{"data":{"id":15017,"title":"Development Update: Star Citizen Alpha 2.0 & Star Marine","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/15017-Development-Update-Star-Citizen-Alpha-20-Star-Marine","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15017","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15017","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":4196,"name":"StarCitizenDev-2015-10-16-14-17-57-96.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/6wb72ku3b4erfr\/source\/StarCitizenDev-2015-10-16-14-17-57-96.jpg","alt":"","size":279813,"mime_type":"image\/jpeg","last_modified":"2015-10-16T21:29:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4196","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4196\/similar"},{"id":4197,"name":"StarCitizenDev-2015-10-16-16-13-07-17.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ew3nzs9o5wnf2r\/source\/StarCitizenDev-2015-10-16-16-13-07-17.jpg","alt":"","size":232814,"mime_type":"image\/jpeg","last_modified":"2015-10-16T21:29:35+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4197","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4197\/similar"},{"id":4198,"name":"StarCitizenDev-2015-10-16-15-50-08-00.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/bprv9kloneofwr\/source\/StarCitizenDev-2015-10-16-15-50-08-00.jpg","alt":"","size":143594,"mime_type":"image\/jpeg","last_modified":"2015-10-16T21:29:35+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4198","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4198\/similar"},{"id":4199,"name":"Ship-Spawn-Globe.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/2ccdrmj4gvi3lr\/source\/Ship-Spawn-Globe.jpg","alt":"","size":251667,"mime_type":"image\/jpeg","last_modified":"2015-10-16T21:32:57+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4199","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4199\/similar"}],"images_count":4,"translations":{"en_EN":"Greetings Citizens,\nWelcome to the first Star Citizen Alpha 2.0.0 Status update! We want you to know that we haven\u2019t taken our foot off the pedal, and so we are expanding the weekly Star Marine update to include what the team is doing to prepare for the Alpha 2.0.0 launch.\n\nIt feels like June 2014 again when the whole company pushed together to get the very first \u201cArena Commander \u2013 Dogfighting Module v0.8\u201d release out to the fans. Every department has been working flat out to get all of the exciting new content and gameplay in there, whilst making our systems robust enough to build a whole universe upon!\n\nIt\u2019s a really exciting time for the project and as always we have been pushing the fidelity, improving the performance, fixing up bugs and iterating on new and existing gameplay features around the clock to make this a really enjoyable and solid release\u2026 and what we think will be our best yet!\n\nAs you will have seen from our CitizenCon demo, the Planet Crusader map is huge! We placed several new points of interest for you to explore around in your ship and on foot, introducing several basic missions and AI encounters for you to experience a variety of encounters in this beautiful star system. All of these encounters will have a random element to keep you guessing and should give players a taste of what Star Citizen is becoming with unique experiences every time you play, and layers of immersion such as one mission that asks the player to seek out Audio Datalogs from the space stations. It\u2019s moments like this that will help build a story behind the environment and add a rich social history to our Universe.\n\nBrace yourselves for some brand new gameplay elements! We\u2019ve now got our basic implementation of the refuel, repair and restock systems in-game so pay attention to your Quantum Fuel Tank reserves and choose your Jump Points wisely to make sure you don\u2019t get stranded out there! Then when you\u2019re not busy hurtling around at 0.2c, or fighting pirates in asteroid fields, you can also experience the first taste of \u201crules and regulations\u201d in the Universe with the introduction of our first \u201cGreen Zone\u201d that enforces a non-combat area on all players. This is an important step towards building the bigger picture.