Monthly Report: June 2014

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Greetings Citizens,
It’s hard to believe it’s July already! Here’s our monthly report on what all three Cloud Imperium Games studios and all of our outsource teams have been up to! From improving the website to making the Vanduul fight more fiercely, we’ve been hard at work building Star Citizen.

Travis Day, Dogfight Producer
Greetings Citizens,
June has been an exciting month for all of us here in the Santa Monica offices of Cloud Imperium Games. We released Arena Commander earlier this month and have been feverishly working to patch and resolve as many of the launch issues as possible with weekly updates to both the game client and the launcher.

As I write this we are in the process of putting the finishing touches on our most recent update, patch 12.4. While initially the entire team was focused on bug fixing and patching for our next 12.X release we are slowly migrating the team back into Main so we can continue development on new larger features which we plan on releasing with Release 13 (known colloquially in the community as V0.9).

This month we were also fortunate enough to be hosted in Alienware’s booth at E3 2014 here in Los Angeles where we had Arena Commander available for folks to play. Mark Abent, Chad Zamzow, myself and a few others from the development team were on hand to spread the word about Star Citizen and show off the game to passerby. We encountered a broad range of people from the entirely uninitiated who’d never heard of Star Citizen to longtime backers who’d been playing Arena Commander at home. All in all we had a great showing and even nabbed a nomination for ‘Best of E3’ from The Escapist.

Of the utmost importance this month has been steadily increasing the number of people in multiplayer for Arena Commander working out all of the backend, game server, and matchmaking issues being exposed by the volume of traffic. We are making some great headway on this and we really appreciate everyone’s assistance and patience in helping us to test and create our universe backend that will one day serve as the backbone for all of Star Citizen’s connectivity.

As I mentioned previously, the team is beginning to work on some of the larger features for our V0.9 release as well as versions even further down the road. Some of the items being worked on include support for in-game custom key binding configuration, a bevy of larger improvements in the flight model, some additional ships, improvements to HUD, and many more features were not quite ready to ruin the surprise of just yet.

We are looking forward to your feedback on our continued releases for Arena Commander and multiplayer as stability improves and additional players are added to the testing pool. As always, thank you very much for your support and if you have any questions please feel free to post in our Ask a Dev threads.

Cheers,

Cloud Imperium Games Santa Monica

Eric Peterson, Studio Director
Greetings Citizens,
It has been a very busy month at the Texas offices of Cloud Imperium, we have been knee deep in Arena Commander releases, with 4 versions of it coming out during the month of June, and that is only the tip of the iceberg as more are on the way. We have also been busy working on the persistent universe and backend server component for AC, which will serve the PU as well. In addition, we have been hard at work on several ships and getting them ready to be put in the hangar and into the pipeline to make them fly. So, without further ado here is an update from each department.

Design:
The Austin design team continues with persistent universe content as its primary focus. This month, we’ve been focused on refining tools for star system creation, evaluating and providing guidance on kits for constructing planet-side locations, and growing the mission creation tool for quick persistent universe content. The design team is also building our internal roadmap for the next year and beyond, with the economy remaining the centerpiece to that work.

We’re also still providing support for the dogfighting teams, with ship parts, modularity, and customization being one of our primary areas of support. And we haven’t forgotten the hangar. In the past month, we’ve gotten the new Freelancers into the hangars and started work on other upcoming ships, while still continuing to provide bug fixes for the hangar module.

Art
This month the Art Department was hard at work on several ships. The Freelancer variants, Constellation, Mustang, M50, Aurora variants, 300 series, Hornet variants, P52 Merlin, Avenger, and Xi’an Scout all saw some love from our artists here this month. Our character artists were kept busy bringing the FPS characters up to speed, as well as beautifying the characters used in our commercials. Other things that were completed are the UEE Marine helmet, VFX for some of our Planet side locations, as well as concepts for some cool new cargo containers that match the new cargo system design. Our animators have been busy fixing up character interactions with our ships and polishing animation sets for Squadron 42 and FPS.

Engineering – choo choo!
ATX engineering worked on fixes for several Arena Commander Release 12 deployments. ATX engineering also monitored public universe for issues, and worked with QA on issues that occurred on test universe clusters.

Engineering did hookup of Freelancer variants and TNGS ships in the hangar for the weekend surprise, we also fixed many game server, hub server, matchmaking, and generally crushed tons of bugs. Many hangar and dogfighting bug fixes were implemented. Engineering also worked to improve validation of ship selection and load out on the game server. We began live universe stats web page implementation, and began evaluating Avatar customization tech source code.

Launcher improvements including selectable payloads, bug fixes, and testing of caching patch servers were made and deployed. Nightly builds and continuous builds of active streams were enabled, along with additional dev tools like p4 review and p4 web.

Multiple Sandbox Editor fixes and improvements were made (including fixes to reloading modified assets from disk), and engineering worked with QA and Art to jump-start the Unstable->Recent->Stable testing and promotion process. DevOps migrated public universe cluster from Rackspace to Google Compute, and made progress on large universe cluster scripted deployment.

Audio
The Audio Department has been working on more improvements to Arena Commander! Featuring revised weapon fire sound-effects that have more punch, along with new sound-effects for ordnance whizz-bys, missiles, explosions and the afterburner/boost. We’re also working towards our Gamescom release in 6 weeks! (you will have to ask Chris what that is :) ) .

IT
The IT team worked on several different but important initiatives this month. Austin’s IT group worked on the company network infrastructure. Initial work in this area has become necessary in order to keep up with the increased network traffic to all connected development teams. Early results are showing 15x improvement in data transfer rates between studios. LA’s IT Manager has been busy setting up new staff and reconfiguring development machines to squeeze every bit of performance out of them. Our Manchester IT is burning the midnight oil working on the build out of a new floor for development as well as custom building the demo machines that will be used at our Gamescon event in Germany.

Overview
This next month promises to be just as exciting as the last, as we continue to add more Citizens to Arena Commander, add in new game types, and prepare for our upcoming event at Gamescom in Germany. Working for CIG is always an adventure, and we are happy that every one of you is along for the ride with us – See you all – in the verse !

EP

Erin Roberts, Studio Director
Hi guys, what a month it’s been, we’re really excited that the Dog Fight Module is out there and also we’re working towards getting everyone into multiplayer and improving, bug fixing and balancing with all your help. We’ve also taken big steps forward in white boxing our first levels in Squadron 42, as well as started work on Multi-crewed Vehicles, and last but not least the Capital Ships are really starting to look great. Wandering round the “Javelin” Destroyer is a real treat… Next month we’ll be really solidifying the DFM with bug fixes, new features and game modes and of course a fully operational ranking boards so people can start to compare stats. Also let’s not forget Gamescom is around the corner, we plan to have some cool new stuff to unveil at the show. AS always thanks for the dedication and support from everyone, without your guys support and feedback we wouldn’t be making this game great game. You will be seeing updates coming fast and furious from the team now we have put our stake in the ground and given everyonethe first glimpse of Star Citizen with the DFM module.

Programming Director – Derek Senior
This month has been the month of the DFM. From the start of June, we’ve been working incredibly hard to make the launch of DFM as successful as possible, this work continues. A lot of the work has been fixing up bugs, issues and adding some more polish to the game, adding new default mappings for more controllers, getting the Battle Royale game mode available for the MP rollout. We’ve also been working on some other, exciting, game modes coming your way.

We’ve also been getting going on some more behind the scenes work for future DFM, SQ42 and the PU. From working on tools to help designers and artists to set up the hundreds of components we have on each ship, to individual manufacturer HUD colourisation, HUD usability updates, UI for multi-crewed ships, audio improvements, GPU and CPU improvements and bug fixes as well as controller customisation, conversation system prototyping, and lots, lots, more.

Design Director – Nick Elms
Another month whizzes by.

We are still spitting design here in a number of areas, mainly :- Dog Fight Module support, Squadron 42 mission designs and Capital Ship design with Seat Actions.

Dog fighting is out there now! We have a long, and ever growing list of fixes, optimizations, polish, new features, etc. that we are planning to put in over the coming releases. The designers are, as ever, monitoring forum feedback, which is super useful for us and a lot of the issues that you have flagged up will be getting addressed over the coming weeks/months.

We have run through the “Vertical slice” mission this month, lots of outstanding issues to solve, but the walkthrough was awesome. I wish I could post a video, but with it being a S42 mission it would be too much of a spoiler. Suffice to say that when people leave a 2 hour meeting smiling you know something went well.

We’ve had another round of feedback on the “Idris” Frigate interior, just tidying up some minor points before the full PBR texture pass. We needed to add a few more escape pods to cater for the increased crew capacity, and make a bit more sense of the docking systems. You should now be able to drop your Constellation, Retaliator, etc. neatly on the top of the Idris and disembark through the docking collar with some dignity. We are really looking forward to seeing this “Hangar” ready soon.

