Monthly Studio Report: December 2014
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Greetings Citizens,
We’re back! December was a hard push to release Arena Commander 1.0, followed by a restful holiday break for Star Citizen team members around the world. 2015 is going to be huge: multiple modules, events around the world and plenty of new ships and features to discuss. Expect to see several major design posts in honor of the recent stretch goals in the coming weeks, and then a steady stream of new information leading up to the FPS and Planetside launches. And in two weeks, join us in San Antonio for the first official Star Citizen Town Hall event! Details are available here. For now, though, let’s look back at the work that was accomplished in December…
Greetings Citizens!
Happy holidays to all of you around the world! We sincerely hope that you each enjoyed them and welcome to 2015! Looking back on December the whole team is really happy with all that we accomplished before the break. It was an exceedingly busy few weeks before holiday that saw some of the most intense development on Arena Commander V1.0 and we’re quite proud that we were able to release it for all of you as promised! As we move forward into 2015 there are a lot of exciting development efforts and releases to look forward but for now let’s go to the December department updates for Cloud Imperium Games Santa Monica!
Engineering
With the 1.0 release we were adding a lot of new systems into the game as well as exposing existing systems better to the player. Of course with new systems come new bugs! The signature system and missile behavior, being entirely new, needed a lot of focus and attention leading up to the release. Our engineering team worked hand in hand with QA, Art, and Design to make sure that the signature system and new missiles were functioning as well as possible prior to release. Those issues that remained and those that have been reported by the community are being fixed in next week’s Arena Commander 1.0.1 patch.
Another important focus on from the Engineering team was the flight model. With 1.0 we were introducing a bevy of new flyable ships each with their own unique flight characteristics. Among them were ships like the Cutlass which has thrusters that behave differently from any ship we’ve released before. John Pritchett worked with the Design, Art, and Animation folks to update the IFCS system to get the new thruster behavior that the ships design could support. We are still working on perfecting the flight characteristics of this ship based on your feedback and our own internal testing for future releases but the first pass implementation turned out well. During this process we also created a lot of new visual debugging tools for thrusters and flight mechanics to assist designers as they balance and tweak a ship.
During December our Engineering team also worked closely with Art and Illfonic to complete many of the visual and functional changes to the ships HUD. The big wins from this were the integration from Illfonic which enabled us to get the visor HUD rendering properly on the helmet glass which, if you haven’t seen it, looks amazing! In addition to the purely visual changes there was also a lot of new functionality added to support the new missile system, signature system, power management, shield management, and an overall pass at increasing the user-friendliness of interfacing with the HUD. The HUD is something that will continue to be worked on for the foreseeable future as new features are introduced but we’re very happy with the HUD released for 1.0 as it represents a large step forward.
Design
For all of December our Designers were appropriately focused on three primary areas. New ships, new items, and balance! With all the new ships our two man design team had its hands full. As some of you may remember from the Ship Pipeline post, every ships last phase of development has very heavy
involvement from a Technical Designer to get the damage states working, flight mechanics setup, as well as the item and weapon balance. So with the fourteen new ships added to the game by the team in Santa Monica each of those had heavy involvement from our Design team.
On the new items front the Design team worked very collaboratively with the Art and Engineering team to get the new missiles added into the game and working with the new signature system. They also worked closely with Engineering on the new Joker Distortion Cannon which deals damage and behaves in a way that no other weapon does. The ability to sap energy and shields so directly is a new feature that required careful balance and implementation but in the end provides a very cool new weapon type for people to integrate into their loadouts.
As you might imagine the balance of so many new ships and their items is quite a large task. With the complicated interconnected systems on our ships even the slightest stat changes on an item can have cascading effects throughout a ships entire systems. The Design team with some assistance from Mark Abent had recently created a new Python enabled spreadsheet that greatly assists in rapidly adjusting item and weapon stats and exporting the modified items. This proved invaluable for rapid iteration and adjustment while working with QA and play testing. Balance is an ongoing task so while we implemented a solid first pass with all the new equipment and ships it will continue to change in upcoming patches based on the feedback from the community and internal testing.
Art
Did we mention the fourteen new flyable ships? The Art team here in Santa Monica along with our two vehicle artists (Chris Smith and Josh Coons) in Austin were responsible for getting all fourteen of those ships into the game with their beautiful paintjobs, damage states, and visual effects. While we are always striving for perfection and there are lots of little things we will be changing and improving with the ships over the coming weeks and months we are incredibly proud to have been able to implement so many new ships for you guys so quickly! The team here did an incredible job!
The new visual effects for weapons, weapon impacts, and thrusters represent a huge step forward in visual fidelity. Our Lead Technical Artist, Forrest Stephan, worked tirelessly to handcraft each of those effects throughout the month of December. As our technology continues to improve thanks to our Graphics Engineering team led by Alistair Brown in the Foundry 42 office, so too does our ability to deliver the best looking visuals in gaming.