\n\nAs I\u2019m sure you\u2019re all aware, the FPS team are working hard at getting the basic movement and gunplay feeling good so that we have a solid foundation to build on from, just like we did with our IFCS system for ships. The new additions of IFCS systems have been in test for the past few days so we\u2019re balancing all of that out with Design and QA. Super Cruise, SCM (Space Combat Manoeuvring) and Precision Mode will soon be ready for you to hone your space flight skills even further; and we\u2019ve even given EVA the \u201cIFCS makeover\u201d to harness all the hard work that went in to that system which will give us a much more natural and precise version of EVA manoeuvring.\n\nMeanwhile, work on Star Marine proper continues. Some of the deeper features are taking a back seat this week we roll out the basic movement and gunplay that will be available to all players on the Crusader map. This allows us to focus our attention on making the time players are outside their ships a good experience. What\u2019s not included in Star Citizen Alpha 2.0? Game systems such as the score screen and Star Marine lobby UI, as well as some gameplay engineering and design work that is needed for Headquarters game mode. Have no fear, though, for Star Marine will return and your appetite for first person combat will be whetted by the action on Bravo station in the Crusader map. We will continue developing features and gameplay modes that are ultimately for use within Star Citizen, and we will continue to use Arena Commander and the Star Marine modes as a test bed for them. For now, and into the future, the FPS experience will be an integral part of Star Citizen Alpha, and we can\u2019t be more happy about that!\n\nWe hope you like the sound of what is to come in this huge release for Star Citizen and the team will keep you posted every week of how it\u2019s all coming along. Thanks for your amazing support as ever, we\u2019re confident that this will be a release for everyone to remember!\n\nHere\u2019s a high level breakdown of action from the different departments\u2026\n\nGameplay and Engineering\nAdded extra missions in to the Asteroid Fields.\n\nAdded Research Stations as well as Storage Stations.\n\nGreen Zone system now works to prevent combat fire around the main base.\n\nEVA and animation system improvements including \u201cFall and Play\u201d to make death and hit reactions look super realistic.\n\nAdded Quantum Fuel Tank functionality so now the player\u2019s fuel reserves deplete and the player will need to refuel at the stations.\n\nImprovements to procedural FPS camera sway.\n\nImproved AI to avoid obstacles in space.\n\nRepair respawns turrets.\n\nZero-G out of airlocks.\n\nAdded a toggle for identification signal; meaning the ship emissions that make you appear on radar can be switched on and off.\n\nJournal improvements.\n\nAdded notifications for player entering a Green Zone.\n\nImproved network syncing for crew members of a multicrew ship when entering\/exiting Quantum Travel.\n\nSmoothed out the exit sequence from Quantum Travel.\n\nOptimised the radar for landing areas.\n\nShip selector now takes ship size into account when assigning it to a landing pad.\n\nVehicle destruction and how we handle the interior physics upon destruction is in progress.\n\nPutting P-capped animations onto the FPS character rig.\n\nDiscussion about character loadouts in regard to weapons and armour for the Crusader map.\n\nUI\nmobiGlas mission manager initial implementation has been completed.\n\nQuantum Travel HUD additions.\n\nQuantum fuel gauges.\n\nQuantum travel point of interest marker improvements.