Arena Commander Weekly Report - May 12-16

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Greetings Citizens,
Let me begin with the information you most want to hear: we intend to launch Arena Commander in two weeks, on May 29th.The goal is that every backer will have access to the single player “Free Flight” and “Vanduul Swarm” games modes on this day, and the very first batch of multiplayer testers will get access to the game’s multiplayer game modes. We will scale up the multiplayer as quickly as possible starting on that date, increasing the number of players as it is stable and stopping to fix bugs where needed.
This date is based on our best possible projections using the latest information put together by Star Citizen’s production team as of this afternoon. This is a big part of what the often-unseen production side of game development does: schedule out every task they believe is required for a game to ship. Sometimes (in fact, more often than not) things go wrong and these forecasts change: bugs we don’t foresee appear, features we didn’t realize we needed become necessary and so on. This is why we haven’t had a solid release date yet; it’s not to better schedule marketing or because we want to keep you out of the cockpit… it’s because game development is a complex beast, and there are few games more complex than Star Citizen! At this point, we’re close enough that we feel fairly confident in this date… but the next two weeks will be a march!

Before I leave you to the individual studio weekly reports, I’d like to walk you through exactly what the next two weeks—if all goes well—mean for Arena Commander’s development:

May 17th: our IT groups will be updating our global internal server infrastructure. A lot of the internal tools we use for game development (checking in builds, storing assets, etc.) are in dire need of downtime and update; we’ve been running them in the red zone so we can have 24 hour round-the-world development on Arena Commander. During this downtime we will also be switching over to a much more flexible and advanced architecture for our content management system Perforce. We will be upgrading to using Perforce Streams which will allow much quicker and more flexible movement between code branches for our development team. This prepares us for the added complexity of launching and supporting a live multiplayer service like Arena Commander. Saturday’s update will allow us to push the final Arena Commander update out to the world with much more confidence (corrupted data from these servers was a major issue at the PAX East reveal!)

May 18th: with the new servers in place, we will split off the “Arena Commander Release” branch of Star Citizen. This will separate the Arena Commander you play from the rest of the game that is being developed by other teams. So data checked in by teams around the world that doesn’t have anything to do with dogfighting (such as FPS weapons, planetside maps or future ship assets) won’t cause additional bugs for the team to worry about.

May 19th: The QA team will begin their final troubleshooting session with the new Arena Commander Release branch. They will go through the entire game and catalog all the current bugs they can find – ships not spawning in the correct place, physics not functioning correctly, disconnects during battle and so on. This will help to generate our final “Must Fix” list for release. It is important to remember though that our internal QA team cannot find everything and it is very likely that we will not fix everything prior to release. We are releasing playable code to the community much, much earlier than you normally would in AAA game development. Because of this it will not be as polished as a final game would be so we are going to need a lot of support from all of you to help us in bug finding and gameplay feedback!

May 23rd: The official cross-studio playtesting of the Arena Commander Release begins. This represents a “pencils down” phase where, unless you are working on an authorized must fix issue the team is expected to QA the game as much as possible. After this point, only a limited number of “designated driver” team leads will be able to check in any changes to the game itself.

May 27th: By this point, we hope to have the egregious, game breaking issues resolved but there will still be plenty of known and unknown issues. This is also our deadline for making sure the launcher is hardened for the deluge of users and the first set of necessary servers for the release have been spun up. After this point all check in privileges will be revoked and will only be returned on an as needed basis by senior Production staff and myself.

May 28th: The release candidate build of the game will be compiled. If all goes as planned, this is the version of Arena Commander you will be playing! The team at Turbulent will begin switching over the website to the version that will make Arena Commander available to backers. I will personally ‘sign off’ Arena Commander as ready for the community on the evening of the 28th. To be clear, we fully expect that there will be bugs remaining, potentially some bad ones. That said, our primary focus is getting a version out to the community to help us find all the issues and work together to improve Arena Commander.

May 29th: This morning, the web team will spin up additional authentication and web servers in the in anticipation of high traffic during the release. The engineering team will begin “warming” caches on cloud servers around the world, making sure the release candidate game is ready and waiting for users. By the end of the day, we will update the website making the game available, and the first public release of Arena Commander (which we’re calling v0.8) will be live to the world for testing!

After this we will continue to work hard finishing off game modes, making balancing calls and hotfixes as we spin up more and more servers, allowing for more and more concurrent multiplayer games.

v0.9 will be an intermediate step with additional features, polish, fixes and the Squadron Battle game mode.

v1.0 will be when everyone can access the multiplayer and all game modes are in (Capture the Core comes in with v1.0).

As you can see, there’s a lot to do over the next two weeks and as you have seen there can be many unforeseen issues. I believe this is the best development team in the industry and we are certainly backed by the most invested, supportive community in gaming. We will keep you updated as this process continues; if there are any unexpected changes, the community will know what they are AND how they impact the schedule as soon as I do.

This is what is unique about Star Citizen – you are getting a very close and personal look at what development is like from the inside. Enjoy the ride!

— Chris Roberts

Travis Day, Dogfight Producer
Greetings Citizens!

Glad to be back with you all to share our studios progress on creating the BDSSE! I want to start this week’s update a little bit differently by giving a shout out and much deserved credit to ‘our team’ which is far larger than just the folks in the studio here in Santa Monica. While we here (in Santa Monica) have been leading the development of Arena Commander, we could not have accomplished what we have without the support of our team. Our team is currently comprised of individuals working at seven different studios both internal and external working together as a single team towards creating the BDSSE. Truly, we in the Santa Monica studio are lucky to have such an amazingly talented group supporting Arena Commander’s development worldwide to make sure we deliver something that all our backers can be proud of. We in Santa Monica wanted to take the beginning of this post to acknowledge that fact and thank everyone globally for their amazing work for this amazing community!

Ok, enough globetrotting and introspection. Back to the details of what we’ve been up to here in Santa Monica! We’ve told you in the past about our amazing damage modeling on the ships so that you can blow them into literally hundreds of little pieces. Well, after you blow a ship (or two or three) into hundreds of pieces you are left with a lot of debris! I’m happy to announce we’ve finalized a system that we’re calling the “debris manager” which has been written by our Gameplay Programmer Mark Abent. While on the surface it doesn’t sound like the most exciting it actually enables a lot of the most exciting gameplay moments!

As ships fly around all of their parts, pieces, and items are controlled by the vehicle itself. As soon as damage occurs and things start popping off those entities are passed from the vehicle in the debris manager which handles everything that has detached from any ship in the game. It manages their physics, particle effects, entity IDs, LODs, distance culling, etc. Still not sounding exciting? Okay, well let us state this differently: when you are chasing and shooting at the Vanduul ahead of you and blow off his thruster which, still flaming, flies backwards at your cockpit and glances off your shield which flares up on contact, you can thank the debris manager. Later in the persistent universe when you blow off an enemy’s wing which has a powerful weapon attached to it, then fly alongside and tractor in that weapon to sell at the nearest planet, you can thank the debris manager.