The “Javelin Destroyer” and “Escort Carrier” are still in “Grey box” phase, but are coming together really well. We are benefiting from lots of lessons learnt from the Idris re-working. Aside from the above, we have been making good progress on ship systems. Mike Northeast even started a new forum thread to specifically discuss the “seat actions” with everyone, which seems to be going well so far. Thanks for all the feedback and ideas.

Overall a very good month in Star Citizen development from here in the UK, thanks again for the fantastic support.

Art Director – Paul Jones
Wow – what a month! Things are progressing along well in all areas, DFM, Sq42, outsourcing – it’s all go, we’ve taken on a concept artist intern and also had 3 students in this last week making a Star Citizen side scroller as their work experience project – it’s a holistic place here in Manchester, give back where we can :)

Space ships, Space ships, Spaceships! All continuing along well, the ones in full production are advancing well and we are learning on the job – it’s a tough mix of product design, mechanical design and performance optimization but the team is doing well, I’m looking forward to when we show more of the Gladius and Gladiator to the community. We also have a heavy fighter in concept phase with Gavin Rothery and its shaping up to be pretty mean looking!

What about Cap ships? Modular Tier interiors are laid out and now we need to push more through the concept pipeline to have the key rooms designed to meet Sq42 cinematic requirements, this is also the case for Shubin now that we have a good idea of mission requirements.

DFM continues alongside, Capture the Core and Conquest mode assets are being readied for release to the public. Lots of animation work going on for new ship types that we are working on getting Hangar ready, and into DFM.

Mathieu Beaulieu, Producer
Time flies, but so do our spaceships! A lot was done in June: we were able to get some sunny days in Canada :), we’ll end the month with 104 F, we showed no mercy in a couple of dogfighting matches internally, the best pilots are on the rise, and we also worked hard on some new game features.

This month, we’ve started revamping the Discount, Deluxe and Business Hangars, we want them as detailed as the Asteroid Hangar. We also need to review them so we can add speciality rooms. We still have a good month of work on them to bring them to the required quality.

At the same time, we are back on the mobiGlas, its development has been slowed down so we could help on the Dogfighting module, but we are now able to move forward. First steps will be ship and room customisation.

Also, the next flair object is almost ready, I think this one will make you Dance with joy. It should be released early July.

In the long run, planets are being constructed, tech for the avatar customisation is being developed and we are getting some interesting output for the economy system.

See you near Broken Moon.

Austin Goddard, Producer
June has flown by as we continue to prepare ships for shipment!

As you may recall from last month’s update, CGBot has been laboring over every last detail of the four variants of the Constellation ship which include [Redacted], [Redacted] and [Redacted]. To optimize performance, each of these variants has several versions with varying level of detail.

Progress is the keyword when talking about the Idris. This ship’s massive greybox has been completed and we are continuing to work with the design team to flesh out the model that will end up in your hangar. We think that the final version of this ship will fulfill the hype that it has rightfully received.

Along with working on these ships, we having been ironing out the final models and textures for the Male and Female explorer. We hope that the level of detail we put into these characters coupled with the amazing work being done by our colleagues creates an immersive experience that transcends your monitor and puts you in the pilot seat.

Sean Murphy, Outsource Manager
CGBot has been heavily focused on getting the Constellation and new variants delivered to us, while they’ve wrapped up greybox work on the Idris and are starting on the final texture pass to get it ready. They’ve also been finishing up on a couple of Explorer characters we’ll be seeing shortly.

In the meantime Virtuos is starting work on a couple of variants of the Cutlass and continuing to create prop assets for the FPS level. We’ve started testing a new vendor, Red Hot CG, on some concept work for ship components. And Rmory is creating a cool new weapon for FPS while we also test their ability to create in-game FPS weapons for us.

On the contractor front, there’s been a lot of focusing of efforts; several of our contract concept artists have been working on a variety of Vanduul ships. George Hull has delivered a gorgeous illustration of the Collector ship and Jim Martin is refining concepts for the Caterpillar in preparation for modeling. Rob McKinnon and David Brochard are polishing some character concepts for FPS characters, Dennis Chan has given us some gorgeous illustrations for Jump Point, and Clint Schultz and David Scott continue to create Corporation logos for us.

Finally Stefano Tsai has finished his work on the M50 and is going to be starting on a brand new ship very soon.

[Redacted]
Greetings from the FPS team at [REDACTED]! We hope you are all enjoying flying your ships in Arena Commander. It’s been really exciting to finally see you guys and gals playing the game, and hopefully enjoying the results of all the hard work that has gone into making it happen from each studio. We’ve definitely been having a blast watching your live streams… and playing along with you!

June was a very productive month for the FPS team. The artists continued to work on the space station environment. Adding props, applying materials and setting up lights to set the mood. Visual effects are also being added. This includes things like steam flowing out of vents, water dripping from pipes, dust being pulled around by pressure shifts and other details that really make the station come alive and keep it from feeling static. In addition to the environmental effects, we have also been working on first pass effects for tracer rounds, muzzle flashes, explosions and a bunch of other flashy-shiny-noisy bits. A first pass concept of the FPS HUD was also created, and we are now working on hooking it up in the game.

The animation team has been working through the mocap data, which will continue for quite some time… There’s a ton of it! They also worked with our engineers on a new way to rig weapons that helped to eliminate some pesky bugs we were running in to. With the cover system, zero-G, and the variety of weapons available, they definitely have their work cut out for them.

The design team has been tweaking the properties for a few of the weapons, mostly making sure that they feel good and are well balanced. Of course this is a continuous process that will be iterated upon all the way up to, and after, the game is released. Our design team also came up with some pretty neat concepts for possible gameplay modes.

The programming team has been implementing new features like crazy! Improvements to the cover system, zero G movement, a prone stance, energy recharge stations, HUD implementation, ammo variety system… and I could keep going. A LOT of new systems have gone into the game… and with those new systems, lots of new bugs! Just kidding, these guys do solid work and I am fairly certain that their code is completely bug free. cough cough

But in all seriousness, the FPS module is finally getting to a point where most of the core features have been implemented, at least in prototype form, and that is really exciting for us! Until next month Citizens! This is [REDACTED], over and out!

Mark Day, Studio Director
Terra Prime is looking better & better thanks to some additional help courtesy of the fine folks at CiG Austin. We meet on a regular basis to review the production art in progress, specifically Centermass & the monorail station. We are given a steady flow of diverse feedback, ranging from technical advice to art direction. All that has gotten us that much closer to completing the final look of the monorail station & it is looking mighty gorgeous!

Centermass is a shop that needs to look extremely futuristic, sleek & classy. We changed directions in some significant but subtle ways to achieve this look as we weren’t quite there at first. We are now closer than ever at attaining that goal!

Sherman has received tons of concept art attention, getting final designs for the interior & exterior for the Edge of Oblivion bar as well as the Military Police building. The Blocks also got some much needed assistance for concept designs such as the ticket kiosks, turnstiles, graffiti & the monorail car.

Overall, the improvements made are significant & the work being produced is representative of that progress, so we can’t wait to unveil it!

We remain a tight focused group of:

2 – Environment Artist
1 – Concept Artist
1 – Designer/Technical Designer

Benoit Beauséjour, Founder
The platform team is currently hard at work on the design and UX of Orgs Drop 2. Many of the features we want to bring forward in the second drop of Orgs require a lot of back and forth between design and implementation teams and so all of our concept resources are locked in to make this happen. We can’t wait to get coding on this one!

The first version of the ship catalog took most of the programming time this month and is our main focus for a release soon™. You have seen parts of this new catalog look with the Freelancer sales product page and of course with the 3D Ship Viewer we integrated into the Xi’An Scout concept. We were thrilled with your reactions to this prototype. We’re hoping to have many more ships in the viewer and more functionality to view the different types of POI on the ships so you can really “see” the ships while browsing their specs. There are still many challenges left , especially with the bigger ships (which might require special shaders so they look good and are actually properly browsable). We are thinking also that this first foray into 3D visualization might pave the way for more components like this, especially when thinking about the Galactapedia for planets , systems and more game objects.

Our work on the leaderboards system is expected to pick up soon now that AC multiplayer is ramping up. The data exchange process between game servers and the platform servers is now identified and set up. We are having many talks and discussions with the game design and implementation teams on how points and rankings are calculated so that we can display the right information for you to see on the boards and your profiles. We can’t wait to see how this will work out once it starts!

