr.\n\nIT\/Betrieb:\nEine Sache am IT-Team von Cloud Imperium Games ist, dass sie nicht aufh\u00f6ren. Keine Herausforderung ist zu gro\u00df, wenn es um Star Citizen geht, und das 1.0-Release dieses Monats ist keine Ausnahme.\n\nIn diesem Monat war die IT-Abteilung an allen Aspekten des Backend-Supports beteiligt, die von den Teams auf der ganzen Welt ben\u00f6tigt werden. Die IT lieferte zus\u00e4tzliche Entwicklungssysteme und verschiedene Upgrades f\u00fcr die Entwickler, die das Mitternachts\u00f6l verbrannten. F\u00fcr die Qualit\u00e4tssicherung half das IT-Team, eine Vielzahl von Hardware zur Verf\u00fcgung zu stellen, um Kompatibilit\u00e4ts- und Leistungstests f\u00fcr den 1.0 Release-Test zu unterst\u00fctzen.\n\nDennis, in Santa Monica, ist ein K\u00fchler. Er \u00fcbernahm die Leitung des Multi-Studio-Livestream-Events und half bei der Koordination unseres bisher besten Live-Stream-Events. Seine H\u00e4nde waren auch voll mit einem Netzwerkausfall mitten im Live-Stream, den er in weniger als 3 Minuten behoben hat, um die Live-Show zu koordinieren und zu unterst\u00fctzen, ohne einen Beat zu verpassen. Hassan und Chris arbeiteten eng mit Dennis zusammen, um Kameras und Demomaschinen in jedem Studio einzurichten, was viele Tests im Voraus beinhaltete, um sicherzustellen, dass alles reibungslos zwischen den verschiedenen beteiligten Studios funktioniert.\n\nAustin IT zog in diesem Monat die F\u00e4den und unterst\u00fctzte viele Aspekte der Verbesserungen im Live-Betrieb, die zur Unterst\u00fctzung der Einf\u00fchrung von 1.0 notwendig waren. \"Sniper\" Picket erweiterte und verbesserte unsere Live-Server-\u00dcberwachungssysteme und entwickelte gleichzeitig eine neue Suite von System-Performance-Reporting-Tools sowie die Backend-Systeme zur Erfassung und Meldung all dieser Daten. Diese Tools helfen Netzwerk- und Serveringenieuren bereits dabei, unsere Spielserver schneller als je zuvor weiter zu analysieren und zu optimieren. Austin IT hat auch die Leistung des Build-Systems und der Versionsverwaltung erheblich verbessert, um das immer schnellere Tempo der Entwicklung zu unterst\u00fctzen. Neue Server wurden eingerichtet, ebenso wie einige Verbesserungen an der Publishing-Pipeline, die die Geschwindigkeit, mit der wir Versionen an die \u00d6ffentlichkeit liefern k\u00f6nnen, weiter verbessern. Unser Ziel ist es, die Zeit f\u00fcr die Ver\u00f6ffentlichung und den Download von Patches kontinuierlich zu verk\u00fcrzen, und in diesem Monat haben wir in diesem Bereich gute Fortschritte erzielt.\n\nIm R\u00fcckblick war dieses Jahr eine erstaunliche Fahrt mit st\u00e4ndigen Verbesserungen und spannenden Herausforderungen, aber all dies w\u00e4re ohne die erstaunlichen Entwickler und vor allem mit der Unterst\u00fctzung der Star Citizen Community m\u00f6glich. 2014 war fantastisch und 2015 wird noch aufregender.\n\nDev Ops:\nDas Star Citizen Dev Ops Team war diesen Monat damit besch\u00e4ftigt, den Launcher zu verbessern, Analysen zu Client und Server hinzuzuf\u00fcgen und nat\u00fcrlich einen wichtigen Spielpatch zu versenden.\nIm Dezember haben wir den 0.9.2.2.2 Patch, dann das 1.3.6 Launcher-Update, unsere erste Version des PTU (Public Test Universe) und nat\u00fcrlich den 1.0.0 Star Citizen Patch ver\u00f6ffentlicht. Dar\u00fcber hinaus haben wir auch daran gearbeitet, bestimmte unn\u00f6tige Client-Ressourcen zu entfernen, um unsere Gesamtzahl der Patches und Spiele-Clients zu reduzieren, Analysen im Client weiter zu implementieren, um unseren Entwicklern eine bessere Transparenz \u00fcber das Spielerverhalten und die Balance zu geben, und unsere F\u00e4higkeit, unseren Universe Cluster einzusetzen, verbessert.\n\nMit dem Patch 1.0.0.0 wurden nicht nur neue Spielfunktionen und Inhalte eingef\u00fchrt, sondern auch das Backend unseres Universe Clusters komplett ver\u00e4ndert. Wir haben dem bereits komplexen Backend einen Friends, Presence, Persistence und Party Server hinzugef\u00fcgt, um die Lobby-Funktion f\u00fcr Arena Commander zu unterst\u00fctzen. Diese Komplexit\u00e4t ist ein Teil der Probleme, die wir direkt nach dem Start von Patch 1.0.0.0 gesehen haben. Nachdem wir das Wochenende damit verbracht haben, Probleme zu beheben, haben unsere Netzwerk- und Dev Ops-Teams gerade noch alle Kommunikations- und Verbindungsprobleme behoben, die wir gesehen haben. Wir werden die Backend-Stabilit\u00e4t mit Hotfixes und zuk\u00fcnftigen Patches weiter verbessern.\n\nDas Dev Ops-Team hatte Anfang Dezember ein neues Mitglied aufgenommen. Joseph Holley verf\u00fcgt \u00fcber jahrelange Erfahrung bei Blizzard in der Arbeit mit World of Warcraft und anderen Blizzard-Titeln.\n\nWir haben ihn in der Codebasis und Serverarchitektur von Star Citizen geschult; er hat bereits mehrere sehr n\u00fctzliche Beitr\u00e4ge geleistet. Am 5. Januar haben wir einen weiteren neuen Mitarbeiter in unserem Team, was 2015 zu einem sehr produktiven Jahr machen wird!\n\n2014 war ein ziemliches Jahr, mit vielen, vielen Patches, Features, Verbesserungen, Bugfixes und Erfolg. Das Dev Ops-Team freut sich auf 2015 mit Optimismus und Begeisterung \u00fcber die Anzahl der kommenden massiven Ver\u00f6ffentlichungen, die Star Citizen zu dem Spiel machen werden, das wir alle spielen wollen. Vielen Dank f\u00fcr Ihre Unterst\u00fctzung bei den groben Eins\u00e4tzen und Serverproblemen, wir sch\u00e4tzen Ihre Geduld sehr.\n\nHallo zusammen,\nIch hoffe, alle hatten einen sch\u00f6nen Urlaub! Der letzte Monat war unglaublich arbeitsreich, aber es war fantastisch, V1 vor der Pause f\u00fcr alle rauszuholen. Wir haben an einer Reihe von Aufgaben und Problemen des Arena Commander gearbeitet und gro\u00dfe Fortschritte bei der Staffel 42 sowie allen Schiffen, Umgebungen und Charakterpipelines gemacht, f\u00fcr die wir verantwortlich sind. Ich habe auch pers\u00f6nlich ein paar Tage in den USA im B\u00fcro in Austin \u00fcber die Feiertage gemanagt, mit Chris und Tony Zurovec, wo wir gemeinsam an einem Plan f\u00fcr das Jahr gearbeitet haben, und auch die Tech-, Umwelt- und Schiffsgipfel vereinbart und organisiert, die jetzt in Gro\u00dfbritannien und dann in der Nestwoche in LA und Austin stattfinden.\n\nAnsonsten haben wir die B\u00fcros zwischen Weihnachten und Neujahr f\u00fcr ein paar Tage geschlossen, damit jeder eine Pause machen kann. Jetzt sind wir wieder da, erfrischt und bereit, weiter hart zuzuschlagen.... Pass auf diesen Raum auf. :)\n\nProgrammierung:\nAn der Front der Foundry 42 Engineering im Dezember wurde ein gro\u00dfer Bug-Splash in Richtung Arena Commander v1.0 Release durchgef\u00fchrt. Neben dem Bug Squashing in verschiedenen Bereichen wie dem neuen Lobbysystem und HUD haben wir die Arbeit an vielen neuen Features \u00fcbernommen, darunter das Hinzuf\u00fcgen von g-force Pass Out- und Recovery-Animationen, Schiffsselbstzerst\u00f6rung und neue Scoring-Erweiterungen. Auch an den Luftkampfkameras, die sich weitgehend auf den neuen kinoreifen Zuschauer-Modus und die R\u00fcckfahrkamera konzentrierten, wurde mehr gearbeitet. Neue Lokalisierungsfunktionen wurden hinzugef\u00fcgt und wie \u00fcblich wurden auch die Kontrollen und deren Anpassungsm\u00f6glichkeiten kontinuierlich verbessert.\n\nIn der Welt der Staffel 42 haben wir die Entwicklung des Landemechanikers fortgesetzt und mit der Arbeit an KI-Landungen und -Abl\u00e4ufen begonnen. Es wurden Verbesserungen am Pl\u00fcnderungssystem vorgenommen und die Arbeit an der PAW begonnen (das ist der Personal Arc Schwei\u00dfer, nicht Ihr Begleiter im Hundebereich!). Dar\u00fcber hinaus hat das Konversationssystem einen Effektpass durchlaufen, um ein dynamisches Sichtfeld und Tiefeneffekte zu erzeugen, die uns ein filmischeres Gef\u00fchl geben.\n\nIm Bereich Tools und Technik wurden weitere Fortschritte bei der Umstellung auf die Wwise Sound Engine erzielt und wir haben v1.0.0.0 unseres DataForge Datenbearbeitungsprogramms eingef\u00fchrt. DataForge enth\u00e4lt viele coole Funktionen, wie z.B. die Live-Bearbeitung von Daten in Skriptdateien auf mehreren Rechnern im Netzwerk und weitere Datenvalidierungen, die Fehler stoppen, bevor sie sich einschleichen. Es umfasst auch StoryForge, das Tool, mit dem wir den Dialog in das Spiel einf\u00fcgen werden, das jetzt f\u00fcr einige fremde Sprachen bereit ist! Dar\u00fcber hinaus erm\u00f6glichte uns eine kurze Pause im Releaseplan nach v1.0, einige Leistungsoptimierungen, den Fr\u00fchjahrsputz der Codebasis und das Fehlerprotokoll zu betrachten und gab uns die M\u00f6glichkeit, einige Minzkuchen und Gl\u00fchwein zu entnehmen!