The month of December also saw the joining of Lance Powell our new Supervising Art Director for the whole company. Lance joins us here in Santa Monica and spent December working to improve our Art pipelines as well as working with the Concept Artists here in Santa Monica to lockdown solid manufacturer style guides, standardize weapon construction, and improve the documentation on our techniques and processes both for internal consumption as well as for outsourcing. It cannot be said enough how important standardization of practices is in a large development especially one with multiple studios that are geographically separated.
Cinematics
Our two in-house Cinematic Artists worked tirelessly to polish and perfect the Cinematic pieces that we shared with everyone during the December livestream. The Mustang commercial and the Imagine trailer were both created by our team here and are great pieces. The Imagine trailer in particular which was a reimagining (pun intended) of a fan trailer created by Simon Penna. Simon’s original trailer did such a great job of communicating the vision and the dream of Star Citizen that we wanted to update it with new footage and share it with the whole community.
That concludes the December update from Cloud Imperium Games Santa Monica. While December may be over, development surely is not! We’ve added quite a few employees in December and the first week of the New Year bringing the total size of the studio here to 43 people. The team here is well rested and back into high gear working on our 2015 delivery goals. This should prove to be a very exciting year of content delivery for us and our community and everyone on the team is very excited to continue to expand on the universe that we’re creating together.
Cheers.
Howdy folks,
Happy holidays from all of us here at CIG Austin! As the year 2014 comes to a close, we look back on all we have accomplished this year and stand astounded. This past month has been no different, as we have made more progress on fleshing out our ever-expanding universe, we’ve launched a MAJOR game update, and we’ve launched a number of new publishing operations including a Public Test Universe.
Persistent Universe Team:
ART:
Our artists have had two major things on their minds this month: Characters and Props. Our awesome concept team consisting of Ted Beargeon, Megan Cheever, and new addition Ken Fairclough has been developing concept art for NPC’s you might find on ArcCorp or Terra, props you might find on space stations, as well as some initial look/feel for our next location after Terra: the Levski landing zone in the Nyx system.
Our Character Team has been hard at work developing the character models based off the concepts our concept team has been providing. Right now we are wrapping up work on NPC’s for ArcCorp and a Medic NPC you will find in the medical unit. Our Animation Team has been helping our character team out by testing out the new skeleton that was developed to help make our characters as anatomically correct as possible. They have also been fixing countless bugs to help improve the character animations for Arena Commander v1.0 release.
We have been preparing for production on our first chunk of props by gathering reference, standardizing metrics, and developing concepts so that our outsourcing partners have as much information as possible when helping us out. We are hoping to have around one hundred and fifty new props in place fairly soon for all of our environments we have been working on recently with BHVR.
Speaking of environments, work is progressing nicely on standardizing environment construction across the project. Our Lead Technical Artist, Cort Soest, has been instrumental in defining the process for how we build our environments and policing that process once it is established. We have also been doing some R&D on some cool new modular fountain VFX for our environments.
Our Ship Team were slaving away all month on helping to get the Aurora variants, Mustang variants, and Hornet variants in your hands for Arena Commander v1.0. We hope you enjoy flying around in them!
DESIGN:
At the beginning of this month our designers, Pete Mackay and Evan Manning, began concocting some awesome high-level designs for new landing zones. The Odyssa and Mariana landing zones are now in Whitebox phase in which our designers have been blocking out the specific layouts for where the shops, major points of interest, and landing pads will be located. They are now working with our concept team to develop the aesthetic for each location. It is exciting seeing the designs for new landing zones come online, as it is a reminder of the vast number of worlds we eventually will have in our universe.
Our Star Map is undergoing extreme renovation! Rob Irving has been working with Dave
Haddock to completely revamp the layout of our universe. As our project has grown and priorities have shifted the need for a new layout became apparent. It has been tricky switching everything around while still maintaining what has already been established in our fiction, but it won’t be too much longer until Star Map 2.0 will be complete. Our conference room table is covered in sticky notes with the various systems on them; indicative of the work we’ve been doing to make the Star Map bigger and better than before.
Other things our design team has been doing this month include investigation on landing sequences from orbit to planetside, updating our Persistent Universe Crimes List, and identifying bugs in our Orbit>Hangar>Planetside game loop.
ENGINEERING:
The PU Engineering Team hit some major milestones this month. Their biggest milestone was helping to support the roll-out of Arena Commander 1.0, where they rolled out both Friends v1.0 (aka “Contacts”) and the Lobby System in the same patch. Several new server configurations were a part of this launch, and our server team spent much of their weekend post-launch to support this. Special thanks to server engineers Tom Sawyer and Brian Mazza for their outstanding dedication and burning the midnight oil to support our launch, as well as the strong support from our DevOps, IT and QA departments.