\n\nNew airlock screens are now being implemented.\n\nBranding for vending machines are also being implemented.\n\n16:9 Engineering Screens art and implementation.\n\nA new reticule for repair landing pads has been implemented.\n\nArt\nRepair drone VFX improvements.\n\nConstellation, Cutlass and Retaliator final art, set up and balance.\n\nCrusader map environment final art and optimizations.\n\nAnimation\nIterations and new assets for EVA, Death and Hit Reactions, and Fall and Play.\n\nThe full no weapon animation set is being finalized, work will continue into next week.\n\nLots of FPS basic movement and gunplay iterations and tweaks\n\nGun sway, weapon canting, and recoil procedural animations were tweaked by a strike team of animators, engineers, and designers this week, and we\u2019re on track to finish this next week.\n\nFixed up pistol reload animation.\n\nContinued work with IK look poses and aim poses\n\nSubmitted ragdoll improvements for testing.\n\nShip, prop and environmental interactions for the player.\n\nAudio\nReviewed audio from the CitizenCon demo and identified areas to improve.\n\nBegan work on dialogue editing.\n\nWorking to improve ship audio as a whole by changing our in-house process.\n\nImplementation of more music to improve the immersion and emotion in the map.\n\nInvestigations on how to best improve the breathing manager for ships and FPS combat for the sounds and the code behind it.\n\nTweaking audio on FPS weapons and gadgets, with a focus on pistol and ballistic assault rifle audio, and the medpen.\n\nTweaking to laser recharge ammo audio.\n\nExpanding the variety of footsteps heard on surfaces.\n\nAddition of audio for HUD notifications when picking up\/downloading datapad information.\n\nImprovements to the breathing manager.\n\nBlocking Issues\nMainly the network and multiplayer issues are holding us back on a functionality side.\n\nThen it\u2019s sum of the work that\u2019s needed to get it ready for release because we have lots of bug fixing and polish to do including performance improvements.\n\nAI do not spawn into encounters, as their triggers aren\u2019t playing correctly! Players can fly to the locations to trigger events but no AI will spawn in. Thankfully they trigger in Missions.\n\nThe interior physics grid for single seater ships has a bug meaning that you can\u2019t walk around them during flight and will fall to the back of the ship. Fun, but impractical!\n\nThe No Weapon animation set is not done yet, and not ready to ship. Should be in better shape next week as the team in Austin continues work on it.\n\nEVA flight is difficult so needs fine tuning to be able to handle the character better, engineers will look into this next week.\n\nEVA look and aim poses need to be created and implemented for the use of weapons.\n\nPistol motion sets need integration, this will be done next week.\n\nThe prone motion set is now a problem, as we have changed the way we do standing and alerted aim poses. This will change how players aim while prone, whether they be prone forward, or rolled on to the back. Needs some R&D love next week.\n\nIssues with some ship and environment terminal UI not working properly","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nWillkommen zum ersten Star Citizen Alpha 2.0.0.0 Status-Update! Wir m\u00f6chten Sie wissen lassen, dass wir den Fu\u00df nicht vom Gas genommen haben, und deshalb erweitern wir das w\u00f6chentliche Star Marine Update um das, was das Team tut, um sich auf den Start von Alpha 2.0.0.0 vorzubereiten.\n\nEs f\u00fchlt sich an wie im Juni 2014, als sich das gesamte Unternehmen zusammenschloss, um das allererste \"Arena Commander - Dogfighting Module v0.8\" Release f\u00fcr die Fans herauszubringen. Jede Abteilung hat mit Hochdruck daran gearbeitet, all die aufregenden neuen Inhalte und das Gameplay dort einzubringen, w\u00e4hrend unsere Systeme robust genug sind, um ein ganzes Universum aufzubauen!