-b

Matthew Jack, Founder
This month got off to an exciting start for the Kythera team, as the Arena Commander v0.8 release was our middleware’s gameplay debut. We’ve written about that and the work leading up to it in the recent post AI Design in Vanduul Swarm. (Thanks for your comments there, I’ve been poring over them!)

The release happened while the whole team was visiting Foundry 42 in Manchester for the Squadron 42 Summit. It was great to meet up with them and the US teams, all of whom we normally only talk to over Skype, and have a chance to exchange ideas and progress the design for Squadron 42 together. In particular it was clear to us that people would soon need some simple FPS combat AI in place to start prototyping and so we’re moving our focus towards that.

Between the Summit meetings, we were able to take a break and watch the first backers streaming Arena Commander on Twitch! Overall the release went pretty smoothly for us. In 12.2 we made some changes to reduce the number of collisions between Scythe and the player, but on the whole we have tried to keep our changes small, rather than disrupt what’s there, allowing us to focus on developing new features and new aspects of Star Citizen. We’re following your comments and plan to make other incremental improvements to Vanduul Swarm with the best bang-for-buck, while making sure that AI in the rest of the project is able to move forwards.

On that note, we’ve resumed work on getting dogfighting AI running on the server which, as well as being essential for the Persistent Universe, could open up some interesting possibilities for new Arena Commander game modes.

And we’ve also been working with the FPS team to get human AIs moving around and shooting at each other in the Hangar. It’s just simple behavior, but it’s great to get the basics in place so that designers can begin prototyping whole new parts of Star Citizen.
Grüße Bürger,
Es ist schwer zu glauben, dass wir schon im Juli sind! Hier ist unser monatlicher Bericht darüber, was alle drei Cloud Imperium Games Studios und alle unsere Outsourcing-Teams angestellt haben! Von der Verbesserung der Website bis hin zur Verschärfung des Vanduul-Kampfes - wir haben hart daran gearbeitet, Star Citizen aufzubauen.

Travis Day, Dogfight Producer, Dogfight Producer
Grüße Bürger,
Der Juni war ein aufregender Monat für uns alle hier in den Büros von Cloud Imperium Games in Santa Monica. Wir haben Arena Commander Anfang dieses Monats veröffentlicht und fieberhaft daran gearbeitet, so viele der Startprobleme wie möglich zu beheben, mit wöchentlichen Updates sowohl für den Spielclient als auch für den Launcher.

Während ich dies schreibe, sind wir dabei, unserem neuesten Update, Patch 12.4, den letzten Schliff zu geben. Während sich das gesamte Team zunächst auf die Fehlerbehebung und das Patchen für unser nächstes 12.X-Release konzentrierte, migrieren wir das Team langsam wieder in den Main, damit wir die Entwicklung neuer größerer Funktionen fortsetzen können, die wir mit Release 13 (in der Community umgangssprachlich als V0.9 bekannt) veröffentlichen wollen.

Diesen Monat hatten wir auch das Glück, auf der E3 2014 hier in Los Angeles am Stand von Alienware zu Gast zu sein, wo wir den Arena Commander für die Leute zum Spielen zur Verfügung hatten. Mark Abent, Chad Zamzow, ich und einige andere aus dem Entwicklungsteam waren vor Ort, um das Wort über Star Citizen zu verbreiten und das Spiel den Passanten zu zeigen. Wir trafen auf ein breites Spektrum von Menschen, von den völlig Uneingeweihten, die noch nie von Star Citizen gehört hatten, bis hin zu langjährigen Unterstützern, die zu Hause Arena Commander gespielt hatten. Alles in allem hatten wir eine tolle Show und haben uns sogar eine Nominierung für'Best of E3' aus The Escapist geholt.

Von größter Bedeutung in diesem Monat war die stetige Erhöhung der Anzahl der Personen im Multiplayer-Modus für Arena Commander, die alle Backend, Game Server und Matchmaking-Probleme ausarbeiten, die durch das Verkehrsaufkommen verursacht werden. Wir machen hier einige großartige Fortschritte, und wir schätzen die Unterstützung und Geduld aller, die uns helfen, unser Universum-Backend zu testen und zu erstellen, das eines Tages als Rückgrat für die gesamte Konnektivität von Star Citizen dienen wird.

Wie ich bereits erwähnt habe, beginnt das Team, an einigen der größeren Features für unser V0.9-Release sowie an Versionen, die noch weiter entfernt sind, zu arbeiten. Einige der Artikel, an denen gearbeitet wird, beinhalten die Unterstützung für die benutzerdefinierte Schlüsselbindungskonfiguration im Spiel, eine Vielzahl größerer Verbesserungen im Flugmodell, einige zusätzliche Schiffe, Verbesserungen an HUD und viele weitere Funktionen, die noch nicht ganz bereit waren, die Überraschung zu ruinieren.

Wir freuen uns auf Ihr Feedback zu unseren weiteren Veröffentlichungen für Arena Commander und Multiplayer, da sich die Stabilität verbessert und zusätzliche Spieler in den Testpool aufgenommen werden. Wie immer, vielen Dank für deine Unterstützung und wenn du Fragen hast, kannst du gerne in unseren Ask a Dev Threads posten.

Prost,

Cloud Imperium Spiele Santa Monica

Eric Peterson, Studio-Direktor
Grüße Bürger,
Es war ein sehr arbeitsreicher Monat in den texanischen Büros von Cloud Imperium, wir waren knietief in Arena Commander Releases, mit 4 Versionen davon, die im Juni herauskamen, und das ist nur die Spitze des Eisbergs, da mehr auf dem Weg sind. Wir haben auch an der persistenten Universums- und Backend-Serverkomponente für AC gearbeitet, die auch der PU dienen wird. Darüber hinaus haben wir auf mehreren Schiffen hart gearbeitet und sie darauf vorbereitet, in den Hangar und in die Pipeline gebracht zu werden, damit sie fliegen können. So, ohne weitere Umstände gibt es hier ein Update von jeder Abteilung.

Design:
Das Designteam von Austin setzt seine Arbeit mit persistenten Universumsinhalten als Hauptaugenmerk fort. In diesem Monat haben wir uns auf die Weiterentwicklung von Tools zur Erstellung von Sternensystemen konzentriert, auf die Bewertung und Bereitstellung von Anleitungen für Kits zur Konstruktion von Standorten auf der Planetenseite und auf die Erweiterung des Tools zur Missionserzeugung für schnelle, dauerhafte Universumsinhalte. Das Designteam erstellt auch unsere interne Roadmap für das nächste Jahr und darüber hinaus, wobei die Wirtschaft das Herzstück dieser Arbeit bleibt.

Wir unterstützen auch weiterhin die Luftkampfteams, wobei Schiffsteile, Modularität und Anpassung einer unserer Hauptarbeitsgebiete sind. Und wir haben den Hangar nicht vergessen. Im vergangenen Monat haben wir die neuen Freelancer in die Hangars gebracht und mit der Arbeit an anderen kommenden Schiffen begonnen, während wir weiterhin Bugfixes für das Hangarmodul anbieten.

Kunst
Diesen Monat war die Kunstabteilung auf mehreren Schiffen hart bei der Arbeit. Die Freelancer-Varianten Constellation, Mustang, M50, Aurora-Varianten, 300 Serien, Hornet-Varianten, P52 Merlin, Avenger und Xi'an Scout sahen alle in diesem Monat etwas Liebe von unseren Künstlern hier. Unsere Charakter-Künstler waren damit beschäftigt, die FPS-Charaktere auf den neuesten Stand zu bringen und die in unseren Werbespots verwendeten Charaktere zu verschönern. Andere Dinge, die fertiggestellt wurden, sind der UEE Marine Helm, VFX für einige unserer Planet Seitenstandorte, sowie Konzepte für einige coole neue Frachtcontainer, die dem neuen Frachtsystem-Design entsprechen. Unsere Animatoren waren damit beschäftigt, die Charakterinteraktionen mit unseren Schiffen zu verbessern und die Animationssets für Staffel 42 und FPS zu verbessern.

Technik - choo choo choo!
ATX Engineering arbeitete an Korrekturen für mehrere Arena Commander Release 12 Implementierungen. ATX Engineering überwachte auch das öffentliche Universum auf Probleme und arbeitete mit QA an Problemen, die bei Testuniversum-Clustern auftraten.

Das Engineering hat für die Wochenendüberraschung Freelancer-Varianten und TNGS-Schiffe im Hangar angeschlossen, wir haben auch viele Spielserver, Hubserver, Matchmaking und generell Tonnen von Bugs repariert. Viele Hangar- und Dogfighting-Fehlerbehebungen wurden implementiert. Das Engineering arbeitete auch daran, die Validierung der Schiffsauswahl und des Ladevorgangs auf dem Spielserver zu verbessern. Wir begannen mit der Implementierung von Statistiken für das Live-Universum und begannen mit der Evaluierung des technischen Quellcodes der Avatar-Anpassung.

