{"data":{"id":14815,"title":"Star Marine Status Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14815-Star-Marine-Status-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14815","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14815","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":3604,"name":"Illfonic-5.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ryb39g5zdg43fr\/source\/Illfonic-5.jpg","alt":"","size":1942446,"mime_type":"image\/jpeg","last_modified":"2015-06-05T21:42:49+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3604","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3604\/similar"},{"id":3711,"name":"Illfonic-6.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/6vciw45oc5s0qr\/source\/Illfonic-6.jpg","alt":"","size":1063494,"mime_type":"image\/jpeg","last_modified":"2015-07-02T17:29:52+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3711","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3711\/similar"},{"id":3712,"name":"Illfonic-7.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/89lwvyi9bozgcr\/source\/Illfonic-7.jpg","alt":"","size":1044968,"mime_type":"image\/jpeg","last_modified":"2015-07-02T17:29:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3712","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3712\/similar"},{"id":3713,"name":"Illfonic-8.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/2v9ce7xb7ellar\/source\/Illfonic-8.jpg","alt":"","size":657569,"mime_type":"image\/jpeg","last_modified":"2015-07-02T17:30:02+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3713","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3713\/similar"},{"id":3714,"name":"Illfonic-9.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ahp5kjg9ob9y9r\/source\/Illfonic-9.jpg","alt":"","size":849381,"mime_type":"image\/jpeg","last_modified":"2015-07-02T17:31:04+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3714","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3714\/similar"},{"id":3715,"name":"Illfonic-10.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ps0hdh8unvr68r\/source\/Illfonic-10.jpg","alt":"","size":782137,"mime_type":"image\/jpeg","last_modified":"2015-07-02T17:31:09+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3715","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3715\/similar"},{"id":3716,"name":"FPSLevelUpdate.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/mdj7e5noffk97r\/source\/FPSLevelUpdate.jpg","alt":"","size":72487,"mime_type":"image\/jpeg","last_modified":"2015-07-02T22:20:39+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3716","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3716\/similar"}],"images_count":7,"translations":{"en_EN":"Greetings Citizens,\nGreetings Citizens,\n\nLast week, Chris Roberts updated you on the status of the Star Marine module. As part of our promise, we will be issuing weekly reports on our progress until the PTU release. This week, we\u2019re updating you on the engineering tasks Chris outlined in his letter; as we approach release, we\u2019ll provide specifics about the blockers QA discovers.\n\nGame Design\nThe last week has been a concerted effort amongst production staff to make sure we have all of the feedback from our internal playtests and design directors addressed. Jason Hutchins from CIG-ATX is spearheading the production on the Star Marine module since Travis Day has moved on. He was in L.A. last week to sync with Travis and the production staff in LA and is now in Denver this week coordinating with our partners at Illfonic and the other CIG studios world-wide. There are a lot of little details, and some major systems that needed to be tracked. Tracking is now in place for the large majority of work that is left to be done prior to release.\n\nOn the game design front, we have a technical designer in the UK, John Crewe, helping us change weapon and armor stats across the game. Armor values will be tweaked to make the differences between armor feel meaningful while changing weapon values in areas such as damage, perceived weapon rise from recoil, rates of fire, reloading, among others.\n\nWe are making other changes as well, in order to improve the player experience. Making it easier to understand your injury and bleeding states, as well as figuring out whether or not you are taking enemy fire and if your shots are hitting their targets. This hits all of the game disciplines, art, audio, coding, and game design.