Next we have some exciting updates to the HUD. As we’ve mentioned previously, the HUD is probably one of the most collaboratively worked-on pieces. It started with the initial pre-vis concept work from Johnny Likens to generate multiple look and movement ideas. Then moved to Zane Bien to concept out the actual HUD that you see in game. Once that concept was created by Zane he moved on to creating all the artwork for virtually every single piece of the HUD and cockpit displays. At the same time the Foundry 42 team worked on the programming behind the radar and targeting system. BHVR worked on the holorenderer framework which is the underlying system for hosting all the 3D holographic objects in the HUD and projected by ship displays. REDACTED even got in on the action helping with the attachment of the HUD to the glass visor of the helmet.

This week has seen us all finishing off the core features of the HUD and we’ve started to go back through for a second pass polishing the different displays, adding information/feedback while cleaning up some clutter, and optimizing the performance of the HUD and UI. It has been a long journey but as we’re seeing it come into its final form the hard work is really paying off and seeing the in-game HUD get closer and closer to Zane’s initial, beautiful, concept mockups.

On the Physics side, we’ve closed out the work remaining to implement a redout effect that was created by our graphics programmer so watch those negative G’s! On the visuals front we’ve made large progress this week on adding all kinds of cool particle effects for the various damage states and impacts inside the cockpit so you feel the incoming hits appreciate the punishment that your ship is enduring. Visual effects is another good example of where our global team has been amazingly helpful and supportive as effects are being done by artists at all the different studios and it has been a great collaborative process which has continued to push the visuals to the high level that we expect from Star Citizen.

This week we added a new member to the development team, Alex Mayberry, who has taken on the role of being the Executive Producer for Star Citizen. He and his experience is already proving valuable to the global team and improving our processes so we’re all excited to have him aboard!

Thank you as always for reading our Santa Monica Studio update as we’re always excited to share our efforts with you. Please remember, if you have any questions please feel free to post in our ‘Ask a Dev’ threads. Until next time!

Cheers,

Cloud Imperium Games Santa Monica

Eric Peterson, Studio Director
Hello Citizens,

It has been a very busy week here in Austin on both the persistent universe side as well as working on Arena Commander. I’d like to write that my hands are a little tired from trying to duck and dodge missiles in testing… but the fact is we’ve been spending most of our time dealing with back-end bugs that are limiting the amount of cross studio testing. We have confidence in today’s build, though, and are really looking forward to getting back out there.

Our engineers have been working very hard on getting the bugs fixed in the multiplayer server code base, as well as finishing up the new build system hardware so we can deploy patches to all citizens in a much more efficient and timely manner. On Arena commander we feel like a big can of bug spray as we continue to hash through the code cleaning up bugs everywhere we find them, bugs on the multiplayer, client, vehicles, animations, sounds, and particles – yes sir, we have been very busy making Arena Commander a much more stable and fun place to be.

Our Designers are mostly working on the persistent universe – but every time we get into a big dogfighting, you need to be aware that they are in there, Rob Irving and his missiles are a formidable foe.

Audio has been supporting the completion of Arena Commander this week by plugging in the first versions of the final pieces of music from Pedro Camacho. We are also installing sound-effects for the many maneuvering thrusters across all ships, and sound-effects for the 300i and Aurora. We’re also making tweaks to the sound mix, as now we are able to hear what it’s like to have several other ships around you in a dogfight. Finally, we’re hard at work finishing off the player’s breathing sounds.

On the art side, our partners at CGBot made some revisions to damage meshes on the 300i and Aurora; as we were testing the ships in-game we discovered that we had been overly enthusiastic about how many bits of debris we could have on a ship, and how small they should be. CGBot took the damage for those ships and consolidated a lot of the pieces, and removed a lot of the smaller bits that ended up looking like pixie dust in the game. Meanwhile our internal team has been busy working on the helmet which gets you into Arena Commander. We also have our team creating lots of ship components, as well as continuing to adjust the ships needed in the first drop of Arena Commander.

In our animation department we were thrilled as a new animator joined us this week. Also, we have facial animation now working in engine using a combination of joints and blend shapes. We have a new camera in head system that allows for better first person experience and we continue to implement ship animations and hook them up in game. We have new updated animations for getting into and out of the 300i, and have also started on animations for the cockpit that shows the character interacting with the controls and worked on Ejection animations.

CIG Austin QA continues testing builds as they become available. We are working very closely with our new QA partners in Foundry 42. They have been a huge help with testing and providing feedback on how we can improve overall QA process. We are incredibly excited for this opportunity to extend our testing coverage farther across the globe in a nearly 24 hour cycle. Cross studio play tests continue. We are very impressed with the entire teams’ willingness to participate with the preliminary testing effort. Receiving reports and feedback from each of the disciplines is useful beyond measure. Development is moving at lightning speed. The game is already really fun and we can’t wait to share it with everyone!

Non Dogfighting tasks this week include continuing to solve mocap data for the First Person Shooter. We have a new set of no weapon animations for running around the hanger ready to be hooked up by code. We are also working on animations for upcoming commercials of our ships.

Production has been busy tracking the bug fixing tasks, and making sure that Jira is up to the minute in accuracy for the upcoming launch of Arena Commander. Our production game performance team continues to track our improvements in Arena Commander every single day, and is also working on the global ship schedule which will allow Citizens to fly all types of ships in our universe.

That’s it from Austin! We’re looking forward to a playtest tonight; until then, I have a full schedule of meetings to discuss the upcoming rollout.

See you all in the verse.

Eric

Erin Roberts, Studio Director
Hello from Manchester!

This week, Star Citizen’s UK contingent has been tasked with a number of polish-related tasks, to make sure the Arena Commander release you see in the near future really shines. As they say, you only have one chance to make a first impression… so we want to be sure that Arena Commander really gives players a glimpse of what’s going to be possible in Star Citizen proper.

In terms of game modes, the single player Vanduul Swarm (which we hope to have everyone playing very soon) has really been coming along this week and I’m happy to report we’re all having fun! Most of the work has been focused on getting the AI to be fun to fight against so we’ve been working on their behaviour to make their flight nice and smooth to give you that satisfying dogfighting feeling! Now that the AI are flying well we’ve also been able to work on the structure of the mode. Questions like ‘how many fighters in a wave?’ ‘how many waves?’ and ‘how tough do we make the fighters?’ are getting answered and the mode is starting to take on some structure. We’re also working on getting the unique HUD elements for the mode working as well as making the VFX as bold and satisfying as possible. We’ll have all that locked down soon but for now it’s just fun to slide in behind a Vanduul, open fire on their engines and watch the fuel tanks detonate with a satisfying boom.

