Monthly Report: May 2014

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Greetings Citizens,

We know you’re excited to get into space tonight, but we wanted to make good on another promise and share the monthly studio reports from Cloud Imperium and our partners around the world. May has seen a lot of focus on dogfighting, but work also continues on other areas of the game (like Squadron 42 and the FPS module.) Here’s the full story!

Travis Day, Dogfight Producer
Greetings Citizens,

I’m going to keep it short today! First, sorry for the delay on getting this monthly report out, the team was a smidge distracted with other issues… The big news from Santa Monica is that Arena Commander V0.8 is OUT! We launched AC today and… well, it’s unlikely you’re even reading the Monthly Report at this point and I am probably asleep. Go download your copy and get your first taste of space combat in Star Citizen. We sincerely hope you enjoy the fruits of our labor; and now a lot of very tired Star Citizen developers will be getting a good night’s sleep tonight so we are ready to come back and work on bug fixing tomorrow!

As you may have surmised, the Santa Monica team was laser focused on getting dogfighting V0.8 out the door in May. The efforts don’t stop here, though: we’re going to keep our current pace of development up to finish V0.9 and finally V1.0 with all the features promised at PAX and the complete multiplayer experience. Once that’s out, we’ll really get to rest.

The Santa Monica art team is growing, too! A new Junior Concept Artist, Gurmukh Bhasin, has joined David Hobbins in our art pit. The pair are currently working on an array of Constellation variants… and while they look incredible (almost as incredible as Hobbins himself) I can’t talk much about those just yet.

The community team is getting ready for several upcoming events, the first of which is The Next Great Starship finale on Saturday. Star Citizen fans from around the world are going to join the judges and Santa Monica team at the YouTube Space in Playa Del Rey where the final episode will be livestreamed and a winner selected. Having had no involvement in the show we’re really looking forward to meeting the teams that have put together such awesome ships in the engine. After that, it’s full steam ahead for the Community team towards the Gamescom event and other convention appearances later this summer!

Thank you all for your continued support and patience. I know that the last few days have been as much of a rollercoaster for you as it has for us. Hopefully now that the ride is over and you have your first taste of our vision for Arena Commander and what we are starting to build for space combat in Star Citizen you will be as inspired as we are about the direction we’re going together.

As always, if you have any questions about this post or anything else, please post your questions to our ‘Ask a Dev’ threads.

Cheers,

Cloud Imperium Games Santa Monica

Eric Peterson, Studio Director
Greeting Citizens!

The Month of May here in Texas has brought us much rain, and many difficult challenges. As everyone is aware, most of the company is busy working on Arena Commander, and as we get closer to the release, we continue to run into new issues every day, even though our fix rate has been positive in a significant way, we are just not close enough to let it out into the wild just yet. That being said the Austin office has been very busy during this month, and I would like to share some of that with all of you.

Audio/Video – In May we have been working on the planning and construction of our sound studios at the Austin and Manchester locations, as well as finishing up work on the Arena Commander release. As we’ve progressed toward the end of the month, the dogfighting work is more playtesting and adjusting as we go, and less generation/implementation of new content, to ensure the release is of the highest quality. Hopefully you will enjoy blasting your friends into oblivion with the sound turned up all the way to 11. Video this month has been about wrapping up and transferring media production to Santa Monica. We now have a multi-copy, multi-location file server to store the video record of the game’s development. That record will be the primary source for the documentary of the making of Star Citizen. We also produced the last four episodes of “Wingman’s Hangar” – seventy-two in all. As we shoot the last show, we take a look back at the last twenty months of fun, hijinks, and “serious” reporting.

Design – We have been firefighting for dogfighting release and pitching in with testing and feedback for the gameplay, from joystick controls, to missile and laser damage, the team has been hammering away in both single player and multiplayer to get it as stable and fun as possible for when it goes out.

In the meantime, we’re still pushing ahead on persistent universe work, including helping Tony Zurovec get up to speed on all facets of the project. Hangar support continues, with the additions of new ships as they come online, hangar flair items, and a brand new firing range that we think you’ll love! Economy work is moving ahead full-bore, as well, with local simulation playtests going on weekly, along with populating the universe with all of the goodies that players will get to discover. We’re breaking new ground on mission development, too, and putting finishing touches on some core systems. And we’ve updated the ship specs – not once, but twice – this month. Enjoy!

IT – The IT department has been busy working on build and deployment system improvements this month. These initiatives are important for internal development because they speed up the rate of iteration between builds allowing for much faster bug fixes and overall product improvements. We’ve also been able to make good headway on our publishing process which allows us to deploy fixes and content out to players with less downtime. The IT team has also been developing the tools and procedures for monitoring external game services. Based on requests from development we will be adding a much higher level of system and service monitoring and reporting than typically offered so we can determine the best ways to improve and optimize our live services in addition to making sure things stay up and running.

Production – We have been busy tracking down local tasks for the Arena Commander release, from server side, to game play, to IK issues with animation, our job has been to make sure the folks are alerted and up to date on priority tasks and getting things completed in a timely manner. The production team continued its valiant efforts to plan and execute the ship and character pipelines. We also continued to support the dog fighting module through ATX based development and QA. We continue to support the other studios in our collective efforts to release the Vanduul Swarm, Free flight, and Multi-player dog fighting modules and maps. Our long term plan is to increase efficiency via strategic initiatives such as working with our vendor partners to dynamically improve our art pipeline.

Engineering – Engineering has been busy working towards the Dogfighting v1 release, including gameplay logic, special effects implementation, engine fixes and improvements, rendering fixes, and bug and crash fixes. In addition to core universe service work and process management, ATX engineering is assisting with implementation of matchmaking and instance management services used for dogfighting and to be expanded later for the persistent universe. Tool improvements and bug fixes, build and patching system fixes and improvements, and development tool and process improvements such as migrating to Perforce Streams were also done this month.

QA – The last month has been very busy for CIG QA. Progress has been made on overall QA process. Our new QA additions from Foundry 42 began this month and were able to hit the ground running. Geoffery Coffin, William Clark and Andrew Nicholson reported for duty and immediately contributed with improving documentation and procedure and helping to ensure we have global testing coverage. We also had a new addition to the QA team here in Austin. A big Star Citizen welcome to Keegan Standifer! This month many company-wide play tests were conducted that were instrumental in bringing us closer towards the release of Arena Commander. It saddens us to sometimes be the bearer of bad news when we must bring to light some of the issues that may delay a release. However, we hope to have enough of the kinks ironed out to ensure Arena Commander is an incredibly enjoyable experience. After release we will still need your help! Much more testing will be needed and we look forward to everyone’s feedback to help ensure Arena Commander and eventually Star Citizen is the Best Damn Space Sim Ever!

There is a lot of things to be proud of this month, and we are getting oh so close to sharing some important work with you guys. This game and community share the same passion, and it is the most exciting thing we have ever worked on, and that is all thanks to you! Thank you all for your continued support.

EP

Erin Roberts, Studio Director
Design – Nick Elms
As you can imagine, it’s been a hectic month here in the UK for the designers. The survival mode “Vanduul Swarm” has taken a lot of design focus. We have been playing the game all day, every day, providing a “server crashing” amount of feedback for the Artists and Engineers. We have been tweaking all kinds of statistics to balance the enemy waves and the co-op AI pilots performance.

A lot of effort has gone into setting up AI profiles for the Vanduul named pilots, making sure that they are more of a challenge when compared to the “Scavengers”.

It’s been really good to see the single player survival mode coming together with some polish being thrown in, obviously there is a lot more to do, but we feel we have a solid base to work from. Multi-player feels like it is coming together, we just have a few technical hurdles to get over before we can stick a smiley face on our feedback emails.

Aside from the Dogfighting module, we have been making steady progress with the Squadron 42 level designs and where available the level “white-boxing” has been under review. The UEE capital ships are still full steam ahead, with “grey-box” versions of almost all of them, but the “Bengal” (which is still in white-box), and crew seat actions have started to get mock-up HUD animations to explain their functionality better.
That’s about all I can report this month.

Programming – Derek Senior
Another month and lots of engineering work to get DFM to the quality level demanded from Chris. There’s been a big push on the HUD side, working with our colleagues from the US, with big items like the radar, targeting, shield damage feedback, ITTS, and lots more small tweaks and refinements. From the audio side we’ve been adding to the interactive music, with lots of new SFX from shield hits to cockpit feedback. Bitching Betty is giving more and better information to keep you informed of what is going on and the state of your systems.