Verbesserungen am Launcher, einschließlich wählbarer Nutzlasten, Bugfixes und Tests von Caching-Patchservern, wurden vorgenommen und implementiert. Nächtliche Builds und kontinuierliche Builds aktiver Streams wurden ebenso ermöglicht wie zusätzliche Entwicklungswerkzeuge wie p4 Review und p4 Web.

Es wurden mehrere Korrekturen und Verbesserungen am Sandbox-Editor vorgenommen (einschließlich Korrekturen zum Neuladen modifizierter Assets von der Festplatte), und das Engineering arbeitete mit QA und Art zusammen, um den Unstable->Recent->Stable-Test- und Promotion-Prozess zu starten. DevOps migrierte öffentliche Universum-Cluster von Rackspace nach Google Compute und machte Fortschritte bei der skriptgesteuerten Bereitstellung großer Universum-Cluster.

Audio
Die Audioabteilung hat an weiteren Verbesserungen des Arena Commander gearbeitet! Mit überarbeiteten Waffenfeuer-Soundeffekten, die mehr Schlagkraft haben, sowie neuen Soundeffekten für Geschütze, Raketen, Explosionen und den Nachbrenner/Boost. Wir arbeiten auch an unserem Gamescom-Release in 6 Wochen! (Du musst Chris fragen, was das ist:)) ) .

IT
Das IT-Team arbeitete in diesem Monat an mehreren verschiedenen, aber wichtigen Initiativen. Die IT-Gruppe von Austin arbeitete an der Netzwerkinfrastruktur des Unternehmens. Erste Arbeiten in diesem Bereich sind notwendig geworden, um mit dem gestiegenen Netzwerkverkehr zu allen angeschlossenen Entwicklungsteams Schritt zu halten. Erste Ergebnisse zeigen eine 15-fache Verbesserung der Datenübertragungsraten zwischen den Studios. Der IT-Manager von LA war damit beschäftigt, neue Mitarbeiter aufzustellen und Entwicklungsmaschinen neu zu konfigurieren, um ihnen ein Höchstmaß an Leistung abzuringen. Unsere IT-Abteilung in Manchester verbrennt das Mitternachtsöl, indem sie am Bau eines neuen Stockwerks für die Entwicklung arbeitet und die Demo-Maschinen, die auf unserer Gamescon-Veranstaltung in Deutschland zum Einsatz kommen werden, individuell baut.

Übersicht
Dieser nächste Monat verspricht genauso spannend zu werden wie der letzte, denn wir werden weiterhin mehr Bürger zum Arena Commander hinzufügen, neue Spielarten hinzufügen und uns auf unser bevorstehendes Event auf der Gamescom in Deutschland vorbereiten. Die Arbeit bei CIG ist immer ein Abenteuer, und wir freuen uns, dass jeder von Ihnen mit uns mitfährt - Wir sehen uns alle - in der Strophe!

EP

Erin Roberts, Studioleiterin
Hallo Leute, was für ein Monat es war, wir sind wirklich begeistert, dass das Dog Fight Module da draußen ist und auch wir arbeiten daran, jeden in den Multiplayer-Modus zu bringen und zu verbessern, Fehler zu beheben und mit all eurer Hilfe auszugleichen. Wir haben auch große Fortschritte beim White Boxing unserer ersten Levels in Staffel 42 gemacht, sowie die Arbeit an Multi-Crewed Vehicles begonnen, und last but not least beginnen die Capital Ships wirklich gut auszusehen. Der Rundgang durch den "Javelin" Destroyer ist ein echter Genuss.... Nächsten Monat werden wir den DFM mit Bugfixes, neuen Features und Spielmodi und natürlich einem voll funktionsfähigen Ranking festigen, damit die Leute anfangen können, Statistiken zu vergleichen. Vergessen wir nicht, dass die Gamescom um die Ecke ist, wir planen, ein paar coole neue Sachen auf der Show zu präsentieren. Wie immer vielen Dank für das Engagement und die Unterstützung von allen, ohne die Unterstützung und das Feedback Ihrer Jungs würden wir dieses Spiel nicht großartig machen. Sie werden sehen, wie schnell und wütend Updates aus dem Team kommen, jetzt, wo wir unseren Einsatz unter Beweis gestellt haben und jedem den ersten Blick auf Star Citizen mit dem DFM-Modul werfen.

Programmdirektor - Derek Senior
Dieser Monat war der Monat des DFM. Seit Anfang Juni haben wir unglaublich hart daran gearbeitet, die Einführung von DFM so erfolgreich wie möglich zu gestalten, diese Arbeit geht weiter. Ein Großteil der Arbeit bestand darin, Fehler, Probleme zu beheben und dem Spiel etwas mehr Glanz zu verleihen, neue Standardzuordnungen für weitere Controller hinzuzufügen und den Battle Royale Spielmodus für den MP-Rollout verfügbar zu machen. Wir haben auch an einigen anderen, aufregenden Spielmodi gearbeitet, die auf dich zukommen.

Wir haben auch hinter den Kulissen einige weitere Arbeiten für das zukünftige DFM, SQ42 und die PU in Angriff genommen. Von der Arbeit an Tools, die Designern und Künstlern helfen, die Hunderte von Komponenten, die wir auf jedem Schiff haben, einzurichten, bis hin zur individuellen HUD-Färbung des Herstellers, HUD-Usability-Updates, UI für mehrfach besetzte Schiffe, Audio-Verbesserungen, GPU- und CPU-Verbesserungen und Bugfixes sowie Controller-Anpassung, Conversation System Prototyping und vieles mehr.

Design Direktor - Nick Elms
Ein weiterer Monat vergeht wie im Fluge.

Wir spucken hier immer noch Design in einer Reihe von Bereichen, hauptsächlich :- Unterstützung des Dog Fight Moduls, Missionsdesigns der Staffel 42 und Capital Ship Design mit Seat Actions.

Hundekämpfe sind jetzt da draußen! Wir haben eine lange und ständig wachsende Liste von Korrekturen, Optimierungen, Polierungen, neuen Funktionen usw., die wir in den kommenden Releases einführen wollen. Die Designer beobachten wie immer das Feedback des Forums, was für uns sehr nützlich ist, und viele der Themen, die Sie aufgezeigt haben, werden in den nächsten Wochen/Monaten behandelt.

Wir haben diesen Monat die Mission "Vertical slice" durchlaufen, viele offene Fragen zu lösen, aber der Durchlauf war fantastisch. Ich wünschte, ich könnte ein Video posten, aber da es eine S42-Mission ist, wäre es zu viel von einem Spoiler. Es genügt zu sagen, dass, wenn die Leute ein zweistündiges Meeting mit einem Lächeln verlassen, Sie wissen, dass etwas gut gelaufen ist.

Wir hatten eine weitere Runde Feedback zum Inneren der "Idris" Fregatte, in der wir nur einige kleinere Punkte aufgeräumt haben, bevor die PBR-Textur vollständig durchlaufen wurde. Wir mussten noch ein paar weitere Fluchtkapseln hinzufügen, um der gestiegenen Crewkapazität gerecht zu werden und die Docking-Systeme etwas besser zu verstehen. Du solltest nun in der Lage sein, deine Konstellation, deinen Vergeltungsschlag usw. ordentlich auf die Spitze des Idris fallen zu lassen und mit etwas Würde durch den Andockring zu landen. Wir freuen uns sehr darauf, diesen "Hangar" bald fertig zu sehen.

Der "Speerwerfer Zerstörer" und der "Eskortenträger" befinden sich noch in der Phase "Graue Box", kommen aber sehr gut zusammen. Wir profitieren von vielen Erfahrungen, die wir aus der Überarbeitung von Idris gewonnen haben. Abgesehen davon haben wir bei den Schiffssystemen gute Fortschritte gemacht. Mike Northeast hat sogar einen neuen Forum-Thread gestartet, um die "seat actions" mit allen zu diskutieren, was bisher gut zu laufen scheint. Vielen Dank für all das Feedback und die Ideen.

Insgesamt ein sehr guter Monat in der Entwicklung von Star Citizen von hier in Großbritannien aus, danke nochmals für die fantastische Unterstützung.