Art has been focusing on Capture the Core visual effects. We have been experimenting with the lightning entities; it’s early in the process, but it shows signs of being a pretty cool visual effect that we can use in future AC drops! With the integration of CryEngine code 3.6, there has been some loss of quality on existing effects and we’ve been working through them to bring it back to the expected quality. Work has also continued on creating Conquest game type assets ready for testing with in the DFM. The Animation department has been experimenting with in-game pilot reactions and getting the Vanduul pilot ready for his Scythe!

Our programmers and designers have been helping with a million smaller tasks to help get V1 feature complete. These include polishing the HUD colour customization, updating the ITTS reticle, setting the rules for player ejection and respawn, editing the FoV and general bug fixing. We’ve tackled missile reloading for the Vanduul swarm mode, hit feedback, controller integration and done work on SFX implementation.

That’s all from Manchester; be sure to catch the monthly report in two weeks to find out about all the work we’re doing on Squadron 42 and pledge ships like the Gladiator and Retaliator!
Grüße Bürger,
Lassen Sie mich mit den Informationen beginnen, die Sie am meisten hören wollen: Wir beabsichtigen, Arena Commander in zwei Wochen, am 29. Mai, zu starten, mit dem Ziel, dass jeder Geldgeber an diesem Tag Zugang zu den Einzelspieler-Spielmodi "Free Flight" und "Vanduul Swarm" hat und die allererste Gruppe von Multiplayer-Testern Zugang zu den Multiplayer-Spielmodi des Spiels erhält. Wir werden den Multiplayer so schnell wie möglich ab diesem Datum vergrößern, die Anzahl der Spieler erhöhen, da er stabil ist, und anhalten, um Fehler bei Bedarf zu beheben.
Dieser Termin basiert auf unseren bestmöglichen Prognosen unter Verwendung der neuesten Informationen, die das Produktionsteam von Star Citizen ab heute Nachmittag zusammengestellt hat. Dies ist ein großer Teil dessen, was die oft ungesehene Produktionsseite der Spieleentwicklung tut: Planen Sie jede Aufgabe, von der sie glauben, dass sie für den Versand eines Spiels erforderlich ist. Manchmal (in der Tat, meistens) gehen die Dinge schief und diese Prognosen ändern sich: Fehler, die wir nicht voraussehen, erscheinen, Funktionen, von denen wir nicht wussten, dass wir sie brauchen, werden notwendig und so weiter. Deshalb hatten wir noch keinen festen Veröffentlichungstermin; es geht nicht darum, das Marketing besser zu planen oder Sie aus dem Cockpit herauszuhalten.... es liegt daran, dass die Spieleentwicklung ein komplexes Tier ist und es nur wenige Spiele gibt, die komplexer sind als Star Citizen! An dieser Stelle sind wir nah genug dran, dass wir uns in diesem Termin ziemlich zuversichtlich fühlen.... aber die nächsten zwei Wochen werden ein Marsch sein!

Bevor ich Sie zu den einzelnen Studio-Wochenberichten übergebe, möchte ich Ihnen genau erklären, was die nächsten zwei Wochen sind - wenn alles gut für die Entwicklung von Arena Commander ist:

17. Mai: Unsere IT-Gruppen werden unsere globale interne Server-Infrastruktur aktualisieren. Viele der internen Tools, die wir für die Spieleentwicklung verwenden (Einchecken von Builds, Speichern von Assets usw.), sind dringend auf Ausfallzeiten und Updates angewiesen; wir haben sie in der roten Zone ausgeführt, so dass wir eine 24-Stunden-Rund um die Welt Entwicklung auf Arena Commander durchführen können. Während dieser Ausfallzeit werden wir auch auf eine wesentlich flexiblere und fortschrittlichere Architektur für unser Content Management System Perforce umstellen. Wir werden auf die Verwendung von Perforce Streams umsteigen, die unserem Entwicklungsteam einen viel schnelleren und flexibleren Wechsel zwischen den Code-Abteilungen ermöglichen. Dies bereitet uns auf die zusätzliche Komplexität der Einführung und Unterstützung eines Live-Multiplayer-Dienstes wie Arena Commander vor. Das Update vom Samstag wird es uns ermöglichen, das letzte Arena Commander Update mit viel mehr Vertrauen in die Welt zu bringen (beschädigte Daten von diesen Servern waren ein großes Problem bei der PAX East Enthüllung!) 18. Mai: Mit den neuen Servern an Ort und Stelle werden wir die Niederlassung "Arena Commander Release" von Star Citizen auflösen. Dies trennt den Arena Commander, den du spielst, vom Rest des Spiels, das von anderen Teams entwickelt wird. So können Daten, die von Teams auf der ganzen Welt eingecheckt werden, die nichts mit Luftkampf zu tun haben (wie z.B. FPS-Waffen, Planetenkarten oder zukünftige Schiffsbestände), keine zusätzlichen Fehler verursachen, um die sich das Team kümmern müsste. 19. Mai: Das QA-Team wird seine letzte Fehlerbehebungssitzung mit dem neuen Zweig Arena Commander Release beginnen. Sie durchlaufen das gesamte Spiel und katalogisieren alle aktuellen Bugs, die sie finden können - Schiffe, die nicht am richtigen Ort laichen, Physik, die nicht richtig funktioniert, Verbindungsabbrüche während des Kampfes und so weiter. Dies wird dazu beitragen, unsere endgültige "Must Fix"-Liste zur Veröffentlichung zu erstellen. Es ist wichtig, sich daran zu erinnern, dass unser internes QA-Team nicht alles finden kann und es ist sehr wahrscheinlich, dass wir nicht alles vor der Veröffentlichung beheben werden. Wir veröffentlichen spielbaren Code für die Community viel früher, als Sie es normalerweise bei der Entwicklung von AAA-Spielen tun würden. Aus diesem Grund wird es nicht so ausgefeilt sein, wie ein endgültiges Spiel es wäre, also werden wir viel Unterstützung von euch allen brauchen, um uns bei der Fehlersuche und dem Gameplay-Feedback zu helfen! 23. Mai: Der offizielle Cross-Studio Playtest der Arena Commander Release beginnt. Dies stellt eine "Bleistifte nach unten"-Phase dar, in der, sofern Sie nicht an einem autorisierten Problem arbeiten, das Problem gelöst werden muss, erwartet wird, dass das Team das Spiel so weit wie möglich verbessert. Nach diesem Zeitpunkt kann nur noch eine begrenzte Anzahl von "designated driver"-Teamleads Änderungen am Spiel selbst vornehmen. 27. Mai: Zu diesem Zeitpunkt hoffen wir, dass die ungeheuren, spielbrechenden Probleme gelöst sind, aber es wird immer noch viele bekannte und unbekannte Probleme geben. Dies ist auch unsere Frist, um sicherzustellen, dass der Launcher für die Flut von Benutzern gehärtet ist und die ersten notwendigen Server für die Veröffentlichung gesponnen wurden. Nach diesem Zeitpunkt werden alle Check-in-Rechte entzogen und nur noch bei Bedarf von den Führungskräften der Produktion und mir selbst zurückgegeben. 28. Mai: Der Release Candidate Build des Spiels wird zusammengestellt. Wenn alles wie geplant läuft, ist dies die Version von Arena Commander, die du spielen wirst! Das Team von Turbulent wird mit der Umstellung der Website auf die Version beginnen, die Arena Commander den Geldgebern zur Verfügung stellt. Ich werde den Arena Commander am Abend des 28. August persönlich als bereit für die Community absegnen. Um das klarzustellen, wir gehen davon aus, dass es noch Fehler geben wird, möglicherweise einige schlechte. Allerdings liegt unser Hauptaugenmerk darauf, eine Version an die Community herauszugeben, die uns hilft, alle Probleme zu finden und zusammenzuarbeiten, um den Arena Commander zu verbessern. 29. Mai: Heute Morgen wird das Web-Team zusätzliche Authentifizierungs- und Webserver in Erwartung eines hohen Datenverkehrs während des Releases entwickeln. Das Entwicklungsteam wird mit dem "Erwärmen" von Caches auf Cloud-Servern auf der ganzen Welt beginnen, um sicherzustellen, dass das Spiel des Release-Kandidaten bereit ist und auf die Benutzer wartet. Bis zum Ende des Tages werden wir die Website aktualisieren, um das Spiel verfügbar zu machen, und die erste öffentliche Version von Arena Commander (die wir v0.8 nennen) wird live in der Welt zum Testen sein! Danach werden wir weiter hart daran arbeiten, die Spielmodi abzuschließen, indem wir balancierende Anrufe und Hotfixes machen, während wir immer mehr Server auslagern und so immer mehr gleichzeitige Mehrspielerspiele ermöglichen.