The team also continues to be busy working on tools to support our Peaceful NPC AI system. We will be wrapping up some heavy lifting on that early next year. Additionally, they have finished their backend implementation for a new Chat System, which they have begun testing themselves. Work will begin next year on the user interface for this system so that our QA team can get their hands on it. On top of all this, our server team has also been busy working on being able to invite other players to your hangars, working on our Process Manager, and investigating ways that we can increase player counts on our maps.
The PU Programming team has also recently added a new Senior Network Engineer to the fold: Jason Ely. Some of you may be familiar with his fantasy 2D MMO “Elderlands.” Jason also helped develop such titles as Ultima and the Crusader series. Jason has already proven to be a valuable asset to CIG, as he is the engineer that has been developing our incoming Chat System. The CIG Austin studio and PU Engineering Team is lucky and ecstatic to have Jason on board.
The PU Engineering Team would like to thank everyone for all of the outstanding support, and to wish everyone a great 2015! We’re looking forward to delivering some more great content to you all next year. See you then!
Live Operations:
QA:
During December the Star Citizen QA team focused on testing the Arena Commander v1.0 while also testing and deploying a new launcher update as well as Arena Commander patch 0.9.2.2. The entire QA team did a great job.
Andrew Hesse took the time to travel to our LA studio to sit with our technical designers for two weeks while they set up the new ships. He also was able to help with design by setting up the ship item tag system. Jeffrey Pease and his UK QA counterpart Geoffrey Coffin became our Lobby feature experts. They ensured that the lobby was continually tested over the course of the month and provided daily lobby hand-off emails detailing the feature’s progress. This was a very important task as the lobby system was the most at risk feature for Arena Commander v1.0. Jeffrey Pease also took on the task of generating the patch notes for the big v1.0 release.
Christopher Hill, Simon Ormiston, Liam Guest, Steven Brennon and Geoffrey Coffin provided detailed balance feedback concerning ship flight, systems and weapons. Melissa Estrada worked with her UK QA counterpart Andrew Nicholson to ensure v1.0 smoke tests were completed daily and the results were distributed to the team. Tyler Witkin continued working late and over the weekend assisting our server programmers while they addressed the issues encountered post launch.
This month, we were also able to roll out the first phase of the Public Test Universe. The community was incredibly helpful in our test of the PTU and we are very much looking forward to utilizing the PTU for future releases.
It has been a lot of work to ensure v1.0 could be released by our target date prior to the holidays. We are incredibly happy to finally share all the new v1.0 features with the community. QA is now setting their sights on testing the new features and releases for the new year including additional Arena Commander updates, an improved community bug reporting experience, FPS module and much, much more.
IT/Operations:
One thing about the IT team at Cloud Imperium Games is that they do not stop. No amount of challenge is too great when it comes to Star Citizen and this month’s 1.0 release is no exception.
This month, IT has been involved in every aspect of back end support required by the teams around the world. IT provided additional development systems and various upgrades for the developers who were burning the midnight oil. For QA, the IT team helped to provide a myriad of hardware to support compatibility and performance testing for 1.0 release testing.
Dennis, in Santa Monica, is one cool operator. He took charge of the multi studio live stream event and helped to coordinate our best live stream event so far. His hands were full too with a network outage right in the middle of the live stream which he fixed in less than 3 minutes moving right back to coordinating and supporting the live show without missing a beat. Hassan and Chris worked closely with Dennis to help setup cameras and demo machines at each studio which included lots of testing ahead of time to make sure everything would run smoothly between the multiple studio locations involved.
Austin IT pulled out the stops this month supporting many aspects of the live operation enhancements necessary to support the 1.0 launch. “Sniper” Picket expanded and enhanced our live server monitoring systems while at the same time developed a new suite of system performance reporting tools as well as the back end systems to collect and report all that data. These tools are already helping networking and server engineers to further analyze and tune our game servers faster than ever before. Austin IT also made major improvements to the build system and source control performance in support of the increasingly rapid pace of development. New servers were put in place along with some improvements to the publishing pipeline which further improve the rate by which we can deliver versions to the public. Our goal is to continually reduce the time it takes to publish and download patches and this month we made good gains in this area.
Looking back, this year has been an amazing ride of constant improvements and exciting challenges but none of this would be possible without the amazing developers and more importantly, the support of the Star Citizen community. 2014 has been awesome and 2015 is going to be even more exciting.
Dev Ops:
The Star Citizen Dev Ops team has been busy this month improving the launcher, adding analytics to the client and server, and of course shipping a major game patch.
In December we released the 0.9.2.2 patch, then 1.3.6 launcher update, our first version of the PTU (Public Test Universe), and of course the 1.0.0 Star Citizen patch. On top of all this we also worked on stripping out certain unnecessary client assets to reduce our overall patch and game client size, continued implementing analytics in the client to give our devs better visibility on player behavior and balance, and improving our ability to deploy our Universe Cluster.