\n\nEs ist eine wirklich aufregende Zeit f\u00fcr das Projekt und wie immer haben wir die Treue getrieben, die Leistung verbessert, Fehler behoben und neue und bestehende Gameplay-Funktionen rund um die Uhr wiederholt, um dies zu einem wirklich angenehmen und soliden Release zu machen.... und was wir denken, wird unser Bestes sein!\n\nWie Sie in unserer CitizenCon-Demo gesehen haben, ist die Planet Crusader-Karte riesig! Wir haben einige neue interessante Punkte f\u00fcr Sie zusammengestellt, die Sie in Ihrem Schiff und zu Fu\u00df erkunden k\u00f6nnen, indem wir Ihnen einige grundlegende Missionen und KI-Begegnungen vorstellen, damit Sie eine Vielzahl von Begegnungen in diesem sch\u00f6nen Sternensystem erleben k\u00f6nnen. Alle diese Begegnungen haben ein zuf\u00e4lliges Element, das Sie zum R\u00e4tseln anregt, und sollten den Spielern einen Vorgeschmack darauf geben, was aus Star Citizen wird, mit einzigartigen Erfahrungen, die jedes Mal, wenn Sie spielen, entstehen, und Ebenen des Eintauchens, wie z.B. eine Mission, die den Spieler auffordert, Audio-Dataloge von den Raumstationen aus zu suchen. Es sind Momente wie diese, die helfen werden, eine Geschichte hinter der Umwelt aufzubauen und unserem Universum eine reiche Sozialgeschichte hinzuzuf\u00fcgen.\n\nMacht euch bereit f\u00fcr ein paar brandneue Gameplay-Elemente! Wir haben jetzt unsere grundlegende Implementierung der Betankungs-, Reparatur- und Auff\u00fcllsysteme im Spiel, also achtet auf eure Quantum Fuel Tank-Reserven und w\u00e4hlt eure Jump Points weise aus, um sicherzustellen, dass ihr nicht dort drau\u00dfen festsitzt! Wenn Sie dann nicht gerade damit besch\u00e4ftigt sind, um 0,2c herumzujagen oder Piraten auf Asteroidenfeldern zu bek\u00e4mpfen, k\u00f6nnen Sie mit der Einf\u00fchrung unserer ersten \"Gr\u00fcnen Zone\", die allen Spielern ein Nicht-Kampfgebiet aufzwingt, auch den ersten Vorgeschmack von \"Regeln und Vorschriften\" im Universum erleben. Dies ist ein wichtiger Schritt, um das Gesamtbild zu verbessern.\n\nWie Sie sicher alle wissen, arbeitet das FPS-Team hart daran, die Grundbewegung und das Schussgef\u00fchl so gut wie m\u00f6glich zu gestalten, so dass wir ein solides Fundament haben, auf dem wir aufbauen k\u00f6nnen, genau wie bei unserem IFCS-System f\u00fcr Schiffe. Die Neuzug\u00e4nge von IFCS-Systemen befinden sich seit einigen Tagen im Test, so dass wir das alles mit Design und QA ausbalancieren. Super Cruise, SCM (Space Combat Manoeuvring) und Precision Mode werden bald bereit sein, damit Sie Ihre Raumfahrtf\u00e4higkeiten noch weiter verbessern k\u00f6nnen; und wir haben EVA sogar das \"IFCS Makeover\" gegeben, um die ganze harte Arbeit, die in dieses System investiert wurde, zu nutzen, das uns eine viel nat\u00fcrlichere und pr\u00e4zisere Version des EVA-Man\u00f6vers geben wird.\n\nIn der Zwischenzeit wird an der eigentlichen Star Marine weiter gearbeitet. Einige der tieferen Features treten diese Woche in den Hintergrund, wir bringen die Grundbewegung und das Schie\u00dfspiel heraus, die allen Spielern auf der Kreuzritterkarte zur Verf\u00fcgung stehen werden. Dies erm\u00f6glicht es uns, unsere Aufmerksamkeit darauf zu richten, die Zeit, in der sich die Spieler au\u00dferhalb ihrer Schiffe befinden, zu einer guten Erfahrung zu machen. Was ist nicht in Star Citizen Alpha 2.0 enthalten? Spielsysteme wie der Score-Screen und die Star Marine Lobby-Benutzeroberfl\u00e4che sowie einige technische und gestalterische Arbeiten, die f\u00fcr den Spielmodus der Zentrale erforderlich sind. Haben Sie jedoch keine Angst, denn Star Marine wird zur\u00fcckkehren und Ihr Appetit auf den Kampf der ersten Person wird durch die Aktion auf der Bravo-Station in der Kreuzritterkarte geweckt. Wir werden weiterhin Funktionen und Spielmodi entwickeln, die letztendlich f\u00fcr den Einsatz in Star Citizen bestimmt sind, und wir werden Arena Commander und die Star Marine Modi weiterhin als Testumgebung f\u00fcr sie verwenden. F\u00fcr jetzt und in Zukunft wird die FPS-Erfahrung ein integraler Bestandteil von Star Citizen Alpha sein, und dar\u00fcber k\u00f6nnen wir uns nicht mehr freuen!