\n\nGrafikprogrammierung:\n\"Im Dezember war das Grafikteam sehr besch\u00e4ftigt, und unsere Zeit war aufgeteilt in die Unterst\u00fctzung f\u00fcr die Version v1.0 von Arena Commander und die laufende Entwicklung von Funktionen. Wir beginnen jetzt damit, den neuen Schiffsschaden-Shader zu verfeinern, so dass wir von jeder Waffe unterschiedliche visuelle R\u00fcckmeldungen erhalten k\u00f6nnen. Zum Beispiel wird eine ballistische Waffe die Metallbearbeitung verbeulen und oft L\u00f6cher bohren, Laser werden die Oberfl\u00e4che verbrennen und eine brennende Kante hinterlassen, die in den folgenden Sekunden weiterhin durch einen Teil der Metallbearbeitung frisst, und Explosionen werden eine sichtbare Welle erzeugen, die sich \u00fcber den Rumpf bewegt, w\u00e4hrend die Metallbearbeitung verbogen und verbrannt wird.\n\nWir sind auch kurz davor, einen neuen entfernten Sternenshader fertigzustellen, der es unseren K\u00fcnstlern erm\u00f6glichen wird, die Galaxie schnell mit Sternen jeder Farbe, Intensit\u00e4t und Verteilung zu bev\u00f6lkern. Der Shader unterst\u00fctzt \u00fcber 1 Million einzeln sichtbare Sterne auf einmal, die ohne Detailverlust vergr\u00f6\u00dfert werden k\u00f6nnen, was f\u00fcr unsere Staffel 42-Kinematiken entscheidend ist, wo extreme Nahaufnahmen sonst jeden Mangel an Details in den Sternen offenbaren w\u00fcrden.\n\nWir haben auch viel Zeit damit verbracht, einige der neuen Motorfunktionen zu erforschen und zu planen, die wir in den kommenden Monaten implementieren werden. Einige der wichtigsten sind diese in Bezug auf die Performance und die Art und Weise, wie wir die Anzahl der \"Draw Calls\", die tendenziell der limitierende Faktor f\u00fcr unsere Framerate sind, stark reduzieren wollen. Draw-Calls sind die Anzahl der einzelnen Meshes, die pro Frame gerendert werden m\u00fcssen, und wir m\u00fcssen Wege finden, Meshes zu kombinieren, w\u00e4hrend wir die Flexibilit\u00e4t und den einfachen Workflow f\u00fcr die K\u00fcnstler beibehalten, die gleiche Bildqualit\u00e4t beibehalten, aber auch nicht viel mehr Speicher kosten (was der knifflige Teil ist!).\"\n\nDesign:\nDer Dezember war ein arbeitsreicher Monat in der Designabteilung. Obwohl nicht ganz auf V1 fokussiert, wie Sie sich sicher vorstellen k\u00f6nnen, haben wir viele Stunden damit verbracht, Fehler zu beheben und an der technischen Einrichtung f\u00fcr die neuen Schiffe zu arbeiten. Alle Karten wurden bearbeitet und erhielten unterschiedliche Mengen an zus\u00e4tzlicher Politur. Das neue Scoring-System wurde implementiert, wir haben viel Zeit mit den Ingenieuren verbracht, die am Kamerasystem gearbeitet haben, insbesondere im Modus \"Cinematic Spectator\", der jeden Tag besser und besser aussieht.\n\nDas Arena Commander Tutorial ist in Arbeit und wird hoffentlich bald fertig sein. Au\u00dferdem pr\u00fcfen wir dringend Gegenma\u00dfnahmen und Scoring-Balancing.\n\nWas Squadron 42 betrifft, so haben wir es tats\u00e4chlich geschafft, einige Designer von V1 fernzuhalten, und wir sind mit Episode 1 gut vorangekommen. Wir hatten verschiedene Mechaniken, die jetzt mehr Code-Unterst\u00fctzung erhalten, die immer finaler und brauchbarer in unseren Play-Throughs werden, was den Ablauf der Levels wirklich unterst\u00fctzt. Die Drehbucharbeit lief wirklich gut, denn wir haben tats\u00e4chlich unseren ersten Motion-Capture-Shoot f\u00fcr die Introsequenz und den vertikalen Schnitt gemacht.\n\nAlles in allem hatten wir einen tollen Monat und es war fantastisch zu sehen, wie V1 vor Weihnachten ausgeht. Wir werden weiterhin auf dich h\u00f6ren und weiter darauf dr\u00e4ngen, dass dies das Spiel wird, das wir alle wollen. Nochmals vielen Dank f\u00fcr deine tolle Unterst\u00fctzung!\n\nArt Team Bericht.\nKonzept:\n\nEs wurde viel Zeit und M\u00fche investiert, um die f\u00fcr das Sq42 ben\u00f6tigten Charaktere zu verpacken, und im n\u00e4chsten Jahr werden wir 2015 einige coole Modelle pr\u00e4sentieren. Weitere Arbeiten f\u00fcr die Vanduul Kingship Br\u00fccke zusammen mit dem Vanduul Boarding Ship und Starfarer abgeschlossen.\n\nSchiffe:\n\nWir haben ein Einsatzteam, das am Vergeltungsschlag arbeitet, der von Tag zu Tag immer sch\u00f6ner wird. Es r\u00fcckt jeden Tag n\u00e4her an den Hangar heran.\n\nSobald der Vergeltungsring bereit ist, werden wir uns auf die Idris und den Speer konzentrieren.\nWir hatten das Live-Stream-Event, und jetzt wissen Sie wahrscheinlich, dass wir diese 2 Capships mehr oder weniger im Tandem produzieren werden, da sie vom gleichen Hersteller stammen.\nWir planen, diesen Schiffen die Aufmerksamkeit zu schenken, die sie verdienen, damit ihr sie als v\u00f6llig eindringliche und \u00fcberzeugende Umgebung genie\u00dfen k\u00f6nnt, in der ihr euch bewegen k\u00f6nnt - sie sind schlie\u00dflich schwimmende Mehrspieler-Level!\n\nWir produzieren auch die gesamte Vanduul-Flotte hier in Manchester, sowie den Starfarer, den neuen Cutlass, den neuen Avenger und den Argo Utility Vehicle.\n\nZeichen:\n\nLetzten Monat begannen wir mit 3Lateral zu arbeiten, um unserem neuen gescannten Basis-M\u00e4nnerkopf eine Gesichtsanimation hinzuzuf\u00fcgen und den aktualisierten m\u00e4nnlichen Grundk\u00f6rper zu verfeinern, um gut mit Rigging und Animation zu arbeiten. Wir haben auch die weiblichen Charaktere untersucht und arbeiten an einem Ganzk\u00f6rper- und Gesichtsscan von zwei Frauen n\u00e4chste Woche.\n\nWir haben ein neues Mitglied des Charakter-Teams, Seth Nash, der unsere Basisqualit\u00e4t aufbauen wird. Dieser Charakter wird unsere Pipeline und unsere Qualit\u00e4tserwartungen f\u00fcr den Rest des Projekts definieren. Es ist eine aufregende Zeit f\u00fcr das Character Art Team und wir machen gro\u00dfe Fortschritte in Richtung einer endg\u00fcltigen Produktionspipeline, die die Qualit\u00e4t der Charaktere liefert, die der Star-B\u00fcrger verdient.\n\nAnimation:\n\nDer Dezember war eine Mischung aus vertikaler Schnittplanung und dem Treffen mit Steve Bender, unserem neuen Animationsregisseur, er und einige andere nahmen einige Bewegungsabl\u00e4ufe bei Imaginarium auf, die umgesetzt werden, sobald das neue Charakterskelett fertig ist. Wir haben auch zus\u00e4tzliche Unterst\u00fctzung f\u00fcr Arena Commander V1 geleistet (Knopfdruck, Verteilung von Animationen auf allen Schiffen - grob, aber f\u00fcr 1.0.1 verbessert).\n\nUmwelt Kunst\n\nWir haben den Innenausbau von Shubin Interstellar in Greybox fortgesetzt, alle wichtigen Komponenten wurden ausgearbeitet und jetzt beginnen wir wirklich, uns in die Details einzuarbeiten - von der Wandverkleidung bis zum Griff. Die Formensprache f\u00fcr Shubin Interstellar wurde so definiert, dass der Spieler seinen Architekturstil von anderen Unternehmen innerhalb des Star Citizen Universe unterscheiden kann; das Ergebnis ist, dass das Shubin-Universum nun seine eigene Pers\u00f6nlichkeit und sein eigenes Leben annimmt - siehe diesen Raum :)\n\nVFX:\n\nSchaden, Schaden und noch mehr Schaden! :)\n\nInsbesondere ein umfassendes Update aller Auswirkungen von Schiffssch\u00e4den, einschlie\u00dflich verbesserter Feuer- und Rauchausbr\u00fcche, Funken- und Kraftwerksexplosionen, \u00dcberholungen von Raketeneffekten, einschlie\u00dflich Jets, Pfaden und Explosionen. Schlie\u00dflich haben wir Pl\u00e4ne f\u00fcr eine umfassende \u00dcberarbeitung der VFX-Pipeline und der Datenstruktur gestartet, um die gro\u00dfe Anzahl und (und hohe Qualit\u00e4t!) der Effekte zu ber\u00fccksichtigen, an denen im Jahr 2015 gearbeitet wird.\n\nDas ist alles f\u00fcr heute, Leute, 2015 wird ein sehr arbeitsreiches Jahr mit einigen gro\u00dfen Herausforderungen! Oh, und wenn Sie auf der Suche nach einem Job als Umwelt-, Waffen-, Charakter- oder Lichtk\u00fcnstler sind, dann bewerben Sie sich bitte in Gro\u00dfbritannien! :D\n\nAudio:\n\"Der Dezember war fast ausschlie\u00dflich der Version v1.0 von Arena Commander f\u00fcr uns im Audiobereich gewidmet; f\u00fcr uns war es der letzte Hurra f\u00fcr die Arbeit bei FMOD, da wir nun auf den \u00dcbergang zu Wwise schauen, der unsere Zeit in den n\u00e4chsten Monaten solide in Anspruch nehmen wird. Dies sollte uns befreien, damit die Kernanlagen viel besser klingen und sie effektiver in das Spiel eingebunden werden k\u00f6nnen.","zh_CN":"Greetings Citizens,\nWe\u2019re back! December was a hard push to release Arena Commander 1.0, followed by a restful holiday break for Star Citizen team members around the world. 