The controllers have had a lot of attention, the interaction between your controller and the ship’s dynamics has been an ongoing relationship (through good times and bad!), with plenty of tweaks and feedback. Other areas of work include the camera system allowing you to focus on different areas of the screen, be it a ship you are targeting or some particular part of your dashboard with dynamic FoV and DoF, player ejection and how that affects your scoring, and ongoing gameplay improvements. Aside from all of that there’s been a general push on cpu performance, gpu performance, multiplayer, stability, and a huge amount of bug fixing.

Art – Paul Jones
DFM work has been mainly bug fixing along some future work for the Conquest gametype along with some extra VFX work to help sell damage to the player and shields.

Sq42 work has been progressing well with large strides made in building the modular interiors for the three capship classes – Javelin, Panther and Bengal; we can already see the potential in these monsters and the ideas are really starting to flow in making this a unique experience.

Alongside this work is also underway on the large Shubin Mining platform, making sure it’s on tier and whiteboxed ready for design to start protoyping missions.

Outside of the building contract concept artists have been making great strides in look dev, Gavin Rothery has finished of the Gladius concept and moved onto a Heavy fighter, Jon McCoy working on key areas for missions and Ryan Church is continuing defining the massive Panther class interiors.

We have also started work on a rescue utility vehicle (concept complete) and also refining of the Gladiator bomber and additional rooms of the Javelin – it’s all going on this month!

Mathieu Beaulieu, Producer
As programmers are applying the last fixes for the dog fighting module, artists and designers have brought the latest environment to the next level. Today, the Asteroid Hangar is Beta and should be ready for release quite soon. While working on it, we have also made progress on the room system and you should soon be able to add speciality rooms to your hangar.

Our UI designers have been busy getting their hands dirty with all kinds of things: dog fighting module bits and pieces, matchmaking UI finishing touches, hangar flair objects, logo design, motion graphics, economy tool UX design, and, of course, our baby: the mobiGlas. A solid look-and-feel is coming together and several mobiGlas apps have had an initial UI/UX pass, as we continue to strive to bring you the BDSS-OS-E…

On top of all that, the design team is preparing the field by identifying gameplay mechanics for every type of Planetside location, from bars to garages to clothing outlets.

Architectural styles for the first 20 landing zones have been woven into Star Citizen fiction to create believable locales rich with history.

In economy design, we’ve started identifying which factories, vendors and natural resources are located in which system. Some of this data has been entered in the economy tool, which will allow us to simulate different economic scenarios.

Stay tuned…

Tara Decker, Producer
Is there anything to talk about in May besides Dogfighting? There is but it’s probably not as interesting. ;)

The ships we’ve contributed to dogfighting (300i, Aurora, Hornet..) have been in the hands of the DFM crew while they work to make dogfighting amazing. After the updates and tweaks to damage & LOD needed, our focus has been a little in the back-shadows of the massive DFM goal. Not a problem for us.

We’ve been creating ships in the background of this game for awhile now.
The next ship on our dossier for April/May has been the anticipated Freelancer. The updated FL and it’s variants were completed in May. Hope you all like.

Currently on deck: the Constellation. We’re due to complete 2 versions in early June and finish up the other variants by end of June. Chris has high expectations for this ship and so do we. We’ll deliver no Constellation before its time (said in Orson Welles voice, with latitude ;).

And, the massive, impressive Idris marches on. The greybox will be complete within the next week or so. Once it’s vetted by design and art, the final steps to completion commence, and an early fall delivery is scheduled. This ship has taken a bit of time, but all involved expect it to be worth the sweat.

Though April was our big push, in May we continued to work with the Turbulent team in Montreal to create beautiful, accurate renders of the ships for purchase.

CGBot doesn’t only work on ships…we do characters, too. ;) Male Explorer suit will be completed in June; along with the final helmet. The interior of the helmet is next on deck for additional modeling and texturing. Because no detail is left un-detailed in this game. Realistic. Top-notch.

Sean Murphy, Outsource Manager
On the Art side of things our contractors are continuing to produce exciting concept art – this month we added George Hull (The Matrix, Elysium, Transformers) to the list of artists working for us; George has been working on preliminary designs for the Collector starship (which began life as the Surveyor). We’ve moved several of our artists onto supporting Squadron 42 ship needs – Emmanuel Shiu, Eddie del Rio, and John Dickenson are all now working on Vanduul ships. Jan Urschel has continued to refine Xi’an ships and Jim Martin has been working on concepts for the Cutlass variants. Stefano Tsai is close to finishing the M50 and has created some amazing renders for Jump Point (you’ll want these for your desktop wallpapers!) and David Brochard has designed some really cool Outlaw armor sets for the REDACTED FPS group. We’ve also added Kurt Kaufman (Jurassic Park, Star Wars Episodes I and II, War of the Worlds) to our roster; Kurt’s doing concept exploration of Banu environments. The internal art team continues to work on new ships for the persistent universe, as well as tweaking the ships in Arena Commander to where they are just right.

[Redacted]
Wow, has it really been a month already? I guess it has, time sure flies when you’re making games!

This last month has been a busy one for everyone involved with Star Citizen, including the FPS Team at [Redacted]. Everybody has been coming together in one massive effort to launch Arena Commander… and it looks like that day has finally arrived!

While the guys on the art team have still been modeling environments and props, creating materials and generally making things things look pretty for FPS, the engineering team has been working hard with the other studios to whip Arena Commander into shipping shape. Have you ever seen that movie Starship Troopers? You know that scene where the group of kids are squashing all of the bugs on the sidewalk? It’s kind of like that :D

The animation team has been taking all of the mocap data that was captured at the start of the month and merging it with the different poses and stances that are needed for weapons and combat.

From the design side, cover placement is being added to the levels and lots of documentation has been created concerning energy recharge stations and gear placement on the player. Maybe that doesn’t sound too exciting, but it will be once it has been implemented… honest!

But like Travis said in the Santa Monica report… why are you still reading this?! Go download AC and let us know what you think!

Mark Day, Studio Director
Made up of three areas, Landing Zone, City Center, and The Blocks all connected via a monorail system the planet-side of Terra Prime is really coming to life. In addition to polish on The Landing Zone/Centermass and finalizing design for Sherman our main focus this month has been the creation of Prime’s seedy underbelly, The Blocks! For those of you who shall we say, “Hope to pursue a more adventurous lifestyle outside the troublesome rules of polite society,” will feel right at home. Existing in the perpetual shadow of the wealth and power of Prime’s city sprawl high above what the Blocks lacks in maintenance and physical beauty in makes up for in excitement and opportunity.

voidALPHA remains a tight team of: 2 Environment Artists
1 Concept Artist
1 Designer
1 Project Manager

Benoit Beauséjour, Founder
This month the Platform team in Montreal kept on track with the development of the Arena Commander public leaderboards. The UI is now integrated and work is continuing on receiving data from the game servers to populate and store your scores for public display. The Citizen Dossier part of the stats is also receiving more updates as we work to get nice stats graphs animated. The team also tackled many requests from the engineering team to handle the different pieces of logic needed for the Arena Commander roll-out.

This month we also moved over to the XMPP-based chat. With more traffic to handle and power users on the system we feel we still have work to do and will tackle updates as soon as time permits. Expect performance improvements and bug fixes in the web client as well as a few new UI features integrated. (Kudos to citizen Koros for his awesome work on the RSI Chat Toolkit).

One task we tackled this month was also the creation of a first version of the “Star Citizen Project Status” overview. A matrix showing the state of the different game modules and a first draft of the individual module pages will show up soon. The client download area was also reworked to become the “Star Citizen” download. Since the client will soon contain the Arena Commander module, some rework was needed to deal with he different module requirements.

Matthew Jack, Founder
This month the Moon Collider team has been focused on polishing gameplay for the single-player Vanduul Swarm mode. The Arena Commander v0.8 release will our first big gameplay release for Kythera, so we’ve done all we can to make a good first impression.

While the fundamentals of space combat under Kythera were all mature – such as targeting, dogfighting behaviours, manoeuvres and dynamic avoidance – there were various changes needed for the upcoming release.

The first was the switch from the Hornets – used as opponents for the PAX demo – to the Scythes that the design required. We adjusted for their handling characteristics and incorporated the latest tuning of the IFCS system to get them flying well, and then moved on to the implications for combat. The Scythes use fixed weapons rather than turrets, so require very accurate flight and orientation in order to hit their targets.