v0.9 wird ein Zwischenschritt mit zusätzlichen Features, Polieren, Fixes und dem Squadron Battle Spielmodus sein. v1.0 wird sein, wenn jeder auf den Multiplayer zugreifen kann und alle Spielmodi in Betrieb sind (Capture the Core kommt mit v1.0). Wie Sie sehen können, gibt es in den nächsten zwei Wochen viel zu tun und wie Sie gesehen haben, kann es viele unvorhergesehene Probleme geben. Ich glaube, dies ist das beste Entwicklungsteam der Branche und wir werden sicherlich von der am meisten investierten, unterstützenden Community im Bereich Gaming unterstützt. Wir werden dich auf dem Laufenden halten, wenn dieser Prozess weitergeht; wenn es unerwartete Änderungen gibt, wird die Community wissen, was sie sind UND wie sie sich auf den Zeitplan auswirken, sobald ich es tue.

Das ist das Einzigartige an Star Citizen - man bekommt einen sehr genauen und persönlichen Blick darauf, wie die Entwicklung von innen aussieht. Genießen Sie die Fahrt!

- Chris Roberts

Travis Day, Dogfight Producer, Dogfight Producer
Grüße Bürger!

Ich freue mich, wieder mit euch allen zusammen zu sein, um die Fortschritte unseres Studios bei der Entwicklung des BDSSE! zu teilen. Ich möchte das Update dieser Woche etwas anders beginnen, indem ich unserem "Team", das weitaus größer ist als die Leute im Studio hier in Santa Monica, einen Schrei und eine wohlverdiente Anerkennung gebe. Während wir hier (in Santa Monica) die Entwicklung des Arena Commander geleitet haben, hätten wir ohne die Unterstützung unseres Teams nicht erreichen können, was wir haben. Unser Team besteht derzeit aus Einzelpersonen, die in sieben verschiedenen Studios arbeiten, sowohl intern als auch extern, und arbeitet als ein einziges Team an der Entwicklung des BDSSE. Wahrhaftig, wir im Santa Monica Studio haben Glück, dass eine so erstaunlich talentierte Gruppe die Entwicklung von Arena Commander weltweit unterstützt, um sicherzustellen, dass wir etwas liefern, auf das alle unsere Geldgeber stolz sein können. Wir in Santa Monica wollten den Anfang dieses Beitrags nehmen, um diese Tatsache anzuerkennen und uns bei allen weltweit für ihre großartige Arbeit für diese erstaunliche Gemeinschaft zu bedanken!

Ok, genug Globetrotterei und Selbstbeobachtung. Zurück zu den Details dessen, was wir hier in Santa Monica gemacht haben! Wir haben dir in der Vergangenheit von unserer erstaunlichen Schadensmodellierung der Schiffe erzählt, so dass du sie in buchstäblich Hunderte von kleinen Stücken blasen kannst. Nun, nachdem du ein Schiff (oder zwei oder drei) in Hunderte von Stücken gesprengt hast, bleibt dir eine Menge Schutt übrig! Ich freue mich, Ihnen mitteilen zu können, dass wir ein System fertig gestellt haben, das wir den "Debris Manager" nennen, der von unserem Gameplay-Programmierer Mark Abent geschrieben wurde. Während es auf der Oberfläche nicht nach dem aufregendsten klingt, ermöglicht es tatsächlich viele der aufregendsten Gameplay-Momente!

Während Schiffe um alle ihre Teile herumfliegen, werden Teile und Gegenstände vom Fahrzeug selbst gesteuert. Sobald ein Schaden eintritt und die Dinge anfangen, sich zu lösen, werden diese Einheiten vom Fahrzeug im Trümmer-Manager weitergeleitet, der alles, was sich von einem Schiff im Spiel gelöst hat, verwaltet. Es verwaltet ihre Physik, Partikeleffekte, Entitäts-IDs, LODs, Entfernungsauslesung, etc. Klingt das immer noch nicht aufregend? Okay, nun, lassen Sie uns das anders formulieren: Wenn Sie auf die Vanduul vor Ihnen jagen und schießen und sein Triebwerk wegblasen, das noch flammend, rückwärts auf Ihr Cockpit fliegt und von Ihrem Schild, das bei Kontakt aufflammt, blickt, können Sie dem Trümmermanager danken. Später im hartnäckigen Universum, wenn du den Flügel eines Feindes, an dem eine mächtige Waffe befestigt ist, wegbläst, dann entlangfliegst und mit dieser Waffe schleppst, um sie auf dem nächsten Planeten zu verkaufen, kannst du dem Trümmermanager danken.