2015 is going to be huge: multiple modules, events around the world and plenty of new ships and features to discuss. Expect to see several major design posts in honor of the recent stretch goals in the coming weeks, and then a steady stream of new information leading up to the FPS and Planetside launches. And in two weeks, join us in San Antonio for the first official Star Citizen Town Hall event! Details are available here. For now, though, let\u2019s look back at the work that was accomplished in December\u2026\n\nGreetings Citizens!\nHappy holidays to all of you around the world! We sincerely hope that you each enjoyed them and welcome to 2015! Looking back on December the whole team is really happy with all that we accomplished before the break. It was an exceedingly busy few weeks before holiday that saw some of the most intense development on Arena Commander V1.0 and we\u2019re quite proud that we were able to release it for all of you as promised! As we move forward into 2015 there are a lot of exciting development efforts and releases to look forward but for now let\u2019s go to the December department updates for Cloud Imperium Games Santa Monica!\n\nEngineering\nWith the 1.0 release we were adding a lot of new systems into the game as well as exposing existing systems better to the player. Of course with new systems come new bugs! The signature system and missile behavior, being entirely new, needed a lot of focus and attention leading up to the release. Our engineering team worked hand in hand with QA, Art, and Design to make sure that the signature system and new missiles were functioning as well as possible prior to release. Those issues that remained and those that have been reported by the community are being fixed in next week\u2019s Arena Commander 1.0.1 patch.\n\nAnother important focus on from the Engineering team was the flight model. With 1.0 we were introducing a bevy of new flyable ships each with their own unique flight characteristics. Among them were ships like the Cutlass which has thrusters that behave differently from any ship we\u2019ve released before. John Pritchett worked with the Design, Art, and Animation folks to update the IFCS system to get the new thruster behavior that the ships design could support. We are still working on perfecting the flight characteristics of this ship based on your feedback and our own internal testing for future releases but the first pass implementation turned out well. During this process we also created a lot of new visual debugging tools for thrusters and flight mechanics to assist designers as they balance and tweak a ship.\n\nDuring December our Engineering team also worked closely with Art and Illfonic to complete many of the visual and functional changes to the ships HUD. The big wins from this were the integration from Illfonic which enabled us to get the visor HUD rendering properly on the helmet glass which, if you haven\u2019t seen it, looks amazing! In addition to the purely visual changes there was also a lot of new functionality added to support the new missile system, signature system, power management, shield management, and an overall pass at increasing the user-friendliness of interfacing with the HUD. The HUD is something that will continue to be worked on for the foreseeable future as new features are introduced but we\u2019re very happy with the HUD released for 1.0 as it represents a large step forward.\n\nDesign\nFor all of December our Designers were appropriately focused on three primary areas. New ships, new items, and balance! With all the new ships our two man design team had its hands full. As some of you may remember from the Ship Pipeline post, every ships last phase of development has very heavy\n\ninvolvement from a Technical Designer to get the damage states working, flight mechanics setup, as well as the item and weapon balance. So with the fourteen new ships added to the game by the team in Santa Monica each of those had heavy involvement from our Design team.\n\nOn the new items front the Design team worked very collaboratively with the Art and Engineering team to get the new missiles added into the game and working with the new signature system. They also worked closely with Engineering on the new Joker Distortion Cannon which deals damage and behaves in a way that no other weapon does. The ability to sap energy and shields so directly is a new feature that required careful balance and implementation but in the end provides a very cool new weapon type for people to integrate into their loadouts.\n\nAs you might imagine the balance of so many new ships and their items is quite a large task. With the complicated interconnected systems on our ships even the slightest stat changes on an item can have cascading effects throughout a ships entire systems. The Design team with some assistance from Mark Abent had recently created a new Python enabled spreadsheet that greatly assists in rapidly adjusting item and weapon stats and exporting the modified items. This proved invaluable for rapid iteration and adjustment while working with QA and play testing. Balance is an ongoing task so while we implemented a solid first pass with all the new equipment and ships it will continue to change in upcoming patches based on the feedback from the community and internal testing.\n\nArt\nDid we mention the fourteen new flyable ships? The Art team here in Santa Monica along with our two vehicle artists (Chris Smith and Josh Coons) in Austin were responsible for getting all fourteen of those ships into the game with their beautiful paintjobs, damage states, and visual effects. While we are always striving for perfection and there are lots of little things we will be changing and improving with the ships over the coming weeks and months we are incredibly proud to have been able to implement so many new ships for you guys so quickly! The team here did an incredible job!\n\nThe new visual effects for weapons, weapon impacts, and thrusters represent a huge step forward in visual fidelity. Our Lead Technical Artist, Forrest Stephan, worked tirelessly to handcraft each of those effects throughout the month of December. As our technology continues to improve thanks to our Graphics Engineering team led by Alistair Brown in the Foundry 42 office, so too does our ability to deliver the best looking visuals in gaming.\n\nThe month of December also saw the joining of Lance Powell our new Supervising Art Director for the whole company. Lance joins us here in Santa Monica and spent December working to improve our Art pipelines as well as working with the Concept Artists here in Santa Monica to lockdown solid manufacturer style guides, standardize weapon construction, and improve the documentation on our techniques and processes both for internal consumption as well as for outsourcing. It cannot be said enough how important standardization of practices is in a large development especially one with multiple studios that are geographically separated.\n\nCinematics\nOur two in-house Cinematic Artists worked tirelessly to polish and perfect the Cinematic pieces that we shared with everyone during the December livestream. The Mustang commercial and the Imagine trailer were both created by our team here and are great pieces. The Imagine trailer in particular which was a reimagining (pun intended) of a fan trailer created by Simon Penna. Simon\u2019s original trailer did such a great job of communicating the vision and the dream of Star Citizen that we wanted to update it with new footage and share it with the whole community.\n\nThat concludes the December update from Cloud Imperium Games Santa Monica. While December may be over, development surely is not! We\u2019ve added quite a few employees in December and the first week of the New Year bringing the total size of the studio here to 43 people. The team here is well rested and back into high gear working on our 2015 delivery goals. This should prove to be a very exciting year of content delivery for us and our community and everyone on the team is very excited to continue to expand on the universe that we\u2019re creating together.\n\nCheers.\n\nHowdy folks,\nHappy holidays from all of us here at CIG Austin! As the year 2014 comes to a close, we look back on all we have accomplished this year and stand astounded. This past month has been no different, as we have made more progress on fleshing out our ever-expanding universe, we\u2019ve launched a MAJOR game update, and we\u2019ve launched a number of new publishing operations including a Public Test Universe.