Art Director - Paul Jones
Wow - was für ein Monat! Die Dinge schreiten in allen Bereichen gut voran, DFM, Sq42, Outsourcing - es ist alles in Ordnung, wir haben einen Konzeptkünstler-Praktikanten eingestellt und hatten auch 3 Studenten in dieser letzten Woche, die einen Star Citizen Side Scroller als Arbeitserfahrungsprojekt gemacht haben - es ist ein ganzheitlicher Ort hier in Manchester, geben Sie zurück, wo wir können :)

Raumschiffe, Raumschiffe, Raumschiffe, Raumschiffe! Alle, die sich in der Vollproduktion befinden, kommen gut voran und wir lernen am Arbeitsplatz - es ist eine schwierige Mischung aus Produktdesign, mechanischem Design und Leistungsoptimierung, aber dem Team geht es gut, ich freue mich darauf, wenn wir der Community mehr von Gladius und Gladiator zeigen. Wir haben auch einen schweren Kämpfer in der Konzeptphase mit Gavin Rothery und seiner Formgebung, die ziemlich gemein aussieht!

Was ist mit Cap-Schiffen? Die modularen Innenräume sind ausgelegt, und jetzt müssen wir mehr durch die Konzeptpipeline vorstoßen, um die Schlüsselräume so zu gestalten, dass sie den Anforderungen des Sq42-Kinos entsprechen, was auch für Shubin gilt, nachdem wir eine gute Vorstellung von den Anforderungen der Mission haben.

DFM fährt parallel dazu fort, Capture the Core und Conquest Mode Assets werden für die Freigabe an die Öffentlichkeit vorbereitet. Es laufen viele Animationsarbeiten für neue Schiffstypen, an denen wir arbeiten, um den Hangar vorzubereiten, und für DFM.

Mathieu Beaulieu, Produzentin
Die Zeit vergeht, aber auch unsere Raumschiffe! Im Juni wurde viel getan: Wir konnten einige sonnige Tage in Kanada erleben :), wir werden den Monat mit 104 F beenden, wir haben intern in ein paar Luftkampfspielen keine Gnade gezeigt, die besten Piloten sind auf dem Vormarsch, und wir haben auch hart an einigen neuen Spielfunktionen gearbeitet.

Diesen Monat haben wir damit begonnen, die Discount-, Deluxe- und Business-Hangars zu überarbeiten, wir wollen sie so detailliert wie den Asteroidenhangar. Wir müssen sie auch überprüfen, damit wir Spezialzimmer hinzufügen können. Wir haben noch einen guten Monat Arbeit an ihnen, um sie in die gewünschte Qualität zu bringen.

Gleichzeitig sind wir wieder auf dem mobiGlas, seine Entwicklung wurde verlangsamt, so dass wir beim Dogfighting-Modul helfen konnten, aber wir können nun weitermachen. Die ersten Schritte werden die Anpassung von Schiff und Raum sein.

Außerdem ist das nächste Flairobjekt fast fertig, ich denke, dieses wird dich vor Freude tanzen lassen. Es sollte Anfang Juli veröffentlicht werden.

Auf lange Sicht werden Planeten gebaut, Technologien für die Avatar-Anpassung entwickelt und wir erhalten einige interessante Ergebnisse für das Wirtschaftssystem.

Wir sehen uns in der Nähe von Broken Moon.

Austin Goddard, Produzentin
Der Juni ist vergangen, während wir die Schiffe weiter auf den Versand vorbereiten!

Wie Sie sich vielleicht aus dem Update vom letzten Monat erinnern, hat CGBot an jedem Detail der vier Varianten des Sternbild-Schiffes gearbeitet, darunter[Redaktion],[Redaktion] und[Redaktion]. Um die Performance zu optimieren, gibt es für jede dieser Varianten mehrere Versionen mit unterschiedlichem Detaillierungsgrad.

Fortschritt ist das Schlüsselwort, wenn es um die Idris geht. Die massive Graukiste dieses Schiffes ist fertig gestellt und wir arbeiten weiterhin mit dem Designteam zusammen, um das Modell zu entwickeln, das in Ihrem Hangar landen wird. Wir glauben, dass die endgültige Version dieses Schiffes den Hype erfüllen wird, den es zu Recht erhalten hat.

Zusammen mit der Arbeit auf diesen Schiffen haben wir die endgültigen Modelle und Texturen für den männlichen und weiblichen Entdecker ausgearbeitet. Wir hoffen, dass der Detailreichtum, den wir in diese Charaktere investiert haben, in Verbindung mit der erstaunlichen Arbeit unserer Kollegen ein immersives Erlebnis schafft, das über Ihren Monitor hinausgeht und Sie auf den Pilotensitz bringt.

Sean Murphy, Outsourcing Manager
CGBot hat sich stark darauf konzentriert, die Constellation und neue Varianten an uns zu liefern, während sie die Greybox-Arbeit am Idris abgeschlossen haben und mit dem endgültigen Texturpass beginnen, um sie fertigzustellen. Sie haben auch ein paar Explorer-Charaktere fertig gestellt, die wir in Kürze sehen werden.

In der Zwischenzeit beginnt Virtuos mit der Arbeit an einigen Varianten des Entermessers und baut weiterhin Requisiten für die FPS-Ebene auf. Wir haben damit begonnen, einen neuen Anbieter, Red Hot CG, bei einigen Konzeptarbeiten für Schiffskomponenten zu testen. Und Rmory kreiert eine coole neue Waffe für FPS, während wir auch ihre Fähigkeit testen, im Spiel FPS-Waffen für uns zu entwickeln.

Im Bereich der Auftragnehmer wurden viele Anstrengungen unternommen; mehrere unserer Vertragskonzeptkünstler haben an einer Vielzahl von Vanduul-Schiffen gearbeitet. George Hull hat eine wunderschöne Illustration des Sammlerschiffes geliefert und Jim Martin verfeinert die Konzepte für den Caterpillar in Vorbereitung auf die Modellierung. Rob McKinnon und David Brochard arbeiten an einigen Charakterkonzepten für FPS-Charaktere, Dennis Chan hat uns einige wunderschöne Illustrationen für Jump Point gegeben, und Clint Schultz und David Scott kreieren weiterhin Firmenlogos für uns.

Endlich hat Stefano Tsai seine Arbeit an der M50 beendet und wird in Kürze mit einem brandneuen Schiff starten.

(Redigiert)
Grüße vom FPS-Team bei[REDACTED]! Wir hoffen, dass Sie alle Spaß daran haben, Ihre Schiffe in Arena Commander zu fliegen. Es war wirklich aufregend, euch Jungs und Mädels endlich das Spiel spielen zu sehen und hoffentlich die Ergebnisse der ganzen harten Arbeit zu genießen, die in jedem Studio geleistet wurde. Wir hatten definitiv einen Riesenspaß dabei, Ihre Live-Streams zu sehen.... und mit Ihnen zu spielen!

Der Juni war ein sehr produktiver Monat für das FPS-Team. Die Künstler arbeiteten weiter an der Umgebung der Raumstation. Hinzufügen von Requisiten, Auftragen von Materialien und Aufstellen von Lichtern, um die Stimmung zu verbessern. Auch visuelle Effekte werden hinzugefügt. Dazu gehören Dinge wie Dampf, der aus den Lüftungsschlitzen fließt, Wasser, das aus Rohren tropft, Staub, der von Druckschaltern umhergezogen wird, und andere Details, die die Station wirklich lebendig werden lassen und sie davor bewahren, sich statisch zu fühlen. Zusätzlich zu den Umwelteffekten haben wir auch an First-Pass-Effekten für Tracer-Runden, Mündungsfeuer, Explosionen und einem Haufen anderer auffälliger, glänzender und lauter Bits gearbeitet. Ein First-Pass-Konzept des FPS HUD wurde ebenfalls erstellt, und wir arbeiten nun daran, es im Spiel einzubinden.

Das Animationsteam hat die Mocap-Daten durchgearbeitet, die noch einige Zeit andauern werden.... Es gibt eine Menge davon! Sie arbeiteten auch mit unseren Ingenieuren an einer neuen Art und Weise, Waffen zu manipulieren, die dazu beitrug, einige lästige Fehler zu beseitigen, in die wir verwickelt waren. Mit dem Deckungssystem, Zero-G und der Vielzahl der verfügbaren Waffen haben sie definitiv ihre Arbeit für sie vorbereitet.

Das Designteam hat die Eigenschaften für einige der Waffen optimiert, vor allem um sicherzustellen, dass sie sich gut anfühlen und ausgewogen sind. Natürlich ist dies ein kontinuierlicher Prozess, der bis zur Veröffentlichung des Spiels und danach wiederholt wird. Unser Designteam hat auch einige ziemlich übersichtliche Konzepte für mögliche Spielmodi entwickelt.