Als nächstes haben wir einige spannende Updates für das HUD. Wie wir bereits erwähnt haben, ist das HUD wahrscheinlich eines der am häufigsten bearbeiteten Stücke. Es begann mit der ersten Pre-Vis-Konzeptarbeit von Johnny Likens, um mehrere Look- und Bewegungsideen zu generieren. Dann ging es nach Zane Bien, um das eigentliche HUD zu konzipieren, das Sie im Spiel sehen. Sobald dieses Konzept von Zane erstellt wurde, begann er mit der Erstellung des gesamten Artworks für praktisch jedes einzelne Stück der HUD- und Cockpit-Displays. Gleichzeitig arbeitete das Foundry 42-Team an der Programmierung hinter dem Radar- und Zielsystem. BHVR arbeitete an dem Holorenderer-Framework, das das zugrundeliegende System für das Hosting aller 3D-holografischen Objekte im HUD ist und von Schiffsdisplays projiziert wird. REDACTED stieg sogar in die Aktion ein und half bei der Befestigung des HUD am Glasvisier des Helmes.

Diese Woche haben wir alle die Kernfunktionen des HUD abgeschlossen und wir haben damit begonnen, die verschiedenen Displays in einem zweiten Durchgang zu polieren, Informationen/Feedback hinzuzufügen, während wir einige Unordnung beseitigen und die Leistung des HUD und der Benutzeroberfläche zu optimieren. Es war eine lange Reise, aber als wir sehen, wie es in seine endgültige Form kommt, zahlt sich die harte Arbeit wirklich aus und sehen, wie das HUD im Spiel immer näher an Zanes erste, schöne, konzeptionelle Mockups heranrückt.

Auf der Physik-Seite haben wir die Arbeit an der Implementierung eines Redout-Effekts, der von unserem Grafikprogrammierer erstellt wurde, abgeschlossen, also achten Sie auf die negativen G's! Auf der visuellen Seite haben wir diese Woche große Fortschritte gemacht, um alle möglichen coolen Partikeleffekte für die verschiedenen Schadenszustände und Aufpralle im Cockpit hinzuzufügen, so dass Sie das Gefühl haben, dass die eingehenden Treffer die Strafe zu schätzen wissen, dass Ihr Schiff dauerhaft ist. Visuelle Effekte sind ein weiteres gutes Beispiel dafür, dass unser globales Team erstaunlich hilfreich und unterstützend war, da die Effekte von Künstlern in den verschiedenen Studios gemacht werden, und es war ein großartiger kollaborativer Prozess, der die Visuals weiterhin auf das hohe Niveau gebracht hat, das wir von Star Citizen erwarten.

Diese Woche haben wir ein neues Mitglied in das Entwicklungsteam aufgenommen, Alex Mayberry, der die Rolle des Executive Producer für Star Citizen übernommen hat. Er und seine Erfahrung erweisen sich bereits als wertvoll für das globale Team und die Verbesserung unserer Prozesse, so dass wir alle begeistert sind, ihn an Bord zu haben!

Vielen Dank wie immer für die Lektüre unseres Santa Monica Studio Updates, da wir immer begeistert sind, unsere Bemühungen mit Ihnen zu teilen. Bitte denk daran, wenn du irgendwelche Fragen hast, kannst du gerne in unseren'Ask a Dev'-Threads posten. Bis zum nächsten Mal!

Prost,

Cloud Imperium Spiele Santa Monica

Eric Peterson, Studio-Direktor
Hallo Bürger,

Es war eine sehr arbeitsreiche Woche hier in Austin, sowohl auf der Seite des persistenten Universums als auch bei der Arbeit an Arena Commander. Ich möchte schreiben, dass meine Hände ein wenig müde sind vom Versuch, sich beim Testen zu ducken und Raketen auszuweichen.... aber Tatsache ist, dass wir die meiste Zeit damit verbracht haben, uns mit Backend-Bugs zu beschäftigen, die die Anzahl der Cross-Studio-Tests begrenzen. Wir haben jedoch Vertrauen in den heutigen Build und freuen uns sehr darauf, wieder nach draußen zu kommen.

Unsere Ingenieure haben sehr hart daran gearbeitet, die Fehler in der Multiplayer-Server-Codebasis zu beheben und die neu entwickelte Systemhardware fertigzustellen, damit wir Patches für alle Bürger viel effizienter und zeitnaher bereitstellen können. Auf Arena Commander fühlen wir uns wie eine große Dose Insektenspray, während wir weiterhin den Code durchgehen, um Bugs zu beseitigen, wo immer wir sie finden, Bugs im Multiplayer, Client, Fahrzeuge, Animationen, Sounds und Partikel - ja, Sir, wir waren sehr damit beschäftigt, Arena Commander zu einem viel stabileren und lustigeren Ort zu machen.

Unsere Designer arbeiten hauptsächlich am hartnäckigen Universum - aber jedes Mal, wenn wir in einen großen Luftkampf geraten, musst du dir bewusst sein, dass sie da drin sind, Rob Irving und seine Raketen sind ein gewaltiger Gegner.

Audio hat die Fertigstellung des Arena Commander diese Woche unterstützt, indem es die ersten Versionen der endgültigen Musikstücke von Pedro Camacho eingesteckt hat. Wir installieren auch Soundeffekte für die vielen Manövriertriebwerke auf allen Schiffen und Soundeffekte für die 300i und Aurora. Wir optimieren auch den Sound-Mix, denn jetzt können wir hören, wie es ist, mehrere andere Schiffe in einem Luftkampf um uns herum zu haben. Schließlich sind wir hart dabei, die Atemgeräusche des Spielers zu beenden.

Auf der Kunstseite haben unsere Partner von CGBot einige Korrekturen an beschädigten Netzen auf dem 300i und Aurora vorgenommen; als wir die Schiffe im Spiel testeten, stellten wir fest, dass wir übermäßig begeistert waren, wie viele Trümmer wir auf einem Schiff haben konnten und wie klein sie sein sollten. CGBot nahm den Schaden für diese Schiffe und konsolidierte viele der Teile und entfernte viele der kleineren Teile, die am Ende wie Feenstaub im Spiel aussahen. In der Zwischenzeit hat unser internes Team an dem Helm gearbeitet, der Sie in den Arena Commander bringt. Wir haben auch unser Team, das viele Schiffskomponenten entwickelt und die Schiffe, die im ersten Tropfen von Arena Commander benötigt werden, weiter angepasst.

In unserer Animationsabteilung waren wir begeistert, als diese Woche ein neuer Animateur zu uns kam. Außerdem haben wir Gesichtsanimationen, die jetzt im Motor arbeiten und eine Kombination aus Gelenken und Mischformen verwenden. Wir haben ein neues Kamerasystem im Kopf, das ein besseres First-Person-Erlebnis ermöglicht, und wir implementieren weiterhin Schiffsanimationen und schließen sie im Spiel an. Wir haben neue, aktualisierte Animationen für den Ein- und Ausstieg aus dem 300i und haben auch mit Animationen für das Cockpit begonnen, das die Figur zeigt, die mit den Bedienelementen interagiert und an Ejection-Animationen gearbeitet hat.