Next was working with designers at Foundry 42 to develop their characteristics and the Vanduul Swarm gameplay. Mike, our lead engineer, visited Manchester for a few days to make this most effective.

Vanduul Swarm is a more arcade-like mode, intended to let everyone have fun while getting used to the flight model and controls of the ships. Hence, earlier waves of Scythes are by design quite easy to dispatch, while later waves and boss-ships should be much more challenging. We iterated very closely with the designers to give them all the parameters they needed to achieve this.

We also worked to give them a distinctive flight style and constrained their manoeuvrability where necessary, to ensure players could get “on their tail” for satisfying dogfighting.

When these fundamentals were looking solid, the designers proposed a fairly bold change: to add “friendly Hornets”. These are not intended to be wingmen to be ordered around, but rather independent companion fighters. These friendly AI get involved in their own dogfights, tailing Scythes and being tailed, so there’s much more going on around the player. We think they bring the whole scene to life.

As release has approached, we’ve been standing by with final support while the last bugs are ironed out in the build, and playing regularly to ensure gameplay balance is maintained. We’re also doing some longer-term planning on AI for modules to come.

We’re very excited to have Kythera going out to so many backers and providing gameplay in Vanduul Swarm. There’s much more to come, but we hope you all have fun with this first taster.
Grüße Bürger,

Wir wissen, dass du aufgeregt bist, heute Abend ins All zu kommen, aber wir wollten ein weiteres Versprechen einlösen und die monatlichen Studio-Berichte von Cloud Imperium und unseren Partnern auf der ganzen Welt teilen. May hat sich viel auf Luftkämpfe konzentriert, aber die Arbeit geht auch in anderen Bereichen des Spiels weiter (wie Squadron 42 und das FPS-Modul.) Hier ist die ganze Geschichte!

Travis Day, Dogfight Producer, Dogfight Producer
Grüße Bürger,

Ich werde es heute kurz halten! Zuerst entschuldigen Sie die Verzögerung bei der Erstellung dieses Monatsberichts, das Team war ein wenig abgelenkt von anderen Problemen.... Die große Nachricht aus Santa Monica ist, dass Arena Commander V0.8 OUT ist! Wir haben heute AC gestartet und... nun, es ist unwahrscheinlich, dass Sie zu diesem Zeitpunkt überhaupt den Monatsbericht lesen, und ich schlafe wahrscheinlich gerade. Laden Sie sich Ihr Exemplar herunter und erleben Sie in Star Citizen Ihren ersten Eindruck vom Weltraumkampf. Wir hoffen aufrichtig, dass Sie die Früchte unserer Arbeit genießen; und jetzt werden viele sehr müde Star Citizen-Entwickler heute Abend einen guten Schlaf bekommen, also sind wir bereit, morgen wiederzukommen und an der Fehlerbehebung zu arbeiten!

Wie Sie vielleicht vermutet haben, war das Santa Monica-Team darauf fokussiert, im Mai den Luftkampf V0.8 vor die Tür zu bekommen. Die Bemühungen hören hier jedoch nicht auf: Wir werden unser aktuelles Entwicklungstempo bis zum Ende von V0.9 und schließlich V1.0 mit allen bei PAX versprochenen Features und dem kompletten Multiplayer-Erlebnis beibehalten. Sobald das erledigt ist, werden wir uns wirklich ausruhen können.

Auch das Kunstteam von Santa Monica wächst! Ein neuer Junior-Konzeptkünstler, Gurmukh Bhasin, hat sich David Hobbins in unserem Kunstraum angeschlossen. Das Paar arbeitet derzeit an einer Reihe von Constellation-Varianten.... und obwohl sie unglaublich aussehen (fast so unglaublich wie Hobbins selbst), kann ich noch nicht viel darüber sprechen.

Das Community-Team bereitet sich auf mehrere bevorstehende Events vor, von denen das erste das The Next Great Starship Finale am Samstag ist. Star Citizen-Fans aus der ganzen Welt werden sich der Jury und dem Santa Monica-Team im YouTube Space in Playa Del Rey anschließen, wo die letzte Episode live übertragen und ein Gewinner ausgewählt wird. Da wir an der Show nicht beteiligt waren, freuen wir uns sehr darauf, die Teams zu treffen, die so tolle Schiffe im Motor zusammengebaut haben. Danach geht es für das Community-Team mit voller Kraft weiter zum Gamescom-Event und anderen Convention-Auftritten im Spätsommer dieses Jahres!

Vielen Dank an Sie alle für Ihre anhaltende Unterstützung und Geduld. Ich weiß, dass die letzten Tage für dich genauso eine Achterbahnfahrt waren wie für uns. Hoffentlich haben Sie jetzt, da die Fahrt vorbei ist und Sie Ihren ersten Vorgeschmack auf unsere Vision für Arena Commander haben und was wir für den Weltraumkampf in Star Citizen zu bauen beginnen, werden Sie genauso inspiriert sein wie wir über die Richtung, in die wir gemeinsam gehen.

Wie immer, wenn du Fragen zu diesem Beitrag oder etwas anderem hast, schicke deine Fragen bitte an unsere'Ask a Dev'-Threads.

Prost,

Cloud Imperium Spiele Santa Monica

Eric Peterson, Studio-Direktor
Grüße an die Bürger!

Der Monat Mai hier in Texas hat uns viel Regen und viele schwierige Herausforderungen gebracht. Wie jeder weiß, ist der größte Teil der Kompanie damit beschäftigt, an Arena Commander zu arbeiten, und da wir dem Release näher kommen, stoßen wir jeden Tag auf neue Probleme, obwohl unsere Fix-Rate in signifikanter Weise positiv war, sind wir einfach noch nicht nah genug dran, um sie in die Wildnis zu lassen. Allerdings war das Büro in Austin in diesem Monat sehr beschäftigt, und ich möchte einige davon mit euch allen teilen.

Audio/Video - Im Mai haben wir an der Planung und dem Bau unserer Tonstudios an den Standorten Austin und Manchester sowie an der Fertigstellung des Arena Commander Releases gearbeitet. Während wir gegen Ende des Monats vorangekommen sind, ist die Dogfighting-Arbeit mehr Spieltests und Anpassungen, während wir gehen, und weniger Generierung/Implementierung von neuen Inhalten, um sicherzustellen, dass die Veröffentlichung von höchster Qualität ist. Hoffentlich genießt du es, deine Freunde in Vergessenheit zu stürzen, wenn der Ton bis 11 Uhr aufgedreht ist. In diesem Monat ging es beim Video um die Verpackung und Übertragung der Medienproduktion nach Santa Monica. Wir haben jetzt einen File-Server mit mehreren Kopien und Standorten, um die Videoaufzeichnung der Spieleentwicklung zu speichern. Diese Aufzeichnung wird die Hauptquelle für den Dokumentarfilm über die Entstehung von Star Citizen sein. Wir haben auch die letzten vier Episoden von "Wingman's Hangar" produziert - insgesamt 72. Während wir die letzte Show drehen, blicken wir auf die letzten zwanzig Monate voller Spaß, Hijinks und "ernsthafter" Berichterstattung zurück.

Design - Wir haben Feuerwehr für die Freigabe und das Pitching mit Tests und Feedback für das Gameplay, von der Joystick-Steuerung bis hin zu Raketen- und Laserschäden, das Team hat sowohl im Einzelspieler- als auch im Mehrspieler-Modus geschlagen, um es so stabil und lustig wie möglich zu machen, wenn es ausgeht.

In der Zwischenzeit treiben wir die hartnäckige Arbeit am Universum weiter voran, einschließlich der Unterstützung von Tony Zurovec bei der Einführung in alle Facetten des Projekts. Die Unterstützung des Hangars geht weiter, mit der Erweiterung um neue Schiffe, wenn sie online gehen, Hangarflair-Artikeln und einem brandneuen Schießstand, von dem wir glauben, dass Sie ihn lieben werden! Die Wirtschaftsarbeit schreitet ebenfalls voran, mit wöchentlich stattfindenden lokalen Simulationsspieltests und der Besiedlung des Universums mit all den Leckerbissen, die die Spieler entdecken werden. Auch bei der Missionsentwicklung gehen wir neue Wege und vervollständigen einige Kernsysteme. Und wir haben die Schiffsspezifikationen aktualisiert - nicht nur einmal, sondern zweimal - diesen Monat. Viel Spaß!