\n\nPlaytesting and Game Modes\nOur primary focus is on the Team Elimination game mode. This is a great testing bed for us to use as a proving ground for player locomotion animations, weapon balance and feel, and the way we interact with different materials in the environments.\n\nWe have implemented a way to easily toggle how many players are required to start a match, and also made a new game type called Practice mode which doesn\u2019t keeps score and doesn\u2019t have a best of 7 round counter on it. This is very similar to Free Fly mode in Arena Commander and will allow for more practice opportunity and faster iteration.\n\nThursday\u2019s internal playtest showed great improvement, even though we still have a long way to go. The comments were that the game felt fun for the first time in months. We still have a lot of tuning to get it to the place we want, technical issues to fix, bugs to smash, and action to polish but we see the light at the end of the tunnel. Hopefully that light isn\u2019t a round from an enemy Mass Driver.\n\nEnvironments\nOne of the big issues we found in our internal playtests is that it is easy to get lost in the Gold Horizon level. As a result, one of the things we did this week was create a Beautiful Corner using our game assets to see how these colored areas and iconography \/ signage will help to give the player a better idea of where they will be in the level and have reference points for communication. We\u2019re implementing a simple in-game chat system for the FPS level for team communication as well. In the future we will make that system more robust, faster, and eventually integrate voice-comms as well.\n\nAudio\nFor an upcoming release we are switching from an audio system, FMOD, to a new system called WWise. This has required a lot of work to re-enable sounds in flowgraph. Next up we\u2019ll be working on better audio callouts for taking fire, injury states, hit indictors and additional ambient audio and some music between game rounds. WWise should also allow for some much improved spatial sound effects that bring the environments to life from an audio perspective.\n\nAnimation\nSean Tracy, the CryEngine Tech Director from CIG-ATX, and Steve Bender from CIG-LA have been working closely with the animators and engineers at Illfonic this week to nail down the workflow on the base locomotion set. The project has been haunted by bugs in the movement code and in assets that require some thorough and precise debugging. That has gone well, and we saw significant improvements in the base locomotion sets, turns, jukes, strafes, and stop\/starts in Thursday\u2019s internal playtest. We still have a lot to do though, as we work through ADS, kneeling, weapon, grenade and gadget sets over the next couple of weeks.\n\nUI\nNew helmet HUDs are coming along nicely, with integrated radar, health, ammo and weapon indicator iconography, along with integrated chat. These are custom for each armor type, so we\u2019ll have 6 new HUDs going into internal playtests next week.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nGr\u00fc\u00dfe B\u00fcrger,\n\nLetzte Woche hat Chris Roberts Sie \u00fcber den Status des Star Marine Moduls informiert. Als Teil unseres Versprechens werden wir bis zum PTU-Release w\u00f6chentlich \u00fcber unsere Fortschritte berichten. Diese Woche informieren wir Sie \u00fcber die technischen Aufgaben, die Chris in seinem Brief skizziert hat; wenn wir uns der Ver\u00f6ffentlichung n\u00e4hern, werden wir Ihnen Einzelheiten zu den Blockern mitteilen, die QA entdeckt.\n\nSpieldesign\nDie letzte Woche war eine gemeinsame Anstrengung der Produktionsmitarbeiter, um sicherzustellen, dass wir alle R\u00fcckmeldungen unserer internen Spieletests und Designdirektoren erhalten. Jason Hutchins von CIG-ATX leitet die Produktion auf dem Star Marine Modul, seit der Travis Day weitergeht. Er war letzte Woche in L.A., um mit Travis und dem Produktionspersonal in LA zu synchronisieren, und ist nun diese Woche in Denver, um sich mit unseren Partnern bei Illfonic und den anderen CIG-Studios weltweit abzustimmen. Es gibt viele kleine Details und einige wichtige Systeme, die verfolgt werden mussten. Die Nachverfolgung f\u00fcr den gr\u00f6\u00dften Teil der Arbeit, die vor der Freigabe noch zu erledigen ist, ist nun abgeschlossen.\n\nIm Bereich des Spieldesigns haben wir einen technischen Designer in Gro\u00dfbritannien, John Crewe, der uns hilft, die Waffen- und R\u00fcstungsstatistik im gesamten Spiel zu \u00e4ndern. Die R\u00fcstungswerte werden so angepasst, dass sich die Unterschiede zwischen den R\u00fcstungen als sinnvoll anf\u00fchlen, w\u00e4hrend sich die Waffenwerte in Bereichen wie Schaden, wahrgenommener Waffenanstieg vom R\u00fccksto\u00df, Schussraten, Nachladen, etc. \u00e4ndern.