\n\nWir hoffen, dass dir der Sound dessen gef\u00e4llt, was in dieser riesigen Ver\u00f6ffentlichung f\u00fcr Star Citizen kommen wird, und das Team wird dich jede Woche auf dem Laufenden halten, wie es weitergeht. Vielen Dank f\u00fcr deine tolle Unterst\u00fctzung wie immer, wir sind zuversichtlich, dass dies eine Ver\u00f6ffentlichung sein wird, die jeder in Erinnerung behalten wird!\n\nHier ist eine \u00dcbersicht \u00fcber die Ma\u00dfnahmen der verschiedenen Abteilungen auf hoher Ebene.....\n\nGameplay und Technik\nZus\u00e4tzliche Missionen in den Asteroidenfeldern hinzugef\u00fcgt. Zus\u00e4tzliche Forschungsstationen sowie Lagerstationen. Das System der Gr\u00fcnen Zone funktioniert nun, um Feuer um die Hauptbasis herum zu verhindern. Verbesserungen des EVA- und Animationssystems einschlie\u00dflich \"Fall and Play\", um Tod und Trefferreaktionen super realistisch aussehen zu lassen. Die Quantum Fuel Tank-Funktionalit\u00e4t wurde hinzugef\u00fcgt, so dass nun die Treibstoffreserven des Spielers aufgebraucht sind und der Spieler an den Stationen tanken muss. Verbesserungen bei der prozeduralen FPS-Kameraschwankung. Verbesserte KI zur Vermeidung von Hindernissen im Weltraum. Reparieren Sie reparaturbed\u00fcrftige Revolver. Null-G aus den Luftschleusen. Es wurde ein Umschalter f\u00fcr das Identifikationssignal hinzugef\u00fcgt, d.h. die Schiffsemissionen, die Sie auf dem Radar erscheinen lassen, k\u00f6nnen ein- und ausgeschaltet werden. Journal-Verbesserungen. Benachrichtigungen f\u00fcr Spieler, die eine gr\u00fcne Zone betreten, wurden hinzugef\u00fcgt. Verbesserte Netzwerksynchronisation f\u00fcr Besatzungsmitglieder eines Mehrbesatzungsschiffes beim Ein- und Ausstieg aus Quantum Travel. Gl\u00e4ttung der Ausgangssequenz von Quantum Travel. Optimierung des Radars f\u00fcr Landepl\u00e4tze. Der Schiffsauswahlschalter ber\u00fccksichtigt nun die Schiffsgr\u00f6\u00dfe bei der Zuordnung zu einem Landeplatz. Die Fahrzeugzerst\u00f6rung und der Umgang mit der Innenphysik bei der Zerst\u00f6rung sind im Gange. Platzieren von P-gekappten Animationen auf dem FPS-Charakter-Rig. Diskussion \u00fcber Charakterauslastungen in Bezug auf Waffen und R\u00fcstungen f\u00fcr die Kreuzritterkarte. UI\nDie erste Implementierung des mobiGlas Missionsmanagers ist abgeschlossen. Quantum Travel HUD Erg\u00e4nzungen. Quanten-Tankanzeige. Verbesserungen an den Markierungen f\u00fcr Quantenwegpunkte von Interesse. Neue Luftschleusen-Siebe werden nun implementiert. Auch die Markenbildung f\u00fcr Verkaufsautomaten wird umgesetzt. 16:9 Engineering Screens Kunst und Umsetzung. Ein neues Fadenkreuz zur Reparatur von Landepl\u00e4tzen wurde implementiert. Kunst\nReparieren Sie die Verbesserungen des Drohnen-VFX. Konstellation, Entermesser und Vergelter letzte Kunst, Aufbau und Balance. Kreuzritterkarte Umgebung endg\u00fcltige Kunst und Optimierungen. Animation\nIterationen und neue Assets f\u00fcr EVA, Death and Hit Reactions und Fall and Play. Das vollst\u00e4ndige Animations-Set ohne Waffen wird gerade fertiggestellt, die Arbeiten werden bis n\u00e4chste Woche fortgesetzt. Viele FPS-Grundbewegungen und Waffenspiel-Iterationen und Optimierungen Gun Sway, Waffe canting und R\u00fccksto\u00df prozedurale Animationen wurden von einem Streikteam von Animatoren, Ingenieuren und Designern diese Woche optimiert, und wir sind auf dem besten Weg, dies n\u00e4chste Woche zu beenden. Die Animation zum Nachladen der Pistole wurde korrigiert. Fortgef\u00fchrte Arbeit mit IK-Look Posen und Zielposen Eingereichte Ragdoll-Verbesserungen zum Testen. Schiffs-, Requisiten- und Umweltinteraktionen f\u00fcr den Spieler. Audio\n\u00dcberpr\u00fcft Audio aus der CitizenCon-Demo und identifiziert Bereiche, die verbessert werden m\u00fcssen. Beginn der Arbeit an der Dialogbearbeitung. Wir arbeiten daran, das Schiffs-Audio