IT - Die IT-Abteilung hat diesen Monat intensiv an der Verbesserung von Build und Deployment-Systemen gearbeitet. Diese Initiativen sind wichtig für die interne Entwicklung, da sie die Iterationsrate zwischen den Builds beschleunigen und so viel schnellere Bugfixes und allgemeine Produktverbesserungen ermöglichen. Wir konnten auch bei unserem Publishing-Prozess gute Fortschritte erzielen, der es uns ermöglicht, Korrekturen und Inhalte für Player mit weniger Ausfallzeiten bereitzustellen. Das IT-Team hat auch die Tools und Verfahren zur Überwachung externer Spieldienste entwickelt. Basierend auf den Anforderungen der Entwicklung werden wir ein viel höheres Niveau an System- und Serviceüberwachung und -berichterstattung hinzufügen, als es üblicherweise angeboten wird, um die besten Möglichkeiten zur Verbesserung und Optimierung unserer Live-Dienste zu ermitteln und sicherzustellen, dass die Dinge am Laufen bleiben.

Produktion - Wir waren damit beschäftigt, lokale Aufgaben für die Freigabe des Arena Commander aufzuspüren, von der Serverseite über das Gameplay bis hin zu IK-Problemen mit Animationen, unsere Aufgabe war es, sicherzustellen, dass die Leute alarmiert werden und auf dem Laufenden über vorrangige Aufgaben sind und die Dinge rechtzeitig erledigt werden. Das Produktionsteam setzte seine mutigen Bemühungen zur Planung und Ausführung der Schiffs- und Charakterpipelines fort. Wir haben auch weiterhin das Modul Hundekampf durch ATX-basierte Entwicklung und QS unterstützt. Wir unterstützen die anderen Studios weiterhin bei unseren gemeinsamen Bemühungen, den Vanduul Swarm, Free Flight und Multiplayer Dog Fighting Module und Karten auf den Markt zu bringen. Unser langfristiger Plan ist es, die Effizienz durch strategische Initiativen wie die Zusammenarbeit mit unseren Lieferantenpartnern zu steigern, um unsere Kunstpipeline dynamisch zu verbessern.

Engineering - Engineering hat sich mit der Arbeit an der Dogfighting v1 Version beschäftigt, einschließlich Gameplay-Logik, Spezialeffekt-Implementierung, Engine Korrekturen und Verbesserungen, Rendering Korrekturen sowie Bug- und Crash-Fixes. Zusätzlich zu den Kerndienstleistungen und dem Prozessmanagement des Universums unterstützt ATX Engineering die Implementierung von Matchmaking und Instance Management Services, die für den Dogfighting eingesetzt werden und später für das persistente Universum erweitert werden sollen. Werkzeugverbesserungen und Bugfixes, Build- und Patchesystemfixierungen und -verbesserungen sowie Entwicklungswerkzeug- und Prozessverbesserungen wie die Migration zu Perforce Streams wurden ebenfalls diesen Monat durchgeführt.

QA - Der letzte Monat war sehr arbeitsreich für die CIG QA. Es wurden Fortschritte beim gesamten QS-Prozess erzielt. Unsere neuen QS-Zusätze aus der Gießerei 42 begannen diesen Monat und konnten auf den Weg gebracht werden. Geoffery Coffin, William Clark und Andrew Nicholson meldeten sich zum Dienst und trugen sofort zur Verbesserung der Dokumentation und des Verfahrens bei und trugen dazu bei, dass wir eine globale Testabdeckung haben. Wir hatten auch eine Neuzugang im QA-Team hier in Austin. Ein großer Star-Bürger ist bei Keegan Standifer willkommen! In diesem Monat wurden viele unternehmensweite Spieltests durchgeführt, die dazu beitrugen, uns der Veröffentlichung von Arena Commander näher zu bringen. Es macht uns traurig, manchmal der Überbringer schlechter Nachrichten zu sein, wenn wir einige der Probleme ans Licht bringen müssen, die eine Veröffentlichung verzögern können. Wir hoffen jedoch, dass wir genug von den Knicken haben werden, um sicherzustellen, dass Arena Commander ein unglaublich angenehmes Erlebnis ist. Nach der Freigabe benötigen wir noch Ihre Hilfe! Es werden noch viel mehr Tests erforderlich sein, und wir freuen uns auf das Feedback aller, um sicherzustellen, dass Arena Commander und schließlich Star Citizen die beste verdammte Space Sim aller Zeiten sind!

Es gibt viele Dinge, auf die man diesen Monat stolz sein kann, und wir kommen der gemeinsamen Arbeit mit euch so nahe. Dieses Spiel und diese Community teilen die gleiche Leidenschaft, und es ist das Spannendste, woran wir je gearbeitet haben, und das alles dank dir! Vielen Dank an Sie alle für Ihre anhaltende Unterstützung.

EP

Erin Roberts, Studioleiterin
Design - Nick Elms
Wie Sie sich vorstellen können, war es für die Designer hier in Großbritannien ein hektischer Monat. Der Überlebensmodus "Vanduul Swarm" hat viel gestalterischen Fokus. Wir haben das Spiel den ganzen Tag, jeden Tag gespielt und bieten den Künstlern und Ingenieuren eine "server crashing" Menge an Feedback. Wir haben alle Arten von Statistiken optimiert, um die feindlichen Wellen und die Leistung der kooperativen KI-Piloten auszugleichen.

Es wurden große Anstrengungen unternommen, um KI-Profile für die von Vanduul benannten Piloten zu erstellen, um sicherzustellen, dass sie im Vergleich zu den "Scavengern" eine größere Herausforderung darstellen.

Es war wirklich gut zu sehen, dass der Einzelspieler-Überlebensmodus mit etwas Politur zusammenkommt, offensichtlich gibt es noch viel mehr zu tun, aber wir glauben, dass wir eine solide Basis haben, von der aus wir arbeiten können. Multiplayer fühlt sich an, als würde es zusammenkommen, wir haben nur noch ein paar technische Hürden zu überwinden, bevor wir ein Smiley auf unsere Feedback-E-Mails kleben können.

Abgesehen vom Dogfighting-Modul haben wir stetige Fortschritte bei den Staffel 42 Leveldesigns gemacht und wo verfügbar, wurde das Level "White-Boxing" überprüft. Die Großschiffe der UEE sind immer noch mit Volldampf voraus, mit "Grey-Box"-Versionen von fast allen von ihnen, aber die "Bengalen" (die sich immer noch in der White-Box befinden), und die Aktionen der Crew-Sitze haben begonnen, vorgetäuschte HUD-Animationen zu erhalten, um ihre Funktionalität besser zu erklären.
Das ist alles, was ich diesen Monat berichten kann.

Programmierung - Derek Senior
Ein weiterer Monat und viel Engineering-Arbeit, um DFM auf das von Chris geforderte Qualitätsniveau zu bringen. Es gab einen großen Schub auf der HUD-Seite, in Zusammenarbeit mit unseren Kollegen aus den USA, mit großen Themen wie Radar, Targeting, Schildschadenrückmeldung, ITTS und vielen weiteren kleinen Optimierungen und Verfeinerungen. Auf der Audio-Seite haben wir die interaktive Musik mit vielen neuen SFXs erweitert, von Schildhits bis hin zu Cockpit-Feedback. Bitching Betty gibt mehr und bessere Informationen, um Sie über das Geschehen und den Zustand Ihrer Systeme auf dem Laufenden zu halten.

Die Controller haben viel Aufmerksamkeit erregt, die Interaktion zwischen Ihrem Controller und der Dynamik des Schiffes war eine ständige Beziehung (durch gute und schlechte Zeiten!), mit vielen Optimierungen und Feedback. Andere Arbeitsbereiche sind das Kamerasystem, mit dem Sie sich auf verschiedene Bereiche des Bildschirms konzentrieren können, sei es auf ein Schiff, das Sie im Visier haben, oder auf einen bestimmten Teil Ihres Dashboards mit dynamischem FoV und DoF, die Spielerauswurf und wie sich das auf Ihre Punktzahl auswirkt, sowie laufende Verbesserungen des Gameplay. Abgesehen von all dem gab es einen allgemeinen Schub bei CPU-Leistung, GPU-Leistung, Multiplayer, Stabilität und eine Vielzahl von Bugfixes.