\n\nPersistent Universe Team:\nART:\nOur artists have had two major things on their minds this month: Characters and Props. Our awesome concept team consisting of Ted Beargeon, Megan Cheever, and new addition Ken Fairclough has been developing concept art for NPC\u2019s you might find on ArcCorp or Terra, props you might find on space stations, as well as some initial look\/feel for our next location after Terra: the Levski landing zone in the Nyx system.\n\nOur Character Team has been hard at work developing the character models based off the concepts our concept team has been providing. Right now we are wrapping up work on NPC\u2019s for ArcCorp and a Medic NPC you will find in the medical unit. Our Animation Team has been helping our character team out by testing out the new skeleton that was developed to help make our characters as anatomically correct as possible. They have also been fixing countless bugs to help improve the character animations for Arena Commander v1.0 release.\nWe have been preparing for production on our first chunk of props by gathering reference, standardizing metrics, and developing concepts so that our outsourcing partners have as much information as possible when helping us out. We are hoping to have around one hundred and fifty new props in place fairly soon for all of our environments we have been working on recently with BHVR.\n\nSpeaking of environments, work is progressing nicely on standardizing environment construction across the project. Our Lead Technical Artist, Cort Soest, has been instrumental in defining the process for how we build our environments and policing that process once it is established. We have also been doing some R&D on some cool new modular fountain VFX for our environments.\n\nOur Ship Team were slaving away all month on helping to get the Aurora variants, Mustang variants, and Hornet variants in your hands for Arena Commander v1.0. We hope you enjoy flying around in them!\n\nDESIGN:\nAt the beginning of this month our designers, Pete Mackay and Evan Manning, began concocting some awesome high-level designs for new landing zones. The Odyssa and Mariana landing zones are now in Whitebox phase in which our designers have been blocking out the specific layouts for where the shops, major points of interest, and landing pads will be located. They are now working with our concept team to develop the aesthetic for each location. It is exciting seeing the designs for new landing zones come online, as it is a reminder of the vast number of worlds we eventually will have in our universe.\nOur Star Map is undergoing extreme renovation! Rob Irving has been working with Dave\nHaddock to completely revamp the layout of our universe. As our project has grown and priorities have shifted the need for a new layout became apparent. It has been tricky switching everything around while still maintaining what has already been established in our fiction, but it won\u2019t be too much longer until Star Map 2.0 will be complete. Our conference room table is covered in sticky notes with the various systems on them; indicative of the work we\u2019ve been doing to make the Star Map bigger and better than before.\nOther things our design team has been doing this month include investigation on landing sequences from orbit to planetside, updating our Persistent Universe Crimes List, and identifying bugs in our Orbit>Hangar>Planetside game loop.\n\nENGINEERING:\nThe PU Engineering Team hit some major milestones this month. Their biggest milestone was helping to support the roll-out of Arena Commander 1.0, where they rolled out both Friends v1.0 (aka \u201cContacts\u201d) and the Lobby System in the same patch. Several new server configurations were a part of this launch, and our server team spent much of their weekend post-launch to support this. Special thanks to server engineers Tom Sawyer and Brian Mazza for their outstanding dedication and burning the midnight oil to support our launch, as well as the strong support from our DevOps, IT and QA departments.\n\nThe team also continues to be busy working on tools to support our Peaceful NPC AI system. We will be wrapping up some heavy lifting on that early next year. Additionally, they have finished their backend implementation for a new Chat System, which they have begun testing themselves. Work will begin next year on the user interface for this system so that our QA team can get their hands on it. On top of all this, our server team has also been busy working on being able to invite other players to your hangars, working on our Process Manager, and investigating ways that we can increase player counts on our maps.\n\nThe PU Programming team has also recently added a new Senior Network Engineer to the fold: Jason Ely. Some of you may be familiar with his fantasy 2D MMO \u201cElderlands.\u201d Jason also helped develop such titles as Ultima and the Crusader series. Jason has already proven to be a valuable asset to CIG, as he is the engineer that has been developing our incoming Chat System. The CIG Austin studio and PU Engineering Team is lucky and ecstatic to have Jason on board.\n\nThe PU Engineering Team would like to thank everyone for all of the outstanding support, and to wish everyone a great 2015! We\u2019re looking forward to delivering some more great content to you all next year. See you then!\n\nLive Operations:\nQA:\nDuring December the Star Citizen QA team focused on testing the Arena Commander v1.0 while also testing and deploying a new launcher update as well as Arena Commander patch 0.9.2.2. The entire QA team did a great job.\n\nAndrew Hesse took the time to travel to our LA studio to sit with our technical designers for two weeks while they set up the new ships. He also was able to help with design by setting up the ship item tag system. Jeffrey Pease and his UK QA counterpart Geoffrey Coffin became our Lobby feature experts. They ensured that the lobby was continually tested over the course of the month and provided daily lobby hand-off emails detailing the feature\u2019s progress. This was a very important task as the lobby system was the most at risk feature for Arena Commander v1.0. Jeffrey Pease also took on the task of generating the patch notes for the big v1.0 release.\n\nChristopher Hill, Simon Ormiston, Liam Guest, Steven Brennon and Geoffrey Coffin provided detailed balance feedback concerning ship flight, systems and weapons. Melissa Estrada worked with her UK QA counterpart Andrew Nicholson to ensure v1.0 smoke tests were completed daily and the results were distributed to the team. Tyler Witkin continued working late and over the weekend assisting our server programmers while they addressed the issues encountered post launch.\n\nThis month, we were also able to roll out the first phase of the Public Test Universe. The community was incredibly helpful in our test of the PTU and we are very much looking forward to utilizing the PTU for future releases.\n\nIt has been a lot of work to ensure v1.0 could be released by our target date prior to the holidays. We are incredibly happy to finally share all the new v1.0 features with the community. QA is now setting their sights on testing the new features and releases for the new year including additional Arena Commander updates, an improved community bug reporting experience, FPS module and much, much more.\n\nIT\/Operations:\nOne thing about the IT team at Cloud Imperium Games is that they do not stop. No amount of challenge is too great when it comes to Star Citizen and this month\u2019s 1.0 release is no exception.\n\nThis month, IT has been involved in every aspect of back end support required by the teams around the world. IT provided additional development systems and various upgrades for the developers who were burning the midnight oil. For QA, the IT team helped to provide a myriad of hardware to support compatibility and performance testing for 1.0 release testing.\n\nDennis, in Santa Monica, is one cool operator. He took charge of the multi studio live stream event and helped to coordinate our best live stream event so far. His hands were full too with a network outage right in the middle of the live stream which he fixed in less than 3 minutes moving right back to coordinating and supporting the live show without missing a beat. Hassan and Chris worked closely with Dennis to help setup cameras and demo machines at each studio which included lots of testing ahead of time to make sure everything would run smoothly between the multiple studio locations involved.