als Ganzes zu verbessern, indem wir unseren internen Prozess \u00e4ndern. Implementierung von mehr Musik, um das Eintauchen und die Emotion in die Karte zu verbessern. Untersuchungen, wie man den Atemmanager f\u00fcr Schiffe und FPS-K\u00e4mpfe um die Ger\u00e4usche und den dahinter liegenden Code am besten verbessert. Optimierung des Audios von FPS-Waffen und Gadgets, mit Schwerpunkt auf Pistolen- und ballistischem Sturmgewehr-Audio und dem Medpen. Optimieren, um Munitions-Audio mit dem Laser aufzuladen. Erweiterung der Vielfalt der auf Oberfl\u00e4chen zu h\u00f6renden Schritte. Hinzuf\u00fcgen von Audio f\u00fcr HUD-Benachrichtigungen beim Auf- und Herunterladen von Datapad-Informationen. Verbesserungen am Atemmanager. Blockierungsprobleme\nVor allem die Netzwerk- und Multiplayer-Probleme halten uns auf der Funktionsseite zur\u00fcck. Dann ist es die Summe der Arbeit, die erforderlich ist, um es f\u00fcr die Ver\u00f6ffentlichung bereit zu machen, denn wir haben viel zu tun, um Fehler zu beheben und zu verbessern, einschlie\u00dflich Leistungssteigerungen. Die KI f\u00fchrt nicht zu Begegnungen, da ihre Ausl\u00f6ser nicht richtig spielen! Die Spieler k\u00f6nnen zu den Orten fliegen, um Ereignisse auszul\u00f6sen, aber keine KI wird entstehen. Gl\u00fccklicherweise l\u00f6sen sie in Missionen aus. Das innenphysikalische Gitter f\u00fcr einsitzige Schiffe hat einen Fehler, der bedeutet, dass man w\u00e4hrend des Fluges nicht um sie herumlaufen kann und auf den R\u00fccken des Schiffes f\u00e4llt. Lustig, aber unpraktisch! Das Animationsset No Weapon ist noch nicht fertig und nicht versandfertig. Sollte n\u00e4chste Woche in besserer Verfassung sein, da das Team in Austin weiter daran arbeitet. Der EVA-Flug ist schwierig, daher ist eine Feinabstimmung erforderlich, um den Charakter besser zu beherrschen, die Ingenieure werden sich n\u00e4chste Woche damit befassen. EVA-Look und Zielposen m\u00fcssen f\u00fcr den Einsatz von Waffen erstellt und umgesetzt werden. Pistolenbewegungss\u00e4tze m\u00fcssen integriert werden, dies wird n\u00e4chste Woche geschehen. Der anf\u00e4llige Bewegungssatz ist jetzt ein Problem, da wir die Art und Weise, wie wir stehen und zielen, ver\u00e4ndert haben. Dies wird \u00e4ndern, wie die Spieler zielen, w\u00e4hrend sie anf\u00e4llig sind, ob sie nach vorne geneigt sind oder nach hinten gerollt werden. Braucht n\u00e4chste Woche etwas F&E-Liebe. Probleme mit einigen Schiffs- und Umweltterminals, die nicht ordnungsgem\u00e4\u00df funktionieren.","zh_CN":"Greetings Citizens,\nWelcome to the first Star Citizen Alpha 2.0.0 Status update! We want you to know that we haven\u2019t taken our foot off the pedal, and so we are expanding the weekly Star Marine update to include what the team is doing to prepare for the Alpha 2.0.0 launch.\n\nIt feels like June 2014 again when the whole company pushed together to get the very first \u201cArena Commander \u2013 Dogfighting Module v0.8\u201d release out to the fans. Every department has been working flat out to get all of the exciting new content and gameplay in there, whilst making our systems robust enough to build a whole universe upon!\n\nIt\u2019s a really exciting time for the project and as always we have been pushing the fidelity, improving the performance, fixing up bugs and iterating on new and existing gameplay features around the clock to make this a really enjoyable and solid release\u2026 and what we think will be our best yet!\n\nAs you will have seen from our CitizenCon demo, the Planet Crusader map is huge! We placed several new points of interest for you to explore around in your ship and on foot, introducing several basic missions and AI encounters for you to experience a variety of encounters in this beautiful star system. All of these encounters will have a random element to keep you guessing and should give players a taste of what Star Citizen is becoming with unique experiences every time you play, and layers of immersion such as one mission that asks the player to seek out Audio Datalogs from the space stations. It\u2019s moments like this that will help build a story behind the environment and add a rich social history to our Universe.