Kunst - Paul Jones
DFM-Arbeiten waren hauptsächlich die Behebung von Fehlern in einigen zukünftigen Arbeiten für den Gametype Conquest sowie zusätzliche VFX-Arbeiten, um den Schaden für Spieler und Schilde zu verkaufen.

Die Arbeiten an Sq42 schreiten gut voran, wenn es darum geht, die modularen Innenräume für die drei Kapship-Klassen - Speer, Panther und Bengalen - zu bauen; wir können bereits das Potenzial dieser Monster erkennen und die Ideen beginnen wirklich zu fließen, um dies zu einem einzigartigen Erlebnis zu machen.

Parallel dazu wird auch an der großen Shubin Mining-Plattform gearbeitet, um sicherzustellen, dass sie auf Tier- und Whiteboxen bereit für das Design ist, um mit Protoyping-Missionen zu beginnen.

Außerhalb des Bauauftrags haben Künstler große Fortschritte in der Look Dev gemacht, Gavin Rothery hat das Gladius-Konzept fertiggestellt und ist zu einem Heavy-Jäger übergegangen, Jon McCoy arbeitet an Schlüsselbereichen für Missionen und Ryan Church definiert weiterhin die massiven Innenräume der Panther-Klasse.

Wir haben auch mit den Arbeiten an einem Rettungsfahrzeug (Konzept komplett) begonnen und auch die Veredelung des Gladiator-Bombers und weiterer Räume des Speerwurfes - alles läuft diesen Monat!

Mathieu Beaulieu, Produzentin
Während Programmierer die letzten Korrekturen für das Hundekampfmodul anwenden, haben Künstler und Designer die neueste Umgebung auf die nächste Stufe gehoben. Heute ist der Asteroiden-Hangar Beta und sollte in Kürze zur Veröffentlichung bereit sein. Während der Arbeit daran haben wir auch am Raumsystem Fortschritte gemacht und Sie sollten bald in der Lage sein, Ihrem Hangar Spezialräume hinzuzufügen.

Unsere UI-Designer waren damit beschäftigt, sich die Hände mit allen möglichen Dingen schmutzig zu machen: Hundekämpfe Modulstücke, Matchmaking UI-Finishing, Hangarflair-Objekte, Logodesign, Motion Graphics, Economy Tool UX-Design und natürlich unser Baby: das mobiGlas. Ein solides Look-and-Feel kommt zusammen und mehrere mobiGlas Apps haben einen ersten UI/UX-Pass erhalten, während wir weiterhin bestrebt sind, Ihnen das BDSS-OS-E anzubieten.....

Darüber hinaus bereitet das Designteam das Feld vor, indem es Spielmechaniken für jede Art von Planetenstandort identifiziert, von Bars über Garagen bis hin zu Kleidungsläden.

Die architektonischen Stile für die ersten 20 Landezonen wurden in die Star Citizen-Fiktion verwoben, um glaubwürdige, geschichtsträchtige Orte zu schaffen.

Im Bereich Wirtschaftsdesign haben wir damit begonnen, zu ermitteln, welche Fabriken, Lieferanten und natürlichen Ressourcen sich in welchem System befinden. Einige dieser Daten wurden in das Wirtschaftstool eingegeben, das es uns ermöglichen wird, verschiedene wirtschaftliche Szenarien zu simulieren.

Bleiben Sie dran.....

Tara Decker, Produzentin
Gibt es im Mai außer Dogfighting noch etwas zu besprechen? Es gibt sie, aber sie ist wahrscheinlich nicht so interessant. ;)

Die Schiffe, die wir zum Luftkampf beigetragen haben (300i, Aurora, Hornet...), waren in den Händen der DFM-Crew, während sie daran arbeiten, den Luftkampf erstaunlich zu machen. Nach den Updates und Anpassungen an Schaden & LOD war unser Fokus ein wenig im Schatten des massiven DFM-Ziels. Für uns kein Problem.

Wir bauen schon seit einiger Zeit Schiffe im Hintergrund dieses Spiels.
Das nächste Schiff auf unserem Dossier für April/Mai war der erwartete Freelancer. Die aktualisierte FL und ihre Varianten wurden im Mai fertiggestellt. Ich hoffe, es gefällt euch allen.

Derzeit an Deck: die Konstellation. Wir werden Anfang Juni zwei Versionen fertigstellen und die anderen Varianten bis Ende Juni fertig stellen. Chris hat hohe Erwartungen an dieses Schiff und wir auch. Wir werden keine Konstellation vor ihrer Zeit liefern (gesagt in Orson Welles Stimme, mit Breitengrad;).

Und der massive, beeindruckende Idris marschiert weiter. Die Graybox wird innerhalb der nächsten Woche oder so fertig gestellt sein. Sobald es von Design und Kunst überprüft wurde, beginnen die letzten Schritte bis zur Fertigstellung, und eine Auslieferung im Frühherbst ist geplant. Dieses Schiff hat etwas Zeit in Anspruch genommen, aber alle Beteiligten erwarten, dass es den Schweiß wert ist.

Obwohl der April unser großer Vorstoß war, haben wir im Mai weiter mit dem Turbulent Team in Montreal zusammengearbeitet, um schöne, genaue Renderings der zu verkaufenden Schiffe zu erstellen.

CGBot funktioniert nicht nur auf Schiffen.... wir machen auch Charaktere. ;) Männlicher Entdeckeranzug wird im Juni fertig gestellt, zusammen mit dem letzten Helm. Das Innere des Helmes ist als nächstes an Deck für zusätzliche Modellierung und Texturierung. Denn in diesem Spiel bleibt kein Detail offen. Realistisch. Erstklassig.

Sean Murphy, Outsourcing Manager
Auf der künstlerischen Seite produzieren unsere Auftragnehmer weiterhin spannende Konzeptkunst - diesen Monat haben wir George Hull (The Matrix, Elysium, Transformers) auf die Liste der Künstler gesetzt, die für uns arbeiten; George hat an Vorentwürfen für das Collector-Raumschiff gearbeitet (das als Surveyor gegründet wurde). Wir haben mehrere unserer Künstler dazu gebracht, Squadron 42 Schiffsbedürfnisse zu unterstützen - Emmanuel Shiu, Eddie del Rio und John Dickenson arbeiten nun alle auf Vanduul-Schiffen. Jan Urschel hat die Xi'an-Schiffe weiter verfeinert und Jim Martin hat an Konzepten für die Entermesser-Varianten gearbeitet. Stefano Tsai steht kurz vor der Fertigstellung des M50 und hat einige erstaunliche Renderings für Jump Point erstellt (diese werden Sie für Ihre Desktop-Hintergründe benötigen!) und David Brochard hat einige wirklich coole Outlaw-Rüstungssets für die REDACTED FPS-Gruppe entworfen. Wir haben auch Kurt Kaufman (Jurassic Park, Star Wars Episodes I und II, War of the Worlds) in unser Programm aufgenommen; Kurts Konzeptuntersuchung von Banu-Umgebungen. Das interne Kunstteam arbeitet weiterhin an neuen Schiffen für das persistente Universum und optimiert die Schiffe im Arena Commander so, dass sie genau dort ankommen, wo sie gerade sind.

(Redigiert)
Wow, ist es wirklich schon einen Monat her? Ich schätze, es ist so, die Zeit vergeht, wenn man Spiele macht!

Dieser letzte Monat war ein arbeitsreicher Monat für alle, die mit Star Citizen zu tun haben, einschließlich des FPS-Teams bei[Redacted]. Alle haben sich in einer gewaltigen Anstrengung zusammengetan, um Arena Commander zu starten.... und es sieht so aus, als wäre dieser Tag endlich gekommen!

Während die Jungs im Art Team immer noch Umgebungen und Requisiten modellieren, Materialien kreieren und die Dinge für FPS generell schön aussehen lassen, hat das Engineering-Team hart mit den anderen Studios zusammengearbeitet, um den Arena Commander in Versandform zu bringen. Hast du jemals diesen Film Starship Troopers gesehen? Kennst du die Szene, in der die Gruppe der Kinder alle Käfer auf dem Bürgersteig zerquetschen? Es ist so ähnlich wie das: D

Das Animationsteam hat alle Mocap-Daten, die Anfang des Monats erfasst wurden, mit den verschiedenen Posen und Haltungen, die für Waffen und Kampf benötigt werden, zusammengeführt.