CIG Austin QA testet weiterhin Builds, sobald sie verfügbar sind. Wir arbeiten sehr eng mit unseren neuen QS-Partnern in der Gießerei 42 zusammen. Sie haben uns beim Testen und Feedback darüber, wie wir den gesamten QS-Prozess verbessern können, sehr geholfen. Wir sind unglaublich begeistert von dieser Gelegenheit, unsere Testabdeckung in einem fast 24-stündigen Zyklus weltweit zu erweitern. Cross-Studio-Spieltests werden fortgesetzt. Wir sind sehr beeindruckt von der Bereitschaft der gesamten Teams, an den Vorversuchen teilzunehmen. Der Erhalt von Berichten und Feedback aus jeder der Disziplinen ist über das Maß hinaus nützlich. Die Entwicklung schreitet blitzschnell voran. Das Spiel macht bereits richtig Spaß und wir können es kaum erwarten, es mit allen zu teilen!

Zu den Aufgaben, die diese Woche nicht im Dogfighting bestehen, gehört es, die Mocap-Daten für den First Person Shooter weiter zu lösen. Wir haben einen neuen Satz ohne Waffenanimationen, um um den Bügel herumzulaufen, bereit, um per Code angeschlossen zu werden. Wir arbeiten auch an Animationen für kommende Werbespots unserer Schiffe.

Die Produktion war damit beschäftigt, die Fehlerbehebungsaufgaben zu verfolgen und sicherzustellen, dass Jira für den bevorstehenden Start von Arena Commander auf dem neuesten Stand ist. Unser Production Game Performance Team verfolgt weiterhin jeden Tag unsere Verbesserungen im Arena Commander und arbeitet auch an dem globalen Schiffsplan, der es den Bürgern ermöglichen wird, alle Arten von Schiffen in unserem Universum zu fliegen.

Das ist es von Austin! Wir freuen uns auf einen Spieltest heute Abend; bis dahin habe ich einen vollen Terminplan für die Besprechung des bevorstehenden Rollouts.

Ich sehe euch alle in dem Vers.

Eric

Erin Roberts, Studioleiterin
Hallo aus Manchester!

Diese Woche wurde das britische Star Citizen's Kontingent mit einer Reihe von polnischen Aufgaben betraut, um sicherzustellen, dass die Freigabe des Arena Commander, die Sie in naher Zukunft sehen, wirklich glänzt. Wie gesagt, man hat nur eine Chance, einen ersten Eindruck zu hinterlassen.... deshalb wollen wir sicher sein, dass Arena Commander den Spielern wirklich einen Einblick gibt, was in Star Citizen selbst möglich sein wird.

Was die Spielmodi betrifft, so kommt der Einzelspieler Vanduul Swarm (von dem wir hoffen, dass er bald alle spielen wird) diese Woche wirklich mit und ich freue mich, Ihnen mitteilen zu können, dass wir alle Spaß haben! Der größte Teil der Arbeit konzentrierte sich darauf, die KI dazu zu bringen, Spaß am Kämpfen zu haben, also haben wir an ihrem Verhalten gearbeitet, um ihren Flug schön und reibungslos zu gestalten, um dir dieses befriedigende Gefühl des Luftkampfes zu geben! Nun, da die KI gut fliegt, konnten wir auch an der Struktur des Modus arbeiten. Fragen wie "Wie viele Kämpfer in einer Welle?" "Wie viele Wellen?" und "Wie hart machen wir die Kämpfer?" werden beantwortet und der Modus beginnt, eine gewisse Struktur anzunehmen. Wir arbeiten auch daran, die einzigartigen HUD-Elemente für den Modus zum Laufen zu bringen und den VFX so kühn und zufriedenstellend wie möglich zu gestalten. Wir werden das alles bald abgeschlossen haben, aber jetzt macht es einfach Spaß, hinter einen Vanduul zu schlüpfen, das Feuer auf ihre Triebwerke zu eröffnen und die Treibstofftanks mit einem befriedigenden Boom detonieren zu sehen.

Art hat sich auf die visuellen Effekte von Capture the Core konzentriert. Wir haben mit den Blitzelementen experimentiert; es ist noch in der Anfangsphase, aber es zeigt Anzeichen dafür, dass es sich um einen ziemlich coolen visuellen Effekt handelt, den wir in zukünftigen AC-Drops verwenden können! Mit der Integration von CryEngine Code 3.6 gab es einige Qualitätsverluste bei bestehenden Effekten, und wir haben sie durchgearbeitet, um sie wieder in die erwartete Qualität zu bringen. Die Arbeit an der Erstellung von Conquest Game Type Assets, die im DFM getestet werden können, wurde ebenfalls fortgesetzt. Die Animationsabteilung hat mit den Reaktionen der Piloten im Spiel experimentiert und den Vanduul-Piloten auf seine Scythe vorbereitet!

Unsere Programmierer und Designer haben uns bei einer Million kleinerer Aufgaben geholfen, um die V1-Funktion zu vervollständigen. Dazu gehören das Polieren der HUD-Farbanpassung, das Aktualisieren des ITTS-Absehzeichens, das Festlegen der Regeln für Spielerauswurf und Wiederbelegung, das Bearbeiten des FoV und die allgemeine Fehlerbehebung. Wir haben das Nachladen von Raketen für den Vanduul-Schwarmmodus in Angriff genommen, Trefferrückmeldungen, Steuerungsintegration und die Arbeit an der SFX-Implementierung durchgeführt.

Das ist alles aus Manchester; schaut euch den Monatsbericht in zwei Wochen an, um mehr über die Arbeit, die wir mit Staffel 42 machen, zu erfahren und Schiffe wie den Gladiator und den Retaliator zu verpflichten!
Greetings Citizens,
Let me begin with the information you most want to hear: we intend to launch Arena Commander in two weeks, on May 29th.The goal is that every backer will have access to the single player “Free Flight” and “Vanduul Swarm” games modes on this day, and the very first batch of multiplayer testers will get access to the game’s multiplayer game modes. We will scale up the multiplayer as quickly as possible starting on that date, increasing the number of players as it is stable and stopping to fix bugs where needed.
This date is based on our best possible projections using the latest information put together by Star Citizen’s production team as of this afternoon. This is a big part of what the often-unseen production side of game development does: schedule out every task they believe is required for a game to ship. Sometimes (in fact, more often than not) things go wrong and these forecasts change: bugs we don’t foresee appear, features we didn’t realize we needed become necessary and so on. This is why we haven’t had a solid release date yet; it’s not to better schedule marketing or because we want to keep you out of the cockpit… it’s because game development is a complex beast, and there are few games more complex than Star Citizen! At this point, we’re close enough that we feel fairly confident in this date… but the next two weeks will be a march!