\n\nAustin IT pulled out the stops this month supporting many aspects of the live operation enhancements necessary to support the 1.0 launch. \u201cSniper\u201d Picket expanded and enhanced our live server monitoring systems while at the same time developed a new suite of system performance reporting tools as well as the back end systems to collect and report all that data. These tools are already helping networking and server engineers to further analyze and tune our game servers faster than ever before. Austin IT also made major improvements to the build system and source control performance in support of the increasingly rapid pace of development. New servers were put in place along with some improvements to the publishing pipeline which further improve the rate by which we can deliver versions to the public. Our goal is to continually reduce the time it takes to publish and download patches and this month we made good gains in this area.\n\nLooking back, this year has been an amazing ride of constant improvements and exciting challenges but none of this would be possible without the amazing developers and more importantly, the support of the Star Citizen community. 2014 has been awesome and 2015 is going to be even more exciting.\n\nDev Ops:\nThe Star Citizen Dev Ops team has been busy this month improving the launcher, adding analytics to the client and server, and of course shipping a major game patch.\nIn December we released the 0.9.2.2 patch, then 1.3.6 launcher update, our first version of the PTU (Public Test Universe), and of course the 1.0.0 Star Citizen patch. On top of all this we also worked on stripping out certain unnecessary client assets to reduce our overall patch and game client size, continued implementing analytics in the client to give our devs better visibility on player behavior and balance, and improving our ability to deploy our Universe Cluster.\n\nPatch 1.0.0 not only introduced new game features and content, but it also completely changed the backend of our Universe Cluster. We added a Friends, Presence, Persistence, and Party server to the already complex back end in support of the Lobby feature for Arena Commander. This complexity is part of the reason for the problems we saw directly after launching patch 1.0.0. After spending the weekend fixing issues our Network and Dev Ops teams have just about fixed all the communication and connection issues we saw. We will continue to improve the backend stability with hotfixes and future patches.\n\nThe Dev Ops team had a new member join at the beginning of December. Joseph Holley joins us with years of experience working at Blizzard on World of Warcraft and other Blizzard titles.\n\nWe have been training him up on the Star Citizen code base and server architecture; already he has made several very beneficial contributions. January 5th we have another new employee joining our team which will make 2015 a very productive year!\n\n2014 has been quite a year, with many, many patches, features, improvements, bug fixes, and success. The Dev Ops team is looking forward to 2015 with optimism and excitement with the number of massive releases that are coming that will shape Star Citizen into the game we all want to play. Thank you so much for all your support during the rough deployments and server issues, we really appreciate your patience.\n\nHi Everyone,\nHope everyone had a good holiday! Last month was incredibly busy, but it was fantastic to get V1 out for everyone before the break. We worked on a bunch of Arena Commander tasks and issues and made great progress on Squadron 42, as well as all the ships, environments and character pipelines we are responsible for. I also personally managed a few days in the USA at the Austin office over the holidays, with Chris and Tony Zurovec, where we worked together on a plan for the year, and also agreed on and organised the tech, environment and Ship summits that are taking place now in the UK and then LA and Austin nest week.\n\nOutside of that we closed the offices for a few days between Christmas and New Year\u2019s so everyone could have a needed break. Now we\u2019re back, refreshed and ready to continue hitting it hard\u2026 Watch this space. :)\n\nProgramming:\nOn the Foundry 42 Engineering front December saw a big bug-smashing push towards the Arena Commander v1.0 release. As well as bug squashing in several areas such as the new lobby system and HUD we squeezed in work on many new features including adding g-force pass out and recovery animations, ship self-destruction and new scoring additions. There was also more work done to the dogfighting cameras which largely focussed on the new cinematic spectator mode and rear-view camera. New localisation features were added and as usual ongoing improvements were also made to the controls and their customisation options.\n\nIn the world of Squadron 42 we continued development on the landing mechanic, and work began on AI landing and take-offs. Enhancements to the looting system have been made and work on the PAW started (that\u2019s the Personal Arc Welder, not your canine space companion!). Furthermore, the conversation system has undergone an effects pass to add dynamic field of view and depth of field effects to give us a more cinematic feel.\n\nOn the tools and tech front more progress has been made on the switch to the Wwise sound engine and we have rolled out v1.0.0 of our DataForge data-editing tool. DataForge includes many cool features such as allowing the live editing of data in script files to multiple machines across the network, and more data validation which will stop bugs before they creep in. It also encompasses StoryForge, the tool we will be using to add dialogue into game, which is now ready for some alien languages! In addition to this a brief break in the release schedule post v1.0 allowed us to look at some performance optimisations, spring-cleaning of the code-base and error log, and gave us the chance to take down some mince pies and mulled wine!\n\nGraphics Programming:\n\u201cOver December the graphics team were kept very busy, and our time was split between support for the v1.0 release of Arena Commander and on-going feature development. We\u2019re now starting to refine the new ship damage shader so that we can get different visual feedback from each weapon. For example a ballistic weapon will dent the metalwork and often puncture holes, lasers will scorch the surface and leave a burning edge that will continue to eat through some of the metal work over the following seconds, and explosions will create a visible ripple that travels across the hull as the metalwork is bent and scorched.\n\nWe\u2019ve also close to completing a new distant star shader that will allow our artists to quickly populate the galaxy with stars of any colour, intensity and distribution they choose. The shader supports over 1 million individually visible stars at once, each of which can be zoomed into without losing any detail which is crucial for our Squadron 42 cinematics where extreme close-ups would otherwise expose any lack of detail in the stars.\n\nWe\u2019ve also been spending a lot of time researching and planning some of the new engine features we\u2019ll be implementing in the coming months. Some of the most important are these relate to performance and how we plan to vastly reduce the number of \u2018draw calls\u2019 which tends to be the limiting factor for our frame-rate. Draw-calls are the number of individual meshes that need to be rendered each frame, and we need to find ways to combine meshes while maintaining the flexibility and simple workflow for the artists, keeping the same visual quality, but also not costing far more memory (which is the tricky part!).\u201d\n\nDesign:\nDecember was a busy month in the Design department. Although not entirely V1 focused, as I\u2019m sure you can imagine that we spent a lot of hours fixing bugs and working on the tech setup for the new ships. All of the maps were worked on and got varying amounts of extra polish. The new scoring system was implemented, we spent a lot of time with the Engineers working on the camera system, particularly the \u201cCinematic Spectator\u201d mode which is looking better and better every day.