\n\nWir nehmen auch andere \u00c4nderungen vor, um das Spielerlebnis zu verbessern. So wird es einfacher, Ihre Verletzungen und Blutungszust\u00e4nde zu verstehen und herauszufinden, ob Sie unter feindlichem Feuer stehen oder nicht und ob Ihre Sch\u00fcsse ihre Ziele treffen. Dies betrifft alle Spieldisziplinen, Kunst, Audio, Programmierung und Spieldesign.\n\nSpieletests und Spielmodi\nUnser Hauptaugenmerk liegt auf dem Spielmodus Team Elimination. Dies ist ein gro\u00dfartiger Pr\u00fcfstand, den wir als Pr\u00fcfstand f\u00fcr Spielerbewegungsanimationen, Waffenbalance und -gef\u00fchl und die Art und Weise, wie wir mit verschiedenen Materialien in der Umgebung interagieren, nutzen k\u00f6nnen.\n\nWir haben eine M\u00f6glichkeit implementiert, um einfach umzuschalten, wie viele Spieler ben\u00f6tigt werden, um ein Spiel zu beginnen, und auch einen neuen Spieltyp namens \u00dcbungsmodus entwickelt, der keine Punktzahl speichert und keinen Best of 7 Rundenz\u00e4hler hat. Dies ist dem Freiflugmodus im Arena Commander sehr \u00e4hnlich und erm\u00f6glicht mehr \u00dcbungsm\u00f6glichkeiten und eine schnellere Wiederholung.\n\nDer interne Spieltest vom Donnerstag zeigte eine gro\u00dfe Verbesserung, auch wenn wir noch einen langen Weg vor uns haben. Die Kommentare waren, dass das Spiel zum ersten Mal seit Monaten wieder Spa\u00df machte. Wir haben noch eine Menge Tuning, um es an den gew\u00fcnschten Ort zu bringen, technische Probleme zu beheben, Bugs zu zerschlagen und Aktionen zu polieren, aber wir sehen das Licht am Ende des Tunnels. Hoffentlich ist dieses Licht keine Runde von einem feindlichen Mass Driver.\n\nUmgebungen\nEines der gro\u00dfen Probleme, die wir in unseren internen Spieltests gefunden haben, ist, dass es leicht ist, sich im Gold Horizont-Level zu verlieren. Infolgedessen war eines der Dinge, die wir diese Woche getan haben, eine Beautiful Corner mit unseren Spielressourcen zu erstellen, um zu sehen, wie diese farbigen Bereiche und Ikonographie \/ Beschilderung helfen werden, dem Spieler eine bessere Vorstellung davon zu geben, wo er sich im Level befinden wird und wo er Bezugspunkte f\u00fcr die Kommunikation hat. Wir implementieren ein einfaches In-Game-Chat-System f\u00fcr die FPS-Ebene, auch f\u00fcr die Teamkommunikation. In Zukunft werden wir dieses System robuster, schneller und schlie\u00dflich auch mit Sprachkommentaren ausstatten.\n\nAudio\nF\u00fcr eine kommende Version wechseln wir von einem Audiosystem, FMOD, zu einem neuen System namens WWise. Dies hat viel Arbeit erfordert, um Sounds im Flowgraph wieder zu aktivieren. Als n\u00e4chstes werden wir an besseren Audio-Callouts arbeiten, um Feuer zu nehmen, Verletzungszust\u00e4nde, Hit-Indikatoren und zus\u00e4tzliches Ambient-Audio und etwas Musik zwischen den Spielrunden. WWise sollte auch einige deutlich verbesserte r\u00e4umliche Klangeffekte erm\u00f6glichen, die die Umgebungen aus akustischer Sicht zum Leben erwecken.\n\nAnimation\nSean Tracy, der CryEngine Tech Director von CIG-ATX, und Steve Bender von CIG-LA haben diese Woche eng mit den Animatoren und Ingenieuren von Illfonic zusammengearbeitet, um den Workflow am Basisbewegungsset zu verbessern. Das Projekt wurde von Fehlern im Bewegungscode und in den Assets heimgesucht, die eine gr\u00fcndliche und pr\u00e4zise Fehlersuche erfordern. Das ist gut gelaufen, und wir sahen signifikante Verbesserungen bei den Basisbewegungss\u00e4tzen, Drehungen, Jukes, Strafes und Stop\/Start im internen Playtest am Donnerstag. Wir haben jedoch noch viel zu tun, da wir in den n\u00e4chsten Wochen durch ADS, Knien, Waffen, Granaten und Gadgetsets arbeiten.\n\nUI\nNeue Helm-HUDs kommen gut voran, mit integrierter Radar-, Gesundheits-, Munitions- und Waffenanzeige-Ikonographie sowie integriertem Chat. Diese sind f\u00fcr jeden R\u00fcstungstyp ma\u00dfgeschneidert, so dass wir n\u00e4chste Woche 6 neue HUDs haben werden, die in interne Playtests gehen.","zh_CN":"Greetings Citizens,\nGreetings Citizens,\n\nLast week, Chris Roberts updated you on the status of the Star Marine module. As part of our promise, we will be issuing weekly reports on our progress until the PTU release. This week, we\u2019re updating you on the engineering tasks Chris outlined in his letter; as we approach release, we\u2019ll provide specifics about the blockers QA discovers.