Von der Designseite aus werden die Ebenen um die Platzierung der Abdeckung erweitert und es wurden viele Dokumentationen über Energieladestationen und die Platzierung der Ausrüstung auf dem Player erstellt. Vielleicht klingt das nicht allzu aufregend, aber es wird es sein, sobald es implementiert ist.... ehrlich!

Aber wie Travis im Santa Monica-Bericht sagte.... warum liest du das immer noch?! Lade AC herunter und lass uns wissen, was du denkst!

Mark Day, Studioleiterin
Bestehend aus den drei Bereichen Landing Zone, City Center und The Blocks, die alle über ein Monorail-System miteinander verbunden sind, erwacht die Planetenseite von Terra Prime zum Leben. Neben der Verfeinerung von The Landing Zone/Centermass und der Fertigstellung des Designs für Sherman lag unser Hauptaugenmerk in diesem Monat auf der Erstellung von Prime's schäbigen Unterbauch, The Blocks! Für diejenigen unter euch, die wir sagen werden: "Ich hoffe, einen abenteuerlicheren Lebensstil außerhalb der lästigen Regeln der höflichen Gesellschaft zu verfolgen", wird sich wie zu Hause fühlen. Das Bestehen im ewigen Schatten des Reichtums und der Macht der Stadt Prime's erstreckt sich weit über das hinaus, was den Blöcken an Pflege und körperlicher Schönheit fehlt, um Aufregung und Chancen auszugleichen.

voidALPHA bleibt ein dichtes Team von: 2 Umweltkünstler
1 Konzeptkünstlerin
1 Designer
1 Projektleiter

Benoit Beauséjour, Gründer und Gründer
In diesem Monat hat das Platform-Team in Montreal die Entwicklung der öffentlichen Ranglisten des Arena Commander verfolgt. Die Benutzeroberfläche ist nun integriert und es wird weiter daran gearbeitet, Daten von den Spielservern zu empfangen, um Ihre Ergebnisse zu füllen und für die öffentliche Anzeige zu speichern. Der Teil des Bürgerdossiers der Statistiken erhält auch mehr Updates, da wir daran arbeiten, schöne Statistikdiagramme zu animieren. Das Team ging auch auf viele Anfragen des Ingenieurteams ein, um die verschiedenen Logikteile zu bearbeiten, die für den Rollout des Arena Commander benötigt werden.

Diesen Monat sind wir auch auf den XMPP-basierten Chat umgestiegen. Mit mehr Traffic zu bewältigen und Power-Usern auf dem System sind wir der Meinung, dass wir noch viel zu tun haben und werden Updates in Angriff nehmen, sobald es die Zeit erlaubt. Erwarten Sie Leistungssteigerungen und Bugfixes im Webclient sowie einige neue UI-Funktionen integriert. (Lob an den Bürger Koros für seine großartige Arbeit am RSI Chat Toolkit).

Eine Aufgabe, die wir in diesem Monat angegangen sind, war auch die Erstellung einer ersten Version der Übersicht "Star Citizen Project Status". Eine Matrix mit dem Status der verschiedenen Spielmodule und einem ersten Entwurf der einzelnen Modulseiten wird in Kürze erscheinen. Auch der Kunden-Downloadbereich wurde zum Download "Star Citizen" überarbeitet. Da der Kunde bald das Arena Commander Modul enthalten wird, waren einige Überarbeitungen erforderlich, um den unterschiedlichen Modulanforderungen gerecht zu werden.

Matthew Jack, Gründer und Gründer
Diesen Monat hat sich das Moon Collider Team darauf konzentriert, das Gameplay für den Einzelspieler Vanduul Swarm Modus zu verbessern. Die Version Arena Commander v0.8 wird unsere erste große Gameplay-Version für Kythera sein, also haben wir alles getan, um einen guten ersten Eindruck zu hinterlassen.

Während die Grundlagen des Weltraumkampfes unter Kythera alle ausgereift waren - wie Targeting, Dogfighting-Verhalten, Manöver und dynamische Vermeidung - gab es für die bevorstehende Veröffentlichung verschiedene Änderungen.

Der erste war der Wechsel von den Hornissen - die als Gegner für die PAX-Demo verwendet wurden - zu den Sensen, den das Design erforderte. Wir passten uns ihren Fahreigenschaften an und integrierten die neueste Abstimmung des IFCS-Systems, um sie gut fliegen zu lassen, und begannen dann mit den Auswirkungen auf den Kampf. Die Sensen benutzen feste Waffen anstelle von Geschütztürmen, daher benötigen sie einen sehr genauen Flug und eine sehr genaue Orientierung, um ihre Ziele zu erreichen.

Als nächstes arbeitete ich mit Designern von Foundry 42 zusammen, um ihre Eigenschaften und das Vanduul Swarm Gameplay zu entwickeln. Mike, unser leitender Ingenieur, besuchte Manchester für ein paar Tage, um dies am effektivsten zu gestalten.

Vanduul Swarm ist ein eher arkadenartiger Modus, der allen Spaß bereiten soll, während sie sich an das Flugmodell und die Steuerung der Schiffe gewöhnen. Daher sind frühere Wellen von Sensen von Natur aus recht einfach zu versenden, während spätere Wellen und Chefships viel schwieriger sein sollten. Wir haben sehr eng mit den Designern zusammengearbeitet, um ihnen alle Parameter zu geben, die sie dafür benötigen.

Wir haben auch daran gearbeitet, ihnen einen unverwechselbaren Flugstil zu geben und ihre Manövrierfähigkeit bei Bedarf einzuschränken, um sicherzustellen, dass die Spieler "auf den Schwanz" kommen können, um den Luftkampf zu befriedigen.

Als diese Grundlagen solide aussahen, schlugen die Designer eine recht mutige Änderung vor: "freundliche Hornissen" hinzuzufügen. Diese sind nicht als zu befehlende Flügelmänner gedacht, sondern als unabhängige Begleiterkämpfer. Diese freundlichen KI beteiligen sich an ihren eigenen Luftkämpfen, verfolgen Sensen und werden verfolgt, so dass um den Spieler herum viel mehr los ist. Wir denken, dass sie die ganze Szene zum Leben erwecken.

Als die Veröffentlichung näher rückt, stehen wir mit letzter Unterstützung zur Seite, während die letzten Fehler im Build behoben werden, und spielen regelmäßig, um sicherzustellen, dass die Gameplay-Balance erhalten bleibt. Wir planen auch eine längerfristige Planung der KI für kommende Module.

Wir freuen uns sehr, dass Kythera zu so vielen Geldgebern geht und das Gameplay in Vanduul Swarm anbietet. Es wird noch viel mehr kommen, aber wir hoffen, dass ihr alle Spaß mit diesem ersten Verkoster habt.
Greetings Citizens,

We know you’re excited to get into space tonight, but we wanted to make good on another promise and share the monthly studio reports from Cloud Imperium and our partners around the world. May has seen a lot of focus on dogfighting, but work also continues on other areas of the game (like Squadron 42 and the FPS module.) Here’s the full story!

Travis Day, Dogfight Producer
Greetings Citizens,

I’m going to keep it short today! First, sorry for the delay on getting this monthly report out, the team was a smidge distracted with other issues… The big news from Santa Monica is that Arena Commander V0.8 is OUT! We launched AC today and… well, it’s unlikely you’re even reading the Monthly Report at this point and I am probably asleep. Go download your copy and get your first taste of space combat in Star Citizen. We sincerely hope you enjoy the fruits of our labor; and now a lot of very tired Star Citizen developers will be getting a good night’s sleep tonight so we are ready to come back and work on bug fixing tomorrow!

As you may have surmised, the Santa Monica team was laser focused on getting dogfighting V0.8 out the door in May. The efforts don’t stop here, though: we’re going to keep our current pace of development up to finish V0.9 and finally V1.0 with all the features promised at PAX and the complete multiplayer experience. Once that’s out, we’ll really get to rest.

The Santa Monica art team is growing, too! A new Junior Concept Artist, Gurmukh Bhasin, has joined David Hobbins in our art pit. The pair are currently working on an array of Constellation variants… and while they look incredible (almost as incredible as Hobbins himself) I can’t talk much about those just yet.