\n\nThe Arena Commander tutorial is underway and will hopefully be ready soon. Also, we are urgently looking at countermeasure and scoring balancing.\n\nAs far as Squadron 42 is concerned, we actually managed to keep some designers from V1 and we progressed well with Episode 1. We have had various mechanics, now getting more code support, that are becoming more final and useable in our play-throughs, which really helps the flow of the levels . The script work came on really well, with us actually doing our first motion-capture shoot for the intro sequence and the vertical slice.\n\nAll-in-all we had a great month and it was fantastic to see V1 go out before Christmas. We will keep listening to you and keep pushing to make this the game we all want it to be. Thanks again for your amazing support!\n\nArt Team Report.\nConcept:\n\nA lot of time and effort has gone into wrapping up the characters needed for Sq42 and next year we\u2019ll be showcasing some cool models in 2015. Additional work completed for the Vanduul Kingship bridge along with the Vanduul boarding ship and Starfarer.\n\nShips:\n\nWe have a strike team working on the Retaliator, which is looking more and more beautiful by the day. It\u2019s getting closer to Hangar ready every day.\n\nOnce the Retaliator is Hangar ready, we are going to focus on the Idris and Javelin.\nWe had the live-stream event, and now you are probably aware we are going to produce these 2 Capships in tandem more or less, since they are made by the same manufacturer.\nWe are planning to give these ships the attention they deserve, so you guys can enjoy them as fully immersive and convincing environments for you to roam in \u2013 they are floating multiplayer levels after all!\n\nWe also are producing the full Vanduul fleet here in Manchester, as well as the Starfarer, the new Cutlass , the new Avenger and the Argo Utility vehicle.\n\nCharacters:\n\nLast month we began to work with 3Lateral to add facial animation to our new scanned base male head and refining the updated base male body to work well with rigging and animation. We have also been exploring the female characters and we are working towards a full body and face scan of two females next week.\n\nWe have a new member of the character team, Seth Nash, who will be creating our base quality asset. This character will define our pipeline and quality expectations for the rest of the project. It\u2019s an exciting time for the character art team and we are making great strides towards a final production pipeline that can deliver the quality characters star citizen deserves.\n\nAnimation:\n\nDecember was a mix of vertical slice planning and meeting up with Steve Bender our new animation director, he and a few others captured some motion sets at Imaginarium which will be implemented once the new character skeleton is ready. We also provided additional support for Arena Commander V1 (button presses, passing out animations across all ships \u2013 rough but being improved on for 1.0.1)\n\nEnvironment Art\n\nWe have been continuing to Greybox the Shubin Interstellar interior building set, all the major components have been fleshed out and now we are really starting to dial into the details \u2013 everything from wall panels to handles. The shape language for Shubin Interstellar has been defined so the player will be able distinguish its architectural style from other corporations within the Star Citizen Universe; the upshot of this is that the Shubin universe is now taking on its own personality and life \u2013 watch this space :)\n\nVFX:\n\nDamage, damage and more damage! :)\n\nSpecifically, major update of all ship damage effects, including improved fire and smoke, sparks and power plant explosions, missile effects overhaul, including jets, trails and impact explosions. Finally, we\u2019ve started plans for a major overhaul of the VFX pipeline and data structure, to allow for the vast quantity and (and high quality!) of effects that will be worked on in 2015.\n\nThat\u2019s all for now folks, 2015 will be a hugely busy year with some massive challenges! Oh, and if you are looking for a job as an Environment, weapon, character or lighting artist, then please apply to the UK!!!! :D\n\nAudio:\n\u201cDecember was almost entirely dedicated to the v1.0 release of Arena Commander for us in audio; for us it represented the last hurrah for working in FMOD, as we now look to transition to Wwise which will be taking up our time solidly over the next couple of months. This should free us up to make the core assets sound much better, and tie them into the game more effectively. It\u2019s kind of the sound equivalent of rewiring the entire house however, so it\u2019s a bit of a challenge.\n\nFor AC v.1.0 we had new ships to cater for, UI, weapons systems, ship computers. Some elements of the thrusters etc. were re-worked. To be truthful we\u2019re not totally satisfied with what we managed to do in the time we had \u2013 some weapons we know need revised for instance. We\u2019re going to use the move to Wwise as a convenient point for us to revise and review, well, everything! It\u2019s the first step to looking to make our toolset far more robust, which should then improve our implementation methods and ensure we\u2019re not spending too much time simply getting sounds working at all, which has been an issue up to now. Interactive score is another element that we\u2019ll look to take up several notches with the Wwise move.\n\nAs you may have seen on the forums, we\u2019re starting to co-ordinate source material gathering sessions, starting with a trip up the road to the Runway Museum in Manchester. Check out the photo of an interior of Concorde \u2013 life ambition fulfilled! ;) Our ships have a lot of switches which we\u2019ll be gathering source material for, and also we hope to capture the characteristics of aeroplane interiors via recording impulse responses. These, we hope to map to our ship interiors to increase the sense of being in a proper enclosed space; our tech will reverberate your own voice to match the reverb characteristics of the sounds in the ships. It\u2019s an approach we\u2019ll look to extend to other in game locations too.\n\nFinally, we\u2019re currently demoing some monitors (speakers, rather than visual screens!) that we have on loan from http:\/\/pmc-speakers.com\/ \u2013 which we\u2019ve all been very impressed with so far. We\u2019ve also got in some great SFX library material from http:\/\/www.prosoundeffects.com\/ which we\u2019ll be bringing online any day now. Great tools only improve things and we\u2019re always looking at new tech and techniques to ensure the audio experience is maximised.\u201d\n\nCheers\n\nGreetings Citizen\nIn December, a lot of efforts were spent on V1.0. The team worked hard on the lobby system, the controller customisation system and to make sure that all the new ships load in your hangar. At the same time, much effort was spent on the upcoming milestone for the Persistent Universe. We all hope you enjoyed flying the new ships over the Holydays.\n\nDESIGN\nWe have been hard at work on designing and building planetside locations as well as supporting the art team in making them extra pretty and engineering team in making it functional. Keep in mind that the long development process for those locations will speed up next year. Making the primary assets, prototyping and putting together systems that allow for procedural generation and dynamic changes takes time and a great deal of effort. Nevertheless, once it\u2019s done and proven solid, the next planetsides will be developed much faster.\n\nSome shops are now partly functional. Through the mobiGlas, you\u2019ll be able to access the shop\u2019s inventory two ways: A catalog view allows you to browse the entire shop inventory, and in augmented reality mode you can browse the products directly in the shop. Both modes have their perks. Shopping questions also brought us to think more seriously about the player\u2019s Inventory System, which we have started to tackle with the help of the other studios.