Before I leave you to the individual studio weekly reports, I’d like to walk you through exactly what the next two weeks—if all goes well—mean for Arena Commander’s development:

May 17th: our IT groups will be updating our global internal server infrastructure. A lot of the internal tools we use for game development (checking in builds, storing assets, etc.) are in dire need of downtime and update; we’ve been running them in the red zone so we can have 24 hour round-the-world development on Arena Commander. During this downtime we will also be switching over to a much more flexible and advanced architecture for our content management system Perforce. We will be upgrading to using Perforce Streams which will allow much quicker and more flexible movement between code branches for our development team. This prepares us for the added complexity of launching and supporting a live multiplayer service like Arena Commander. Saturday’s update will allow us to push the final Arena Commander update out to the world with much more confidence (corrupted data from these servers was a major issue at the PAX East reveal!)

May 18th: with the new servers in place, we will split off the “Arena Commander Release” branch of Star Citizen. This will separate the Arena Commander you play from the rest of the game that is being developed by other teams. So data checked in by teams around the world that doesn’t have anything to do with dogfighting (such as FPS weapons, planetside maps or future ship assets) won’t cause additional bugs for the team to worry about.

May 19th: The QA team will begin their final troubleshooting session with the new Arena Commander Release branch. They will go through the entire game and catalog all the current bugs they can find – ships not spawning in the correct place, physics not functioning correctly, disconnects during battle and so on. This will help to generate our final “Must Fix” list for release. It is important to remember though that our internal QA team cannot find everything and it is very likely that we will not fix everything prior to release. We are releasing playable code to the community much, much earlier than you normally would in AAA game development. Because of this it will not be as polished as a final game would be so we are going to need a lot of support from all of you to help us in bug finding and gameplay feedback!

May 23rd: The official cross-studio playtesting of the Arena Commander Release begins. This represents a “pencils down” phase where, unless you are working on an authorized must fix issue the team is expected to QA the game as much as possible. After this point, only a limited number of “designated driver” team leads will be able to check in any changes to the game itself.

May 27th: By this point, we hope to have the egregious, game breaking issues resolved but there will still be plenty of known and unknown issues. This is also our deadline for making sure the launcher is hardened for the deluge of users and the first set of necessary servers for the release have been spun up. After this point all check in privileges will be revoked and will only be returned on an as needed basis by senior Production staff and myself.

May 28th: The release candidate build of the game will be compiled. If all goes as planned, this is the version of Arena Commander you will be playing! The team at Turbulent will begin switching over the website to the version that will make Arena Commander available to backers. I will personally ‘sign off’ Arena Commander as ready for the community on the evening of the 28th. To be clear, we fully expect that there will be bugs remaining, potentially some bad ones. That said, our primary focus is getting a version out to the community to help us find all the issues and work together to improve Arena Commander.

May 29th: This morning, the web team will spin up additional authentication and web servers in the in anticipation of high traffic during the release. The engineering team will begin “warming” caches on cloud servers around the world, making sure the release candidate game is ready and waiting for users. By the end of the day, we will update the website making the game available, and the first public release of Arena Commander (which we’re calling v0.8) will be live to the world for testing!

After this we will continue to work hard finishing off game modes, making balancing calls and hotfixes as we spin up more and more servers, allowing for more and more concurrent multiplayer games.

v0.9 will be an intermediate step with additional features, polish, fixes and the Squadron Battle game mode.

v1.0 will be when everyone can access the multiplayer and all game modes are in (Capture the Core comes in with v1.0).

As you can see, there’s a lot to do over the next two weeks and as you have seen there can be many unforeseen issues. I believe this is the best development team in the industry and we are certainly backed by the most invested, supportive community in gaming. We will keep you updated as this process continues; if there are any unexpected changes, the community will know what they are AND how they impact the schedule as soon as I do.

This is what is unique about Star Citizen – you are getting a very close and personal look at what development is like from the inside. Enjoy the ride!

— Chris Roberts

Travis Day, Dogfight Producer
Greetings Citizens!

Glad to be back with you all to share our studios progress on creating the BDSSE! I want to start this week’s update a little bit differently by giving a shout out and much deserved credit to ‘our team’ which is far larger than just the folks in the studio here in Santa Monica. While we here (in Santa Monica) have been leading the development of Arena Commander, we could not have accomplished what we have without the support of our team. Our team is currently comprised of individuals working at seven different studios both internal and external working together as a single team towards creating the BDSSE. Truly, we in the Santa Monica studio are lucky to have such an amazingly talented group supporting Arena Commander’s development worldwide to make sure we deliver something that all our backers can be proud of. We in Santa Monica wanted to take the beginning of this post to acknowledge that fact and thank everyone globally for their amazing work for this amazing community!

Ok, enough globetrotting and introspection. Back to the details of what we’ve been up to here in Santa Monica! We’ve told you in the past about our amazing damage modeling on the ships so that you can blow them into literally hundreds of little pieces. Well, after you blow a ship (or two or three) into hundreds of pieces you are left with a lot of debris! I’m happy to announce we’ve finalized a system that we’re calling the “debris manager” which has been written by our Gameplay Programmer Mark Abent. While on the surface it doesn’t sound like the most exciting it actually enables a lot of the most exciting gameplay moments!

As ships fly around all of their parts, pieces, and items are controlled by the vehicle itself. As soon as damage occurs and things start popping off those entities are passed from the vehicle in the debris manager which handles everything that has detached from any ship in the game. It manages their physics, particle effects, entity IDs, LODs, distance culling, etc. Still not sounding exciting? Okay, well let us state this differently: when you are chasing and shooting at the Vanduul ahead of you and blow off his thruster which, still flaming, flies backwards at your cockpit and glances off your shield which flares up on contact, you can thank the debris manager. Later in the persistent universe when you blow off an enemy’s wing which has a powerful weapon attached to it, then fly alongside and tractor in that weapon to sell at the nearest planet, you can thank the debris manager.

Next we have some exciting updates to the HUD. As we’ve mentioned previously, the HUD is probably one of the most collaboratively worked-on pieces. It started with the initial pre-vis concept work from Johnny Likens to generate multiple look and movement ideas. Then moved to Zane Bien to concept out the actual HUD that you see in game. Once that concept was created by Zane he moved on to creating all the artwork for virtually every single piece of the HUD and cockpit displays. At the same time the Foundry 42 team worked on the programming behind the radar and targeting system. BHVR worked on the holorenderer framework which is the underlying system for hosting all the 3D holographic objects in the HUD and projected by ship displays. REDACTED even got in on the action helping with the attachment of the HUD to the glass visor of the helmet.

This week has seen us all finishing off the core features of the HUD and we’ve started to go back through for a second pass polishing the different displays, adding information/feedback while cleaning up some clutter, and optimizing the performance of the HUD and UI. It has been a long journey but as we’re seeing it come into its final form the hard work is really paying off and seeing the in-game HUD get closer and closer to Zane’s initial, beautiful, concept mockups.