\n\nBrace yourselves for some brand new gameplay elements! We\u2019ve now got our basic implementation of the refuel, repair and restock systems in-game so pay attention to your Quantum Fuel Tank reserves and choose your Jump Points wisely to make sure you don\u2019t get stranded out there! Then when you\u2019re not busy hurtling around at 0.2c, or fighting pirates in asteroid fields, you can also experience the first taste of \u201crules and regulations\u201d in the Universe with the introduction of our first \u201cGreen Zone\u201d that enforces a non-combat area on all players. This is an important step towards building the bigger picture.\n\nAs I\u2019m sure you\u2019re all aware, the FPS team are working hard at getting the basic movement and gunplay feeling good so that we have a solid foundation to build on from, just like we did with our IFCS system for ships. The new additions of IFCS systems have been in test for the past few days so we\u2019re balancing all of that out with Design and QA. Super Cruise, SCM (Space Combat Manoeuvring) and Precision Mode will soon be ready for you to hone your space flight skills even further; and we\u2019ve even given EVA the \u201cIFCS makeover\u201d to harness all the hard work that went in to that system which will give us a much more natural and precise version of EVA manoeuvring.\n\nMeanwhile, work on Star Marine proper continues. Some of the deeper features are taking a back seat this week we roll out the basic movement and gunplay that will be available to all players on the Crusader map. This allows us to focus our attention on making the time players are outside their ships a good experience. What\u2019s not included in Star Citizen Alpha 2.0? Game systems such as the score screen and Star Marine lobby UI, as well as some gameplay engineering and design work that is needed for Headquarters game mode. Have no fear, though, for Star Marine will return and your appetite for first person combat will be whetted by the action on Bravo station in the Crusader map. We will continue developing features and gameplay modes that are ultimately for use within Star Citizen, and we will continue to use Arena Commander and the Star Marine modes as a test bed for them. For now, and into the future, the FPS experience will be an integral part of Star Citizen Alpha, and we can\u2019t be more happy about that!\n\nWe hope you like the sound of what is to come in this huge release for Star Citizen and the team will keep you posted every week of how it\u2019s all coming along. Thanks for your amazing support as ever, we\u2019re confident that this will be a release for everyone to remember!\n\nHere\u2019s a high level breakdown of action from the different departments\u2026\n\nGameplay and Engineering\nAdded extra missions in to the Asteroid Fields.\n\nAdded Research Stations as well as Storage Stations.\n\nGreen Zone system now works to prevent combat fire around the main base.\n\nEVA and animation system improvements including \u201cFall and Play\u201d to make death and hit reactions look super realistic.\n\nAdded Quantum Fuel Tank functionality so now the player\u2019s fuel reserves deplete and the player will need to refuel at the stations.\n\nImprovements to procedural FPS camera sway.\n\nImproved AI to avoid obstacles in space.\n\nRepair respawns turrets.\n\nZero-G out of airlocks.\n\nAdded a toggle for identification signal; meaning the ship emissions that make you appear on radar can be switched on and off.\n\nJournal improvements.\n\nAdded notifications for player entering a Green Zone.\n\nImproved network syncing for crew members of a multicrew ship when entering\/exiting Quantum Travel.\n\nSmoothed out the exit sequence from Quantum Travel.