\n\nAs always, some work has been done on the Flairs. At his point in time you may have received your happy new year gift! As you might have noticed, subscribers got a random gift out of a collection, not everyone has the same one. This mechanic was put in place with our partner in crime Turbulent and will allow us to do cool stuff in the future, like Takuetsu Mystery boxes for example :)\n\nAnother challenge this month was\u2026.elevators! Yes, we\u2019re putting together an elevator system to rule them all. Basically, finding the metrics and mechanics to support all the various types of gameplay and locations in Star Citizen (which is a lot!). The first iteration is to allow going from your hangar to a planetside location, and vice versa. You\u2019ll also use the same lifts to access your friend\u2019s hangar\u2026if they invited you of course.\n\nCONCEPT\nArtists have been hard at work on the Nyx concept, refining the interior of the station and large mining facility in the backdrop. We have also been working on a new Mustang mousepad! Keep an eye out for in the the shop!\n\nART\nOur art team has been hard at work finishing up two new shops: Astro Armada and the Medical Unit. The biggest challenge this month was to find the right balance between reusing assets and creating new ones.\n\nAlso, more work was done on Terra to setup the space for the future shops and just bring the whole map to the next level.\n\nWe optimized and fixed lighting bugs in the Hangars. Finally, we finished our January Flairs.\n\nPROGRAMMING\nThis month, we\u2019ve worked on adding more options to Control Customization. We\u2019ve added the possibility for a player to have control of the sensitivity and deadzone of certain control inputs as well being able to import and export control settings. We\u2019ve done a very big push on the Lobby and Contacts functionality that players will be able to enjoy in the Arena Commander V1.0 Release. Players will now be able to seamlessly organize matches and play with their friends.\n\nWe\u2019ve also started to build Tools for the Game Designers so they can start designing Artificial Intelligence \u201cArchetypes\u201d. These Archetypes will then be used to give activity schedule to some of our AI NPC you\u2019ll see in different planeside locations. Also, we\u2019ve done a lot of work in regards to preparing the Hangars to become Multiplayer Hangars. This functionality will allow players to invite other players into their Hangars to show off all their cool ships and Flairs.\n\nSpeaking of Flairs, this month we\u2019ve worked on the Mustang Alpha and Delta Miniature Ships which were released last week. We\u2019ve also put in some work on a cool new January Subscriber Flair which will be revealed \u2026. In January :)\n\nLast but not surely not least, we\u2019ve been hard at work on polishing the mobiGlas shopping experience as well given support to the Visor Development.\n\nUI\nDecember was an intense month! A lot of focus was spent on getting the first iteration of the contacts list and the Arena Commander Lobby up and ready for public release. Last minute bugs and unforeseen issues kept things exciting for the last few days leading up to the holiday break.\n\nWe\u2019ve also been making steady progress on mobiGlas easyShop app, which has become our visual benchmark for future mobiApps\u2026 it\u2019s looking pretty sweet! We are looking forward to getting it into your hands and getting your feedback once it goes live in the not-quite-so-distant-future. :)\n\nHappy New Year Citizens!\nWe hope you all had a great holiday season\u2026 and played lots of Arena Commander while you were at it. While most of the team here took some time off to visit with their families in December, they still got lots of good work done over the last month.\n\nEngineering\nThe engineering team has been super busy implementing new features, and also helped squash a few bugs in Arena Commander. The HUD code was unified for ships and FPS, you may have noticed this while looking at your character in 3rd person. Work continued on the zero gravity push & pull system, which allows you to move around by grabbing and pushing off of surfaces. Game rules were implemented for FPS elimination matches. The burst cannon weapon has been hooked up in game. The system for going prone and entering vents was also finished, although we do still have some bugs to address. Lastly, the laser pistol was implemented in Arena Commander\u2026 which you all seem to be having a good bit of fun with.\n\nAnimation\nThe biggest piece of news concerning animation is the mocap shoot that took place in mid-December. During this shoot, all new animations were captured including everything FPS. Once the mocap data has been solved, the animators will begin implementing all of the new animations which should be a huge improvement over what was seen at PAX Australia. Until that happens, the animation team continues to work on block out temporary animations for the new features that have been coming online.\n\nArt\nThe artists have been busy finishing all of the remaining props for the Gold Horizon station. This mostly included some gym equipment, wall decorations such as clocks, and some smaller mess hall items. Concept work was completed for a zero gravity specific level a sniper rifle and a grappling attachment for a pistol. Modeling work has now started on those assets as well. Our Lead Artist also worked out a way of placing vents and crawlspaces into environments that fits the tier system which is already being used to create levels. The HUD and UI artwork is also an ongoing task that will continue into next month.\n\nDesign\nThe design team has been working on blocking out the first few levels for the FPS module release. Two levels will be completed by early January and then it will up to the artists to make them look amazing. Our Lead Designer put together documentation for weapon attachments, a grappling hook and also created a tool for easily balancing weapon metrics. This should help us to tweak weapons quickly in the future for fast iteration and play-testing.\n\nVFX\nOn the VFX side, all of the current weapon FX are being revisited and polished to a sheen. A first pass on all of the new weapon FX is also in progress, along with FX for the grappling device as well.\n\nThat\u2019s all for now Citizens. We hope you had a happy New Year and we can\u2019t wait to show you more of what\u2019s currently coming online in the near future!\n\nHappy 2945, Citizens!\n\nPlatform Team here reporting from colder-by-the-minute Montreal.\n\nMan what a month! Throughout December, our whole team has been fully dedicated to one simple goal : give Arena Commander V1 a proper welcome to the Project. A new home, the Contact List, new ships, weapons, supercharged leaderboards, easier introduction to new players\u2026 we\u2019ve been working around the clock to make sure that this release would be as much packed with new features and improvements on the website as it is in the game.\n\nNew Website\nThe new home layout is here, now featuring our prime content right from the beginning. It also serves as an introduction to newcomers who can get a glimpse of the project and explore it further through the Game Pillars page (\u201cabout the game\u201d). And it all comes with a brand new top-menu that brings together the old site map with brand new functionalities like the Contact List. Implementing this new design was (and still is, we\u2019re not done!) pretty crafty from our team here : RSI is a big platform by common web standards, and has grown so much in just two years that any small change often has countless impacts, so you can imagine what a partial redesign like this one implies. We\u2019ve also taken this occasion to make the site a bit more mobile-friendly. This will of course be an ongoing project as we keep revamping the rest of the site, but we\u2019re really happy to see the fans response that you are much happier with our new mobile rendering.\n\nThe website also presents a new interaction with Arena Commander V1 : the Contact list that carries over into Arena Commander to allow match requests in the new Lobby System. And this new system is off to a pretty good start, with over 60,000 contacts created in the first week. With one user (a Super Hornet pilot who will remain unnamed) pushing the limit with 248 contacts! We\u2019re really happy that we were able to work conjointly with CIG to bring this level of interaction between Platform and Game. As the most crowdfunded project in history, Star Citizen deserves an unprecedented level of immersion on all fronts, and that includes the website.