On the Physics side, we’ve closed out the work remaining to implement a redout effect that was created by our graphics programmer so watch those negative G’s! On the visuals front we’ve made large progress this week on adding all kinds of cool particle effects for the various damage states and impacts inside the cockpit so you feel the incoming hits appreciate the punishment that your ship is enduring. Visual effects is another good example of where our global team has been amazingly helpful and supportive as effects are being done by artists at all the different studios and it has been a great collaborative process which has continued to push the visuals to the high level that we expect from Star Citizen.

This week we added a new member to the development team, Alex Mayberry, who has taken on the role of being the Executive Producer for Star Citizen. He and his experience is already proving valuable to the global team and improving our processes so we’re all excited to have him aboard!

Thank you as always for reading our Santa Monica Studio update as we’re always excited to share our efforts with you. Please remember, if you have any questions please feel free to post in our ‘Ask a Dev’ threads. Until next time!

Cheers,

Cloud Imperium Games Santa Monica

Eric Peterson, Studio Director
Hello Citizens,

It has been a very busy week here in Austin on both the persistent universe side as well as working on Arena Commander. I’d like to write that my hands are a little tired from trying to duck and dodge missiles in testing… but the fact is we’ve been spending most of our time dealing with back-end bugs that are limiting the amount of cross studio testing. We have confidence in today’s build, though, and are really looking forward to getting back out there.

Our engineers have been working very hard on getting the bugs fixed in the multiplayer server code base, as well as finishing up the new build system hardware so we can deploy patches to all citizens in a much more efficient and timely manner. On Arena commander we feel like a big can of bug spray as we continue to hash through the code cleaning up bugs everywhere we find them, bugs on the multiplayer, client, vehicles, animations, sounds, and particles – yes sir, we have been very busy making Arena Commander a much more stable and fun place to be.

Our Designers are mostly working on the persistent universe – but every time we get into a big dogfighting, you need to be aware that they are in there, Rob Irving and his missiles are a formidable foe.

Audio has been supporting the completion of Arena Commander this week by plugging in the first versions of the final pieces of music from Pedro Camacho. We are also installing sound-effects for the many maneuvering thrusters across all ships, and sound-effects for the 300i and Aurora. We’re also making tweaks to the sound mix, as now we are able to hear what it’s like to have several other ships around you in a dogfight. Finally, we’re hard at work finishing off the player’s breathing sounds.

On the art side, our partners at CGBot made some revisions to damage meshes on the 300i and Aurora; as we were testing the ships in-game we discovered that we had been overly enthusiastic about how many bits of debris we could have on a ship, and how small they should be. CGBot took the damage for those ships and consolidated a lot of the pieces, and removed a lot of the smaller bits that ended up looking like pixie dust in the game. Meanwhile our internal team has been busy working on the helmet which gets you into Arena Commander. We also have our team creating lots of ship components, as well as continuing to adjust the ships needed in the first drop of Arena Commander.

In our animation department we were thrilled as a new animator joined us this week. Also, we have facial animation now working in engine using a combination of joints and blend shapes. We have a new camera in head system that allows for better first person experience and we continue to implement ship animations and hook them up in game. We have new updated animations for getting into and out of the 300i, and have also started on animations for the cockpit that shows the character interacting with the controls and worked on Ejection animations.

CIG Austin QA continues testing builds as they become available. We are working very closely with our new QA partners in Foundry 42. They have been a huge help with testing and providing feedback on how we can improve overall QA process. We are incredibly excited for this opportunity to extend our testing coverage farther across the globe in a nearly 24 hour cycle. Cross studio play tests continue. We are very impressed with the entire teams’ willingness to participate with the preliminary testing effort. Receiving reports and feedback from each of the disciplines is useful beyond measure. Development is moving at lightning speed. The game is already really fun and we can’t wait to share it with everyone!

Non Dogfighting tasks this week include continuing to solve mocap data for the First Person Shooter. We have a new set of no weapon animations for running around the hanger ready to be hooked up by code. We are also working on animations for upcoming commercials of our ships.

Production has been busy tracking the bug fixing tasks, and making sure that Jira is up to the minute in accuracy for the upcoming launch of Arena Commander. Our production game performance team continues to track our improvements in Arena Commander every single day, and is also working on the global ship schedule which will allow Citizens to fly all types of ships in our universe.

That’s it from Austin! We’re looking forward to a playtest tonight; until then, I have a full schedule of meetings to discuss the upcoming rollout.

See you all in the verse.

Eric

Erin Roberts, Studio Director
Hello from Manchester!

This week, Star Citizen’s UK contingent has been tasked with a number of polish-related tasks, to make sure the Arena Commander release you see in the near future really shines. As they say, you only have one chance to make a first impression… so we want to be sure that Arena Commander really gives players a glimpse of what’s going to be possible in Star Citizen proper.

In terms of game modes, the single player Vanduul Swarm (which we hope to have everyone playing very soon) has really been coming along this week and I’m happy to report we’re all having fun! Most of the work has been focused on getting the AI to be fun to fight against so we’ve been working on their behaviour to make their flight nice and smooth to give you that satisfying dogfighting feeling! Now that the AI are flying well we’ve also been able to work on the structure of the mode. Questions like ‘how many fighters in a wave?’ ‘how many waves?’ and ‘how tough do we make the fighters?’ are getting answered and the mode is starting to take on some structure. We’re also working on getting the unique HUD elements for the mode working as well as making the VFX as bold and satisfying as possible. We’ll have all that locked down soon but for now it’s just fun to slide in behind a Vanduul, open fire on their engines and watch the fuel tanks detonate with a satisfying boom.

Art has been focusing on Capture the Core visual effects. We have been experimenting with the lightning entities; it’s early in the process, but it shows signs of being a pretty cool visual effect that we can use in future AC drops! With the integration of CryEngine code 3.6, there has been some loss of quality on existing effects and we’ve been working through them to bring it back to the expected quality. Work has also continued on creating Conquest game type assets ready for testing with in the DFM. The Animation department has been experimenting with in-game pilot reactions and getting the Vanduul pilot ready for his Scythe!

Our programmers and designers have been helping with a million smaller tasks to help get V1 feature complete. These include polishing the HUD colour customization, updating the ITTS reticle, setting the rules for player ejection and respawn, editing the FoV and general bug fixing. We’ve tackled missile reloading for the Vanduul swarm mode, hit feedback, controller integration and done work on SFX implementation.

That’s all from Manchester; be sure to catch the monthly report in two weeks to find out about all the work we’re doing on Squadron 42 and pledge ships like the Gladiator and Retaliator!

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Published
11 years ago (2014-05-16T00:00:00+00:00)