Das Programmierteam hat neue Features wie crazy! implementiert. Verbesserungen am Deckungssystem, Null-G-Bewegung, eine anfällige Haltung, Energieladestationen, HUD-Implementierung, Munitionsvielfalt-System.... und ich konnte weitermachen. Eine Menge neuer Systeme sind ins Spiel gekommen.... und mit diesen neuen Systemen, viele neue Fehler! Nur ein Scherz, diese Typen machen solide Arbeit und ich bin mir ziemlich sicher, dass ihr Code völlig fehlerfrei ist.

Aber im Ernst, das FPS-Modul kommt endlich an einen Punkt, an dem die meisten Kernfunktionen implementiert sind, zumindest als Prototyp, und das ist für uns wirklich spannend! Bis zum nächsten Monat Bürger! Das ist [ REDACTED], Ende und Ende!

Mark Day, Studioleiterin
Terra Prime sieht dank einiger zusätzlicher Hilfe durch die feinen Leute von CiG Austin immer besser aus. Wir treffen uns regelmäßig, um die laufende Produktion zu überprüfen, insbesondere Centermass und die Einschienenbahnstation. Wir erhalten einen stetigen Fluss an unterschiedlichem Feedback, der von der technischen Beratung bis zur Art Direction reicht. All das hat uns dem letzten Blick auf die Monorail-Station ein gutes Stück näher gebracht & es sieht wunderschön aus!

Centermass ist ein Geschäft, das extrem futuristisch, schlank und stilvoll aussehen muss. Wir haben die Richtung auf einige wichtige, aber subtile Weise geändert, um diesen Look zu erreichen, da wir anfangs nicht ganz da waren. Wir sind jetzt näher denn je an diesem Ziel dran!

Sherman hat tonnenweise Aufmerksamkeit für Konzeptkunst erhalten und endgültige Entwürfe für den Innen- und Außenbereich für die Edge of Oblivion Bar sowie das Gebäude der Militärpolizei erhalten. Die Blöcke erhielten auch die dringend benötigte Unterstützung für Konzeptentwürfe wie die Ticketschalter, Drehkreuze, Graffiti und die Einschienenbahn.

Insgesamt sind die erzielten Verbesserungen signifikant und die geleistete Arbeit ist repräsentativ für diesen Fortschritt, so dass wir es kaum erwarten können, sie zu enthüllen!

Wir bleiben eine eng fokussierte Gruppe von:

2 - Umweltkünstlerin
1 - Konzeptkünstlerin
1 - Designer/Technischer Designer

Benoit Beauséjour, Gründer und Gründer
Das Plattformteam arbeitet derzeit intensiv am Design und UX von Orgs Drop 2. Viele der Funktionen, die wir im zweiten Schritt von Orgs vorantreiben wollen, erfordern viel Hin und Her zwischen Design- und Implementierungsteams, und so sind alle unsere Konzeptressourcen in diese Richtung gebunden. Wir können es kaum erwarten, die Kodierung dafür zu bekommen!

Die erste Version des Schiffskatalogs hat in diesem Monat die meiste Programmierzeit in Anspruch genommen und ist unser Schwerpunkt für ein Release soon™. Teile dieses neuen Katalog-Looks haben Sie auf der Produktseite von Freelancer Sales gesehen und natürlich mit dem 3D Ship Viewer, den wir in das Xi'An Scout-Konzept integriert haben. Wir waren begeistert von Ihren Reaktionen auf diesen Prototyp. Wir hoffen, dass wir viel mehr Schiffe im Betrachter haben werden und mehr Funktionalität, um die verschiedenen Arten von POIs auf den Schiffen anzuzeigen, so dass Sie die Schiffe wirklich "sehen" können, während Sie ihre Spezifikationen durchsuchen. Es gibt noch viele Herausforderungen, vor allem bei den größeren Schiffen (die spezielle Shader benötigen könnten, damit sie gut aussehen und tatsächlich richtig navigierbar sind). Wir denken auch, dass dieser erste Ausflug in die 3D-Visualisierung den Weg für weitere Komponenten wie diese ebnen könnte, besonders wenn man an die Galaktapedia für Planeten, Systeme und mehr Spielobjekte denkt.

Es wird erwartet, dass sich unsere Arbeit am Ranglistensystem bald fortsetzen wird, da der AC-Multiplayer nun anläuft. Der Datenaustauschprozess zwischen Spielservern und den Plattformservern wird nun identifiziert und eingerichtet. Wir führen viele Gespräche und Diskussionen mit den Spieldesign- und Implementierungsteams darüber, wie Punkte und Rankings berechnet werden, damit wir die richtigen Informationen für Sie auf den Boards und Ihren Profilen anzeigen können. Wir können es kaum erwarten, zu sehen, wie das Ganze ablaufen wird, wenn es losgeht!

-b

Matthew Jack, Gründer und Gründer
Dieser Monat begann für das Kythera-Team mit einem spannenden Start, da die Version Arena Commander v0.8 das Gameplay-Debüt unserer Middleware war. Wir haben darüber und über die Arbeit, die dazu geführt hat, in der letzten Post-KI-Design in Vanduul Swarm geschrieben. (Danke für deine Kommentare dort, ich habe über sie nachgedacht!)

Die Freigabe erfolgte, während das gesamte Team die Foundry 42 in Manchester für den Squadron 42 Summit besuchte. Es war toll, sie und die US-Teams, mit denen wir normalerweise nur über Skype sprechen, zu treffen und die Gelegenheit zu haben, Ideen auszutauschen und das Design für Squadron 42 gemeinsam voranzutreiben. Insbesondere war uns klar, dass die Menschen bald eine einfache FPS-Kampf-KI benötigen würden, um mit dem Prototyping zu beginnen, und deshalb richten wir unseren Fokus darauf.

Zwischen den Gipfeltreffen konnten wir eine Pause einlegen und den ersten Unterstützern beim Streaming von Arena Commander on Twitch zusehen! Insgesamt verlief die Veröffentlichung für uns recht reibungslos. In 12.2 haben wir einige Änderungen vorgenommen, um die Anzahl der Kollisionen zwischen Scythe und dem Spieler zu reduzieren, aber im Großen und Ganzen haben wir versucht, unsere Änderungen klein zu halten, anstatt das, was vorhanden ist, zu stören, so dass wir uns auf die Entwicklung neuer Features und neuer Aspekte von Star Citizen konzentrieren können. Wir folgen Ihren Kommentaren und planen, Vanduul Swarm mit dem besten Bang-for-Buck weiter zu verbessern und gleichzeitig sicherzustellen, dass die KI im Rest des Projekts vorankommen kann.

In diesem Sinne haben wir die Arbeit daran wieder aufgenommen, die Luftkampf-KI auf dem Server laufen zu lassen, was nicht nur für das Persistente Universum unerlässlich ist, sondern auch einige interessante Möglichkeiten für neue Arena Commander Spielmodi eröffnen könnte.

Und wir haben auch mit dem FPS-Team zusammengearbeitet, um menschliche KIs dazu zu bringen, sich im Hangar zu bewegen und aufeinander zu schießen. Es ist nur ein einfaches Verhalten, aber es ist toll, die Grundlagen zu schaffen, damit Designer mit dem Prototyping ganz neuer Teile von Star Citizen beginnen können.
Greetings Citizens,
It’s hard to believe it’s July already! Here’s our monthly report on what all three Cloud Imperium Games studios and all of our outsource teams have been up to! From improving the website to making the Vanduul fight more fiercely, we’ve been hard at work building Star Citizen.

Travis Day, Dogfight Producer
Greetings Citizens,
June has been an exciting month for all of us here in the Santa Monica offices of Cloud Imperium Games. We released Arena Commander earlier this month and have been feverishly working to patch and resolve as many of the launch issues as possible with weekly updates to both the game client and the launcher.

As I write this we are in the process of putting the finishing touches on our most recent update, patch 12.4. While initially the entire team was focused on bug fixing and patching for our next 12.X release we are slowly migrating the team back into Main so we can continue development on new larger features which we plan on releasing with Release 13 (known colloquially in the community as V0.9).

This month we were also fortunate enough to be hosted in Alienware’s booth at E3 2014 here in Los Angeles where we had Arena Commander available for folks to play. Mark Abent, Chad Zamzow, myself and a few others from the development team were on hand to spread the word about Star Citizen and show off the game to passerby. We encountered a broad range of people from the entirely uninitiated who’d never heard of Star Citizen to longtime backers who’d been playing Arena Commander at home. All in all we had a great showing and even nabbed a nomination for ‘Best of E3’ from The Escapist.

Of the utmost importance this month has been steadily increasing the number of people in multiplayer for Arena Commander working out all of the backend, game server, and matchmaking issues being exposed by the volume of traffic. We are making some great headway on this and we really appreciate everyone’s assistance and patience in helping us to test and create our universe backend that will one day serve as the backbone for all of Star Citizen’s connectivity.