\n\nGame Design\nThe last week has been a concerted effort amongst production staff to make sure we have all of the feedback from our internal playtests and design directors addressed. Jason Hutchins from CIG-ATX is spearheading the production on the Star Marine module since Travis Day has moved on. He was in L.A. last week to sync with Travis and the production staff in LA and is now in Denver this week coordinating with our partners at Illfonic and the other CIG studios world-wide. There are a lot of little details, and some major systems that needed to be tracked. Tracking is now in place for the large majority of work that is left to be done prior to release.\n\nOn the game design front, we have a technical designer in the UK, John Crewe, helping us change weapon and armor stats across the game. Armor values will be tweaked to make the differences between armor feel meaningful while changing weapon values in areas such as damage, perceived weapon rise from recoil, rates of fire, reloading, among others.\n\nWe are making other changes as well, in order to improve the player experience. Making it easier to understand your injury and bleeding states, as well as figuring out whether or not you are taking enemy fire and if your shots are hitting their targets. This hits all of the game disciplines, art, audio, coding, and game design.\n\nPlaytesting and Game Modes\nOur primary focus is on the Team Elimination game mode. This is a great testing bed for us to use as a proving ground for player locomotion animations, weapon balance and feel, and the way we interact with different materials in the environments.\n\nWe have implemented a way to easily toggle how many players are required to start a match, and also made a new game type called Practice mode which doesn\u2019t keeps score and doesn\u2019t have a best of 7 round counter on it. This is very similar to Free Fly mode in Arena Commander and will allow for more practice opportunity and faster iteration.\n\nThursday\u2019s internal playtest showed great improvement, even though we still have a long way to go. The comments were that the game felt fun for the first time in months. We still have a lot of tuning to get it to the place we want, technical issues to fix, bugs to smash, and action to polish but we see the light at the end of the tunnel. Hopefully that light isn\u2019t a round from an enemy Mass Driver.\n\nEnvironments\nOne of the big issues we found in our internal playtests is that it is easy to get lost in the Gold Horizon level. As a result, one of the things we did this week was create a Beautiful Corner using our game assets to see how these colored areas and iconography \/ signage will help to give the player a better idea of where they will be in the level and have reference points for communication. We\u2019re implementing a simple in-game chat system for the FPS level for team communication as well. In the future we will make that system more robust, faster, and eventually integrate voice-comms as well.\n\nAudio\nFor an upcoming release we are switching from an audio system, FMOD, to a new system called WWise. This has required a lot of work to re-enable sounds in flowgraph. Next up we\u2019ll be working on better audio callouts for taking fire, injury states, hit indictors and additional ambient audio and some music between game rounds. WWise should also allow for some much improved spatial sound effects that bring the environments to life from an audio perspective.\n\nAnimation\nSean Tracy, the CryEngine Tech Director from CIG-ATX, and Steve Bender from CIG-LA have been working closely with the animators and engineers at Illfonic this week to nail down the workflow on the base locomotion set. The project has been haunted by bugs in the movement code and in assets that require some thorough and precise debugging. That has gone well, and we saw significant improvements in the base locomotion sets, turns, jukes, strafes, and stop\/starts in Thursday\u2019s internal playtest. We still have a lot to do though, as we work through ADS, kneeling, weapon, grenade and gadget sets over the next couple of weeks.\n\nUI\nNew helmet HUDs are coming along nicely, with integrated radar, health, ammo and weapon indicator iconography, along with integrated chat. These are custom for each armor type, so we\u2019ll have 6 new HUDs going into internal playtests next week."},"links_count":0,"comment_count":213,"created_at":"2015-07-03T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-04-25 08:06:08","valid_relations":["images","links","translations"],"prev_id":14814,"next_id":14817}}