\n\nLeaderboards\nWe didn\u2019t really make any announcement about it, but the Leaderboards got upgraded as well for V1! We\u2019ll let you explore them on your own, but they\u2019re now chock-full of data : about players, their style, their Orgs\u2026 We\u2019re positive that they should become yet another recruiting tool for Orgs in the very near future. Just remember! Any game you play only contributes to your Main Org at the time of the game! Switching over to a new one won\u2019t transfer your past glory to them.\n\nPaving the way\nWe said it last month, we\u2019re saying it again. All of this is just a first step towards what this coming year will be. The Home will lead to the Community Hub, Game Pillars will lead to the Career pages. Contact List will evolve into a full-blown Friendship system in- and out-of-game, and Leaderboards are bound to settle in everyone\u2019s Citizen Dossier for detailed personal stats. And if you tuned into the Livestream, you know we\u2019re also preparing something big for the web-side Starmap. So stay tuned, and we shall deliver!\n\nSee you all in the \u2018verse!\n\nGreetings Citizens,\nThe release of Arena Commander 1.0 was the major focus of December, so we were expecting to spend a lot of time on it. But in the end, we were quite pleased that there were relatively few AI issues to deal with, which allowed us to get a lot of work done for Squadron 42 and the persistent universe. With the Christmas break looming at the end of the month, we knew we had less time than normal to get things done, but that didn\u2019t stop us getting quite a few cool features implemented.\n\nAs this year comes to a close, I think we\u2019re all quite pleased with what we\u2019ve achieved in 2014, and with just how far the AI has progressed over the last year. We\u2019ve now got a pretty good foundation for authoring interesting AI and we\u2019re excited about all of the features we have lined up to work on in 2015.\n\nBut before we put on our 2015 hats, let\u2019s have a quick recap of what Moon Collider did in December.\n\nDESIGN\nWe look forward to visiting the other teams and having the opportunity to share ideas with them, and the UK summit this month was perfect for that. Unfortunately, with so much to get done this month, we were only able to send one person. As always, it was a really productive visit, and in particular gave us the chance to refine priorities on various features that we\u2019ll be working on in the next few months. With the different modules being developed in parallel, it\u2019s a challenge to make sure each one has the AI features they need for each of their milestones, so getting everyone together in the same room to work this out is really useful.\n\nOne of the most important features still missing from Kythera is a proper ability to define and work with groups. Up to now we\u2019ve been able to get by dealing with AI entities on an individual basis, but the opportunities have been steadily increasing where we can do more interesting things if the AI can share information with each other and coordinate their actions. While this may sound simple, there are a lot of details that need to be taken into account, and so we spent some time designing our group system this month. We focused on working out the different types of groups we want to support, how they can be defined, and how AI in groups can safely and efficiently share information. It was also important to make sure designers can easily define groups and then reference them later when they want to make a group do something or find out some information about that group.\n\nWe also did some more work this month refining how level designers for Squadron 42 can assign different tasks to AI, and how to make the AI nicely switch between doing interesting things when they haven\u2019t yet spotted the player, and entering combat tasks once the player has been detected. We\u2019re working towards a system where designers can be specific about what they want the AI to do under certain circumstances, but can depend on them to act sensibly the rest of the time without having to explicitly cater for every possibility.\n\nENGINEERING\nWe spent some time this month in preparation for the Arena Commander 1.0 release, mostly playtesting Vanduul Swarm and doing minor tweaks to AI behavior. We also did some general bug fixes and support, in particular some improvements to AI avoidance, so they are now less likely to collide with the player.\n\nThere was a lot of work done on character combat AI for Squadron 42. As a follow up to last months improvements to their use of cover, we did various tweaks and refinements to this to make them behave more sensibly. One funny issue we started seeing was that the AI would be leaning out of cover to shoot at the player, then they would go back behind their cover to reload their weapon, and promptly forget about the player! It turned out that our implementation of how AI remember targets wasn\u2019t coping very well when they lost sight of the player for a few seconds. We dealt with a similar issue last month with ships losing their targets when they go behind an obstacle like an asteroid. So now the AI can tell the difference between losing sight of their target for a short time, and losing sight long enough that they should either start searching for the lost enemy or find a different target.\n\nWe also did some work on allowing AI to defend areas better. Up to now, our character AI has been very aggressive, always working their way towards the player via cover fairly quickly. But quite often we want some of them to hang back and find some good defensible positions to protect some area of interest. We\u2019ve now added that capability in, and so designers can start assigning roles to characters in Squadron 42 which will make the combat there more interesting and challenge the player to think through their attack strategy a bit more.\n\nFor the persistent universe we continued building up the core framework that allows NPCs to perform tasks in the world, with a lot of work done in particular on how those tasks are selected. Part of what makes this really interesting is that our AI ultimately perform actions by running behavior trees, and to allow NPCs to perform different tasks in the PU we have added the ability to dynamically add and remove chunks of behavior tree from the tree they are currently running. The end result of this is that it becomes much easier for designers to add new activities into the world for NPCs to perform since they only need to specify the behavior differences that make the new activity unique, with the knowledge that the NPC will continue to handle all the other interactions it might need to do.\n\nWe mentioned last month that we wanted to improve our super handy AI Recorder tool to allow people to share recordings of AI around. That work was done this month and now designers and testers can manage their recordings in various ways through our Kythera Inspector web interface, such as renaming and deleting, but most importantly they can export them to a file that can be shared around. So now when a strange AI behavior is seen, they can send us a recording of it for us to debug, rather than having to try and document an exact use case for us to try and reproduce. This should really help solve those tricky intermittent bugs that sometimes show up and are a real pain to solve.\n\nHaving mentioned the groups design work we did above, we also did some of the implementation of these designs. We still have more to do on this next month, but we got some of the core features in place.\n\nFinally, we made some important improvements deep inside or navigation system, relaxing some restrictions on the maximum dimensions our navigation meshes can have. These we put in place for performance reasons, but now that we need to support larger levels we needed to change the system to allow for larger navigation meshes, while minimizing the impact on performance that this requires.\n\nTHANK YOU\nWe would like to take a moment to recognize the QA and engineering staff who worked tirelessly to fix a series of major bugs that appeared the night of the 1.0 launch. Staff volunteered to go above and beyond for the project, sacrificing their time off to make sure everyone could enjoy Arena Commander over the holidays. The entire Star Citizen team salutes you!"},"links_count":1,"comment_count":113,"created_at":"2015-01-09T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-08 14:21:55","valid_relations":["images","links"],"prev_id":14419,"next_id":14421}}