\n\nOptimised the radar for landing areas.\n\nShip selector now takes ship size into account when assigning it to a landing pad.\n\nVehicle destruction and how we handle the interior physics upon destruction is in progress.\n\nPutting P-capped animations onto the FPS character rig.\n\nDiscussion about character loadouts in regard to weapons and armour for the Crusader map.\n\nUI\nmobiGlas mission manager initial implementation has been completed.\n\nQuantum Travel HUD additions.\n\nQuantum fuel gauges.\n\nQuantum travel point of interest marker improvements.\n\nNew airlock screens are now being implemented.\n\nBranding for vending machines are also being implemented.\n\n16:9 Engineering Screens art and implementation.\n\nA new reticule for repair landing pads has been implemented.\n\nArt\nRepair drone VFX improvements.\n\nConstellation, Cutlass and Retaliator final art, set up and balance.\n\nCrusader map environment final art and optimizations.\n\nAnimation\nIterations and new assets for EVA, Death and Hit Reactions, and Fall and Play.\n\nThe full no weapon animation set is being finalized, work will continue into next week.\n\nLots of FPS basic movement and gunplay iterations and tweaks\n\nGun sway, weapon canting, and recoil procedural animations were tweaked by a strike team of animators, engineers, and designers this week, and we\u2019re on track to finish this next week.\n\nFixed up pistol reload animation.\n\nContinued work with IK look poses and aim poses\n\nSubmitted ragdoll improvements for testing.\n\nShip, prop and environmental interactions for the player.\n\nAudio\nReviewed audio from the CitizenCon demo and identified areas to improve.\n\nBegan work on dialogue editing.\n\nWorking to improve ship audio as a whole by changing our in-house process.\n\nImplementation of more music to improve the immersion and emotion in the map.\n\nInvestigations on how to best improve the breathing manager for ships and FPS combat for the sounds and the code behind it.\n\nTweaking audio on FPS weapons and gadgets, with a focus on pistol and ballistic assault rifle audio, and the medpen.\n\nTweaking to laser recharge ammo audio.\n\nExpanding the variety of footsteps heard on surfaces.\n\nAddition of audio for HUD notifications when picking up\/downloading datapad information.\n\nImprovements to the breathing manager.\n\nBlocking Issues\nMainly the network and multiplayer issues are holding us back on a functionality side.\n\nThen it\u2019s sum of the work that\u2019s needed to get it ready for release because we have lots of bug fixing and polish to do including performance improvements.\n\nAI do not spawn into encounters, as their triggers aren\u2019t playing correctly! Players can fly to the locations to trigger events but no AI will spawn in. Thankfully they trigger in Missions.\n\nThe interior physics grid for single seater ships has a bug meaning that you can\u2019t walk around them during flight and will fall to the back of the ship. Fun, but impractical!\n\nThe No Weapon animation set is not done yet, and not ready to ship. Should be in better shape next week as the team in Austin continues work on it.\n\nEVA flight is difficult so needs fine tuning to be able to handle the character better, engineers will look into this next week.\n\nEVA look and aim poses need to be created and implemented for the use of weapons.\n\nPistol motion sets need integration, this will be done next week.\n\nThe prone motion set is now a problem, as we have changed the way we do standing and alerted aim poses. This will change how players aim while prone, whether they be prone forward, or rolled on to the back. Needs some R&D love next week.\n\nIssues with some ship and environment terminal UI not working properly"},"links_count":0,"comment_count":502,"created_at":"2015-10-17T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-17 19:02:32","valid_relations":["images","links"],"prev_id":15016,"next_id":15018}}