As I mentioned previously, the team is beginning to work on some of the larger features for our V0.9 release as well as versions even further down the road. Some of the items being worked on include support for in-game custom key binding configuration, a bevy of larger improvements in the flight model, some additional ships, improvements to HUD, and many more features were not quite ready to ruin the surprise of just yet.

We are looking forward to your feedback on our continued releases for Arena Commander and multiplayer as stability improves and additional players are added to the testing pool. As always, thank you very much for your support and if you have any questions please feel free to post in our Ask a Dev threads.

Cheers,

Cloud Imperium Games Santa Monica

Eric Peterson, Studio Director
Greetings Citizens,
It has been a very busy month at the Texas offices of Cloud Imperium, we have been knee deep in Arena Commander releases, with 4 versions of it coming out during the month of June, and that is only the tip of the iceberg as more are on the way. We have also been busy working on the persistent universe and backend server component for AC, which will serve the PU as well. In addition, we have been hard at work on several ships and getting them ready to be put in the hangar and into the pipeline to make them fly. So, without further ado here is an update from each department.

Design:
The Austin design team continues with persistent universe content as its primary focus. This month, we’ve been focused on refining tools for star system creation, evaluating and providing guidance on kits for constructing planet-side locations, and growing the mission creation tool for quick persistent universe content. The design team is also building our internal roadmap for the next year and beyond, with the economy remaining the centerpiece to that work.

We’re also still providing support for the dogfighting teams, with ship parts, modularity, and customization being one of our primary areas of support. And we haven’t forgotten the hangar. In the past month, we’ve gotten the new Freelancers into the hangars and started work on other upcoming ships, while still continuing to provide bug fixes for the hangar module.

Art
This month the Art Department was hard at work on several ships. The Freelancer variants, Constellation, Mustang, M50, Aurora variants, 300 series, Hornet variants, P52 Merlin, Avenger, and Xi’an Scout all saw some love from our artists here this month. Our character artists were kept busy bringing the FPS characters up to speed, as well as beautifying the characters used in our commercials. Other things that were completed are the UEE Marine helmet, VFX for some of our Planet side locations, as well as concepts for some cool new cargo containers that match the new cargo system design. Our animators have been busy fixing up character interactions with our ships and polishing animation sets for Squadron 42 and FPS.

Engineering – choo choo!
ATX engineering worked on fixes for several Arena Commander Release 12 deployments. ATX engineering also monitored public universe for issues, and worked with QA on issues that occurred on test universe clusters.

Engineering did hookup of Freelancer variants and TNGS ships in the hangar for the weekend surprise, we also fixed many game server, hub server, matchmaking, and generally crushed tons of bugs. Many hangar and dogfighting bug fixes were implemented. Engineering also worked to improve validation of ship selection and load out on the game server. We began live universe stats web page implementation, and began evaluating Avatar customization tech source code.

Launcher improvements including selectable payloads, bug fixes, and testing of caching patch servers were made and deployed. Nightly builds and continuous builds of active streams were enabled, along with additional dev tools like p4 review and p4 web.

Multiple Sandbox Editor fixes and improvements were made (including fixes to reloading modified assets from disk), and engineering worked with QA and Art to jump-start the Unstable->Recent->Stable testing and promotion process. DevOps migrated public universe cluster from Rackspace to Google Compute, and made progress on large universe cluster scripted deployment.

Audio
The Audio Department has been working on more improvements to Arena Commander! Featuring revised weapon fire sound-effects that have more punch, along with new sound-effects for ordnance whizz-bys, missiles, explosions and the afterburner/boost. We’re also working towards our Gamescom release in 6 weeks! (you will have to ask Chris what that is :) ) .

IT
The IT team worked on several different but important initiatives this month. Austin’s IT group worked on the company network infrastructure. Initial work in this area has become necessary in order to keep up with the increased network traffic to all connected development teams. Early results are showing 15x improvement in data transfer rates between studios. LA’s IT Manager has been busy setting up new staff and reconfiguring development machines to squeeze every bit of performance out of them. Our Manchester IT is burning the midnight oil working on the build out of a new floor for development as well as custom building the demo machines that will be used at our Gamescon event in Germany.

Overview
This next month promises to be just as exciting as the last, as we continue to add more Citizens to Arena Commander, add in new game types, and prepare for our upcoming event at Gamescom in Germany. Working for CIG is always an adventure, and we are happy that every one of you is along for the ride with us – See you all – in the verse !

EP

Erin Roberts, Studio Director
Hi guys, what a month it’s been, we’re really excited that the Dog Fight Module is out there and also we’re working towards getting everyone into multiplayer and improving, bug fixing and balancing with all your help. We’ve also taken big steps forward in white boxing our first levels in Squadron 42, as well as started work on Multi-crewed Vehicles, and last but not least the Capital Ships are really starting to look great. Wandering round the “Javelin” Destroyer is a real treat… Next month we’ll be really solidifying the DFM with bug fixes, new features and game modes and of course a fully operational ranking boards so people can start to compare stats. Also let’s not forget Gamescom is around the corner, we plan to have some cool new stuff to unveil at the show. AS always thanks for the dedication and support from everyone, without your guys support and feedback we wouldn’t be making this game great game. You will be seeing updates coming fast and furious from the team now we have put our stake in the ground and given everyonethe first glimpse of Star Citizen with the DFM module.

Programming Director – Derek Senior
This month has been the month of the DFM. From the start of June, we’ve been working incredibly hard to make the launch of DFM as successful as possible, this work continues. A lot of the work has been fixing up bugs, issues and adding some more polish to the game, adding new default mappings for more controllers, getting the Battle Royale game mode available for the MP rollout. We’ve also been working on some other, exciting, game modes coming your way.

We’ve also been getting going on some more behind the scenes work for future DFM, SQ42 and the PU. From working on tools to help designers and artists to set up the hundreds of components we have on each ship, to individual manufacturer HUD colourisation, HUD usability updates, UI for multi-crewed ships, audio improvements, GPU and CPU improvements and bug fixes as well as controller customisation, conversation system prototyping, and lots, lots, more.

Design Director – Nick Elms
Another month whizzes by.

We are still spitting design here in a number of areas, mainly :- Dog Fight Module support, Squadron 42 mission designs and Capital Ship design with Seat Actions.

Dog fighting is out there now! We have a long, and ever growing list of fixes, optimizations, polish, new features, etc. that we are planning to put in over the coming releases. The designers are, as ever, monitoring forum feedback, which is super useful for us and a lot of the issues that you have flagged up will be getting addressed over the coming weeks/months.

We have run through the “Vertical slice” mission this month, lots of outstanding issues to solve, but the walkthrough was awesome. I wish I could post a video, but with it being a S42 mission it would be too much of a spoiler. Suffice to say that when people leave a 2 hour meeting smiling you know something went well.

We’ve had another round of feedback on the “Idris” Frigate interior, just tidying up some minor points before the full PBR texture pass. We needed to add a few more escape pods to cater for the increased crew capacity, and make a bit more sense of the docking systems. You should now be able to drop your Constellation, Retaliator, etc. neatly on the top of the Idris and disembark through the docking collar with some dignity. We are really looking forward to seeing this “Hangar” ready soon.

The “Javelin Destroyer” and “Escort Carrier” are still in “Grey box” phase, but are coming together really well. We are benefiting from lots of lessons learnt from the Idris re-working. Aside from the above, we have been making good progress on ship systems. Mike Northeast even started a new forum thread to specifically discuss the “seat actions” with everyone, which seems to be going well so far. Thanks for all the feedback and ideas.

Overall a very good month in Star Citizen development from here in the UK, thanks again for the fantastic support.

Art Director – Paul Jones
Wow – what a month! Things are progressing along well in all areas, DFM, Sq42, outsourcing – it’s all go, we’ve taken on a concept artist intern and also had 3 students in this last week making a Star Citizen side scroller as their work experience project – it’s a holistic place here in Manchester, give back where we can :)

Space ships, Space ships, Spaceships! All continuing along well, the ones in full production are advancing well and we are learning on the job – it’s a tough mix of product design, mechanical design and performance optimization but the team is doing well, I’m looking forward to when we show more of the Gladius and Gladiator to the community. We also have a heavy fighter in concept phase with Gavin Rothery and its shaping up to be pretty mean looking!

What about Cap ships? Modular Tier interiors are laid out and now we need to push more through the concept pipeline to have the key rooms designed to meet Sq42 cinematic requirements, this is also the case for Shubin now that we have a good idea of mission requirements.

DFM continues alongside, Capture the Core and Conquest mode assets are being readied for release to the public. Lots of animation work going on for new ship types that we are working on getting Hangar ready, and into DFM.