The community team is getting ready for several upcoming events, the first of which is The Next Great Starship finale on Saturday. Star Citizen fans from around the world are going to join the judges and Santa Monica team at the YouTube Space in Playa Del Rey where the final episode will be livestreamed and a winner selected. Having had no involvement in the show we’re really looking forward to meeting the teams that have put together such awesome ships in the engine. After that, it’s full steam ahead for the Community team towards the Gamescom event and other convention appearances later this summer!

Thank you all for your continued support and patience. I know that the last few days have been as much of a rollercoaster for you as it has for us. Hopefully now that the ride is over and you have your first taste of our vision for Arena Commander and what we are starting to build for space combat in Star Citizen you will be as inspired as we are about the direction we’re going together.

As always, if you have any questions about this post or anything else, please post your questions to our ‘Ask a Dev’ threads.

Cheers,

Cloud Imperium Games Santa Monica

Eric Peterson, Studio Director
Greeting Citizens!

The Month of May here in Texas has brought us much rain, and many difficult challenges. As everyone is aware, most of the company is busy working on Arena Commander, and as we get closer to the release, we continue to run into new issues every day, even though our fix rate has been positive in a significant way, we are just not close enough to let it out into the wild just yet. That being said the Austin office has been very busy during this month, and I would like to share some of that with all of you.

Audio/Video – In May we have been working on the planning and construction of our sound studios at the Austin and Manchester locations, as well as finishing up work on the Arena Commander release. As we’ve progressed toward the end of the month, the dogfighting work is more playtesting and adjusting as we go, and less generation/implementation of new content, to ensure the release is of the highest quality. Hopefully you will enjoy blasting your friends into oblivion with the sound turned up all the way to 11. Video this month has been about wrapping up and transferring media production to Santa Monica. We now have a multi-copy, multi-location file server to store the video record of the game’s development. That record will be the primary source for the documentary of the making of Star Citizen. We also produced the last four episodes of “Wingman’s Hangar” – seventy-two in all. As we shoot the last show, we take a look back at the last twenty months of fun, hijinks, and “serious” reporting.

Design – We have been firefighting for dogfighting release and pitching in with testing and feedback for the gameplay, from joystick controls, to missile and laser damage, the team has been hammering away in both single player and multiplayer to get it as stable and fun as possible for when it goes out.

In the meantime, we’re still pushing ahead on persistent universe work, including helping Tony Zurovec get up to speed on all facets of the project. Hangar support continues, with the additions of new ships as they come online, hangar flair items, and a brand new firing range that we think you’ll love! Economy work is moving ahead full-bore, as well, with local simulation playtests going on weekly, along with populating the universe with all of the goodies that players will get to discover. We’re breaking new ground on mission development, too, and putting finishing touches on some core systems. And we’ve updated the ship specs – not once, but twice – this month. Enjoy!

IT – The IT department has been busy working on build and deployment system improvements this month. These initiatives are important for internal development because they speed up the rate of iteration between builds allowing for much faster bug fixes and overall product improvements. We’ve also been able to make good headway on our publishing process which allows us to deploy fixes and content out to players with less downtime. The IT team has also been developing the tools and procedures for monitoring external game services. Based on requests from development we will be adding a much higher level of system and service monitoring and reporting than typically offered so we can determine the best ways to improve and optimize our live services in addition to making sure things stay up and running.

Production – We have been busy tracking down local tasks for the Arena Commander release, from server side, to game play, to IK issues with animation, our job has been to make sure the folks are alerted and up to date on priority tasks and getting things completed in a timely manner. The production team continued its valiant efforts to plan and execute the ship and character pipelines. We also continued to support the dog fighting module through ATX based development and QA. We continue to support the other studios in our collective efforts to release the Vanduul Swarm, Free flight, and Multi-player dog fighting modules and maps. Our long term plan is to increase efficiency via strategic initiatives such as working with our vendor partners to dynamically improve our art pipeline.

Engineering – Engineering has been busy working towards the Dogfighting v1 release, including gameplay logic, special effects implementation, engine fixes and improvements, rendering fixes, and bug and crash fixes. In addition to core universe service work and process management, ATX engineering is assisting with implementation of matchmaking and instance management services used for dogfighting and to be expanded later for the persistent universe. Tool improvements and bug fixes, build and patching system fixes and improvements, and development tool and process improvements such as migrating to Perforce Streams were also done this month.

QA – The last month has been very busy for CIG QA. Progress has been made on overall QA process. Our new QA additions from Foundry 42 began this month and were able to hit the ground running. Geoffery Coffin, William Clark and Andrew Nicholson reported for duty and immediately contributed with improving documentation and procedure and helping to ensure we have global testing coverage. We also had a new addition to the QA team here in Austin. A big Star Citizen welcome to Keegan Standifer! This month many company-wide play tests were conducted that were instrumental in bringing us closer towards the release of Arena Commander. It saddens us to sometimes be the bearer of bad news when we must bring to light some of the issues that may delay a release. However, we hope to have enough of the kinks ironed out to ensure Arena Commander is an incredibly enjoyable experience. After release we will still need your help! Much more testing will be needed and we look forward to everyone’s feedback to help ensure Arena Commander and eventually Star Citizen is the Best Damn Space Sim Ever!

There is a lot of things to be proud of this month, and we are getting oh so close to sharing some important work with you guys. This game and community share the same passion, and it is the most exciting thing we have ever worked on, and that is all thanks to you! Thank you all for your continued support.

EP

Erin Roberts, Studio Director
Design – Nick Elms
As you can imagine, it’s been a hectic month here in the UK for the designers. The survival mode “Vanduul Swarm” has taken a lot of design focus. We have been playing the game all day, every day, providing a “server crashing” amount of feedback for the Artists and Engineers. We have been tweaking all kinds of statistics to balance the enemy waves and the co-op AI pilots performance.

A lot of effort has gone into setting up AI profiles for the Vanduul named pilots, making sure that they are more of a challenge when compared to the “Scavengers”.

It’s been really good to see the single player survival mode coming together with some polish being thrown in, obviously there is a lot more to do, but we feel we have a solid base to work from. Multi-player feels like it is coming together, we just have a few technical hurdles to get over before we can stick a smiley face on our feedback emails.

Aside from the Dogfighting module, we have been making steady progress with the Squadron 42 level designs and where available the level “white-boxing” has been under review. The UEE capital ships are still full steam ahead, with “grey-box” versions of almost all of them, but the “Bengal” (which is still in white-box), and crew seat actions have started to get mock-up HUD animations to explain their functionality better.
That’s about all I can report this month.

Programming – Derek Senior
Another month and lots of engineering work to get DFM to the quality level demanded from Chris. There’s been a big push on the HUD side, working with our colleagues from the US, with big items like the radar, targeting, shield damage feedback, ITTS, and lots more small tweaks and refinements. From the audio side we’ve been adding to the interactive music, with lots of new SFX from shield hits to cockpit feedback. Bitching Betty is giving more and better information to keep you informed of what is going on and the state of your systems.

The controllers have had a lot of attention, the interaction between your controller and the ship’s dynamics has been an ongoing relationship (through good times and bad!), with plenty of tweaks and feedback. Other areas of work include the camera system allowing you to focus on different areas of the screen, be it a ship you are targeting or some particular part of your dashboard with dynamic FoV and DoF, player ejection and how that affects your scoring, and ongoing gameplay improvements. Aside from all of that there’s been a general push on cpu performance, gpu performance, multiplayer, stability, and a huge amount of bug fixing.

Art – Paul Jones
DFM work has been mainly bug fixing along some future work for the Conquest gametype along with some extra VFX work to help sell damage to the player and shields.

Sq42 work has been progressing well with large strides made in building the modular interiors for the three capship classes – Javelin, Panther and Bengal; we can already see the potential in these monsters and the ideas are really starting to flow in making this a unique experience.

Alongside this work is also underway on the large Shubin Mining platform, making sure it’s on tier and whiteboxed ready for design to start protoyping missions.

Outside of the building contract concept artists have been making great strides in look dev, Gavin Rothery has finished of the Gladius concept and moved onto a Heavy fighter, Jon McCoy working on key areas for missions and Ryan Church is continuing defining the massive Panther class interiors.

We have also started work on a rescue utility vehicle (concept complete) and also refining of the Gladiator bomber and additional rooms of the Javelin – it’s all going on this month!

Mathieu Beaulieu, Producer
As programmers are applying the last fixes for the dog fighting module, artists and designers have brought the latest environment to the next level. Today, the Asteroid Hangar is Beta and should be ready for release quite soon. While working on it, we have also made progress on the room system and you should soon be able to add speciality rooms to your hangar.

Our UI designers have been busy getting their hands dirty with all kinds of things: dog fighting module bits and pieces, matchmaking UI finishing touches, hangar flair objects, logo design, motion graphics, economy tool UX design, and, of course, our baby: the mobiGlas. A solid look-and-feel is coming together and several mobiGlas apps have had an initial UI/UX pass, as we continue to strive to bring you the BDSS-OS-E…

On top of all that, the design team is preparing the field by identifying gameplay mechanics for every type of Planetside location, from bars to garages to clothing outlets.

Architectural styles for the first 20 landing zones have been woven into Star Citizen fiction to create believable locales rich with history.

In economy design, we’ve started identifying which factories, vendors and natural resources are located in which system. Some of this data has been entered in the economy tool, which will allow us to simulate different economic scenarios.

Stay tuned…

Tara Decker, Producer
Is there anything to talk about in May besides Dogfighting? There is but it’s probably not as interesting. ;)

The ships we’ve contributed to dogfighting (300i, Aurora, Hornet..) have been in the hands of the DFM crew while they work to make dogfighting amazing. After the updates and tweaks to damage & LOD needed, our focus has been a little in the back-shadows of the massive DFM goal. Not a problem for us.

We’ve been creating ships in the background of this game for awhile now.
The next ship on our dossier for April/May has been the anticipated Freelancer. The updated FL and it’s variants were completed in May. Hope you all like.

Currently on deck: the Constellation. We’re due to complete 2 versions in early June and finish up the other variants by end of June. Chris has high expectations for this ship and so do we. We’ll deliver no Constellation before its time (said in Orson Welles voice, with latitude ;).

And, the massive, impressive Idris marches on. The greybox will be complete within the next week or so. Once it’s vetted by design and art, the final steps to completion commence, and an early fall delivery is scheduled. This ship has taken a bit of time, but all involved expect it to be worth the sweat.

Though April was our big push, in May we continued to work with the Turbulent team in Montreal to create beautiful, accurate renders of the ships for purchase.

CGBot doesn’t only work on ships…we do characters, too. ;) Male Explorer suit will be completed in June; along with the final helmet. The interior of the helmet is next on deck for additional modeling and texturing. Because no detail is left un-detailed in this game. Realistic. Top-notch.

Sean Murphy, Outsource Manager
On the Art side of things our contractors are continuing to produce exciting concept art – this month we added George Hull (The Matrix, Elysium, Transformers) to the list of artists working for us; George has been working on preliminary designs for the Collector starship (which began life as the Surveyor). We’ve moved several of our artists onto supporting Squadron 42 ship needs – Emmanuel Shiu, Eddie del Rio, and John Dickenson are all now working on Vanduul ships. Jan Urschel has continued to refine Xi’an ships and Jim Martin has been working on concepts for the Cutlass variants. Stefano Tsai is close to finishing the M50 and has created some amazing renders for Jump Point (you’ll want these for your desktop wallpapers!) and David Brochard has designed some really cool Outlaw armor sets for the REDACTED FPS group. We’ve also added Kurt Kaufman (Jurassic Park, Star Wars Episodes I and II, War of the Worlds) to our roster; Kurt’s doing concept exploration of Banu environments. The internal art team continues to work on new ships for the persistent universe, as well as tweaking the ships in Arena Commander to where they are just right.

[Redacted]
Wow, has it really been a month already? I guess it has, time sure flies when you’re making games!

This last month has been a busy one for everyone involved with Star Citizen, including the FPS Team at [Redacted]. Everybody has been coming together in one massive effort to launch Arena Commander… and it looks like that day has finally arrived!

While the guys on the art team have still been modeling environments and props, creating materials and generally making things things look pretty for FPS, the engineering team has been working hard with the other studios to whip Arena Commander into shipping shape. Have you ever seen that movie Starship Troopers? You know that scene where the group of kids are squashing all of the bugs on the sidewalk? It’s kind of like that :D

The animation team has been taking all of the mocap data that was captured at the start of the month and merging it with the different poses and stances that are needed for weapons and combat.

From the design side, cover placement is being added to the levels and lots of documentation has been created concerning energy recharge stations and gear placement on the player. Maybe that doesn’t sound too exciting, but it will be once it has been implemented… honest!

But like Travis said in the Santa Monica report… why are you still reading this?! Go download AC and let us know what you think!

Mark Day, Studio Director
Made up of three areas, Landing Zone, City Center, and The Blocks all connected via a monorail system the planet-side of Terra Prime is really coming to life. In addition to polish on The Landing Zone/Centermass and finalizing design for Sherman our main focus this month has been the creation of Prime’s seedy underbelly, The Blocks! For those of you who shall we say, “Hope to pursue a more adventurous lifestyle outside the troublesome rules of polite society,” will feel right at home. Existing in the perpetual shadow of the wealth and power of Prime’s city sprawl high above what the Blocks lacks in maintenance and physical beauty in makes up for in excitement and opportunity.

voidALPHA remains a tight team of: 2 Environment Artists
1 Concept Artist
1 Designer
1 Project Manager

Benoit Beauséjour, Founder
This month the Platform team in Montreal kept on track with the development of the Arena Commander public leaderboards. The UI is now integrated and work is continuing on receiving data from the game servers to populate and store your scores for public display. The Citizen Dossier part of the stats is also receiving more updates as we work to get nice stats graphs animated. The team also tackled many requests from the engineering team to handle the different pieces of logic needed for the Arena Commander roll-out.

This month we also moved over to the XMPP-based chat. With more traffic to handle and power users on the system we feel we still have work to do and will tackle updates as soon as time permits. Expect performance improvements and bug fixes in the web client as well as a few new UI features integrated. (Kudos to citizen Koros for his awesome work on the RSI Chat Toolkit).

One task we tackled this month was also the creation of a first version of the “Star Citizen Project Status” overview. A matrix showing the state of the different game modules and a first draft of the individual module pages will show up soon. The client download area was also reworked to become the “Star Citizen” download. Since the client will soon contain the Arena Commander module, some rework was needed to deal with he different module requirements.

Matthew Jack, Founder
This month the Moon Collider team has been focused on polishing gameplay for the single-player Vanduul Swarm mode. The Arena Commander v0.8 release will our first big gameplay release for Kythera, so we’ve done all we can to make a good first impression.

While the fundamentals of space combat under Kythera were all mature – such as targeting, dogfighting behaviours, manoeuvres and dynamic avoidance – there were various changes needed for the upcoming release.

The first was the switch from the Hornets – used as opponents for the PAX demo – to the Scythes that the design required. We adjusted for their handling characteristics and incorporated the latest tuning of the IFCS system to get them flying well, and then moved on to the implications for combat. The Scythes use fixed weapons rather than turrets, so require very accurate flight and orientation in order to hit their targets.

Next was working with designers at Foundry 42 to develop their characteristics and the Vanduul Swarm gameplay. Mike, our lead engineer, visited Manchester for a few days to make this most effective.

Vanduul Swarm is a more arcade-like mode, intended to let everyone have fun while getting used to the flight model and controls of the ships. Hence, earlier waves of Scythes are by design quite easy to dispatch, while later waves and boss-ships should be much more challenging. We iterated very closely with the designers to give them all the parameters they needed to achieve this.

We also worked to give them a distinctive flight style and constrained their manoeuvrability where necessary, to ensure players could get “on their tail” for satisfying dogfighting.

When these fundamentals were looking solid, the designers proposed a fairly bold change: to add “friendly Hornets”. These are not intended to be wingmen to be ordered around, but rather independent companion fighters. These friendly AI get involved in their own dogfights, tailing Scythes and being tailed, so there’s much more going on around the player. We think they bring the whole scene to life.

As release has approached, we’ve been standing by with final support while the last bugs are ironed out in the build, and playing regularly to ensure gameplay balance is maintained. We’re also doing some longer-term planning on AI for modules to come.

We’re very excited to have Kythera going out to so many backers and providing gameplay in Vanduul Swarm. There’s much more to come, but we hope you all have fun with this first taster.

Links

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Metadata

CIG ID
13918
Channel
Undefined
Category
Undefined
Series
Monthly Reports
Comments
97
Published
11 years ago (2014-06-04T00:00:00+00:00)