Mathieu Beaulieu, Producer
Time flies, but so do our spaceships! A lot was done in June: we were able to get some sunny days in Canada :), we’ll end the month with 104 F, we showed no mercy in a couple of dogfighting matches internally, the best pilots are on the rise, and we also worked hard on some new game features.

This month, we’ve started revamping the Discount, Deluxe and Business Hangars, we want them as detailed as the Asteroid Hangar. We also need to review them so we can add speciality rooms. We still have a good month of work on them to bring them to the required quality.

At the same time, we are back on the mobiGlas, its development has been slowed down so we could help on the Dogfighting module, but we are now able to move forward. First steps will be ship and room customisation.

Also, the next flair object is almost ready, I think this one will make you Dance with joy. It should be released early July.

In the long run, planets are being constructed, tech for the avatar customisation is being developed and we are getting some interesting output for the economy system.

See you near Broken Moon.

Austin Goddard, Producer
June has flown by as we continue to prepare ships for shipment!

As you may recall from last month’s update, CGBot has been laboring over every last detail of the four variants of the Constellation ship which include [Redacted], [Redacted] and [Redacted]. To optimize performance, each of these variants has several versions with varying level of detail.

Progress is the keyword when talking about the Idris. This ship’s massive greybox has been completed and we are continuing to work with the design team to flesh out the model that will end up in your hangar. We think that the final version of this ship will fulfill the hype that it has rightfully received.

Along with working on these ships, we having been ironing out the final models and textures for the Male and Female explorer. We hope that the level of detail we put into these characters coupled with the amazing work being done by our colleagues creates an immersive experience that transcends your monitor and puts you in the pilot seat.

Sean Murphy, Outsource Manager
CGBot has been heavily focused on getting the Constellation and new variants delivered to us, while they’ve wrapped up greybox work on the Idris and are starting on the final texture pass to get it ready. They’ve also been finishing up on a couple of Explorer characters we’ll be seeing shortly.

In the meantime Virtuos is starting work on a couple of variants of the Cutlass and continuing to create prop assets for the FPS level. We’ve started testing a new vendor, Red Hot CG, on some concept work for ship components. And Rmory is creating a cool new weapon for FPS while we also test their ability to create in-game FPS weapons for us.

On the contractor front, there’s been a lot of focusing of efforts; several of our contract concept artists have been working on a variety of Vanduul ships. George Hull has delivered a gorgeous illustration of the Collector ship and Jim Martin is refining concepts for the Caterpillar in preparation for modeling. Rob McKinnon and David Brochard are polishing some character concepts for FPS characters, Dennis Chan has given us some gorgeous illustrations for Jump Point, and Clint Schultz and David Scott continue to create Corporation logos for us.

Finally Stefano Tsai has finished his work on the M50 and is going to be starting on a brand new ship very soon.

[Redacted]
Greetings from the FPS team at [REDACTED]! We hope you are all enjoying flying your ships in Arena Commander. It’s been really exciting to finally see you guys and gals playing the game, and hopefully enjoying the results of all the hard work that has gone into making it happen from each studio. We’ve definitely been having a blast watching your live streams… and playing along with you!

June was a very productive month for the FPS team. The artists continued to work on the space station environment. Adding props, applying materials and setting up lights to set the mood. Visual effects are also being added. This includes things like steam flowing out of vents, water dripping from pipes, dust being pulled around by pressure shifts and other details that really make the station come alive and keep it from feeling static. In addition to the environmental effects, we have also been working on first pass effects for tracer rounds, muzzle flashes, explosions and a bunch of other flashy-shiny-noisy bits. A first pass concept of the FPS HUD was also created, and we are now working on hooking it up in the game.

The animation team has been working through the mocap data, which will continue for quite some time… There’s a ton of it! They also worked with our engineers on a new way to rig weapons that helped to eliminate some pesky bugs we were running in to. With the cover system, zero-G, and the variety of weapons available, they definitely have their work cut out for them.

The design team has been tweaking the properties for a few of the weapons, mostly making sure that they feel good and are well balanced. Of course this is a continuous process that will be iterated upon all the way up to, and after, the game is released. Our design team also came up with some pretty neat concepts for possible gameplay modes.

The programming team has been implementing new features like crazy! Improvements to the cover system, zero G movement, a prone stance, energy recharge stations, HUD implementation, ammo variety system… and I could keep going. A LOT of new systems have gone into the game… and with those new systems, lots of new bugs! Just kidding, these guys do solid work and I am fairly certain that their code is completely bug free. cough cough

But in all seriousness, the FPS module is finally getting to a point where most of the core features have been implemented, at least in prototype form, and that is really exciting for us! Until next month Citizens! This is [REDACTED], over and out!

Mark Day, Studio Director
Terra Prime is looking better & better thanks to some additional help courtesy of the fine folks at CiG Austin. We meet on a regular basis to review the production art in progress, specifically Centermass & the monorail station. We are given a steady flow of diverse feedback, ranging from technical advice to art direction. All that has gotten us that much closer to completing the final look of the monorail station & it is looking mighty gorgeous!

Centermass is a shop that needs to look extremely futuristic, sleek & classy. We changed directions in some significant but subtle ways to achieve this look as we weren’t quite there at first. We are now closer than ever at attaining that goal!

Sherman has received tons of concept art attention, getting final designs for the interior & exterior for the Edge of Oblivion bar as well as the Military Police building. The Blocks also got some much needed assistance for concept designs such as the ticket kiosks, turnstiles, graffiti & the monorail car.

Overall, the improvements made are significant & the work being produced is representative of that progress, so we can’t wait to unveil it!

We remain a tight focused group of:

2 – Environment Artist
1 – Concept Artist
1 – Designer/Technical Designer

Benoit Beauséjour, Founder
The platform team is currently hard at work on the design and UX of Orgs Drop 2. Many of the features we want to bring forward in the second drop of Orgs require a lot of back and forth between design and implementation teams and so all of our concept resources are locked in to make this happen. We can’t wait to get coding on this one!

The first version of the ship catalog took most of the programming time this month and is our main focus for a release soon™. You have seen parts of this new catalog look with the Freelancer sales product page and of course with the 3D Ship Viewer we integrated into the Xi’An Scout concept. We were thrilled with your reactions to this prototype. We’re hoping to have many more ships in the viewer and more functionality to view the different types of POI on the ships so you can really “see” the ships while browsing their specs. There are still many challenges left , especially with the bigger ships (which might require special shaders so they look good and are actually properly browsable). We are thinking also that this first foray into 3D visualization might pave the way for more components like this, especially when thinking about the Galactapedia for planets , systems and more game objects.

Our work on the leaderboards system is expected to pick up soon now that AC multiplayer is ramping up. The data exchange process between game servers and the platform servers is now identified and set up. We are having many talks and discussions with the game design and implementation teams on how points and rankings are calculated so that we can display the right information for you to see on the boards and your profiles. We can’t wait to see how this will work out once it starts!

-b

Matthew Jack, Founder
This month got off to an exciting start for the Kythera team, as the Arena Commander v0.8 release was our middleware’s gameplay debut. We’ve written about that and the work leading up to it in the recent post AI Design in Vanduul Swarm. (Thanks for your comments there, I’ve been poring over them!)

The release happened while the whole team was visiting Foundry 42 in Manchester for the Squadron 42 Summit. It was great to meet up with them and the US teams, all of whom we normally only talk to over Skype, and have a chance to exchange ideas and progress the design for Squadron 42 together. In particular it was clear to us that people would soon need some simple FPS combat AI in place to start prototyping and so we’re moving our focus towards that.

Between the Summit meetings, we were able to take a break and watch the first backers streaming Arena Commander on Twitch! Overall the release went pretty smoothly for us. In 12.2 we made some changes to reduce the number of collisions between Scythe and the player, but on the whole we have tried to keep our changes small, rather than disrupt what’s there, allowing us to focus on developing new features and new aspects of Star Citizen. We’re following your comments and plan to make other incremental improvements to Vanduul Swarm with the best bang-for-buck, while making sure that AI in the rest of the project is able to move forwards.

On that note, we’ve resumed work on getting dogfighting AI running on the server which, as well as being essential for the Persistent Universe, could open up some interesting possibilities for new Arena Commander game modes.

And we’ve also been working with the FPS team to get human AIs moving around and shooting at each other in the Hangar. It’s just simple behavior, but it’s great to get the basics in place so that designers can begin prototyping whole new parts of Star Citizen.

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Metadata

CIG ID
13993
Channel
Undefined
Category
Undefined
Series
Monthly Reports
Comments
257
Published
11 years ago (2014-07-01T00:00:00+00:00)