Patch 1.0.0 not only introduced new game features and content, but it also completely changed the backend of our Universe Cluster. We added a Friends, Presence, Persistence, and Party server to the already complex back end in support of the Lobby feature for Arena Commander. This complexity is part of the reason for the problems we saw directly after launching patch 1.0.0. After spending the weekend fixing issues our Network and Dev Ops teams have just about fixed all the communication and connection issues we saw. We will continue to improve the backend stability with hotfixes and future patches.
The Dev Ops team had a new member join at the beginning of December. Joseph Holley joins us with years of experience working at Blizzard on World of Warcraft and other Blizzard titles.
We have been training him up on the Star Citizen code base and server architecture; already he has made several very beneficial contributions. January 5th we have another new employee joining our team which will make 2015 a very productive year!
2014 has been quite a year, with many, many patches, features, improvements, bug fixes, and success. The Dev Ops team is looking forward to 2015 with optimism and excitement with the number of massive releases that are coming that will shape Star Citizen into the game we all want to play. Thank you so much for all your support during the rough deployments and server issues, we really appreciate your patience.
Hi Everyone,
Hope everyone had a good holiday! Last month was incredibly busy, but it was fantastic to get V1 out for everyone before the break. We worked on a bunch of Arena Commander tasks and issues and made great progress on Squadron 42, as well as all the ships, environments and character pipelines we are responsible for. I also personally managed a few days in the USA at the Austin office over the holidays, with Chris and Tony Zurovec, where we worked together on a plan for the year, and also agreed on and organised the tech, environment and Ship summits that are taking place now in the UK and then LA and Austin nest week.
Outside of that we closed the offices for a few days between Christmas and New Year’s so everyone could have a needed break. Now we’re back, refreshed and ready to continue hitting it hard… Watch this space. :)
Programming:
On the Foundry 42 Engineering front December saw a big bug-smashing push towards the Arena Commander v1.0 release. As well as bug squashing in several areas such as the new lobby system and HUD we squeezed in work on many new features including adding g-force pass out and recovery animations, ship self-destruction and new scoring additions. There was also more work done to the dogfighting cameras which largely focussed on the new cinematic spectator mode and rear-view camera. New localisation features were added and as usual ongoing improvements were also made to the controls and their customisation options.
In the world of Squadron 42 we continued development on the landing mechanic, and work began on AI landing and take-offs. Enhancements to the looting system have been made and work on the PAW started (that’s the Personal Arc Welder, not your canine space companion!). Furthermore, the conversation system has undergone an effects pass to add dynamic field of view and depth of field effects to give us a more cinematic feel.
On the tools and tech front more progress has been made on the switch to the Wwise sound engine and we have rolled out v1.0.0 of our DataForge data-editing tool. DataForge includes many cool features such as allowing the live editing of data in script files to multiple machines across the network, and more data validation which will stop bugs before they creep in. It also encompasses StoryForge, the tool we will be using to add dialogue into game, which is now ready for some alien languages! In addition to this a brief break in the release schedule post v1.0 allowed us to look at some performance optimisations, spring-cleaning of the code-base and error log, and gave us the chance to take down some mince pies and mulled wine!
Graphics Programming:
“Over December the graphics team were kept very busy, and our time was split between support for the v1.0 release of Arena Commander and on-going feature development. We’re now starting to refine the new ship damage shader so that we can get different visual feedback from each weapon. For example a ballistic weapon will dent the metalwork and often puncture holes, lasers will scorch the surface and leave a burning edge that will continue to eat through some of the metal work over the following seconds, and explosions will create a visible ripple that travels across the hull as the metalwork is bent and scorched.
We’ve also close to completing a new distant star shader that will allow our artists to quickly populate the galaxy with stars of any colour, intensity and distribution they choose. The shader supports over 1 million individually visible stars at once, each of which can be zoomed into without losing any detail which is crucial for our Squadron 42 cinematics where extreme close-ups would otherwise expose any lack of detail in the stars.
We’ve also been spending a lot of time researching and planning some of the new engine features we’ll be implementing in the coming months. Some of the most important are these relate to performance and how we plan to vastly reduce the number of ‘draw calls’ which tends to be the limiting factor for our frame-rate. Draw-calls are the number of individual meshes that need to be rendered each frame, and we need to find ways to combine meshes while maintaining the flexibility and simple workflow for the artists, keeping the same visual quality, but also not costing far more memory (which is the tricky part!).”
Design:
December was a busy month in the Design department. Although not entirely V1 focused, as I’m sure you can imagine that we spent a lot of hours fixing bugs and working on the tech setup for the new ships. All of the maps were worked on and got varying amounts of extra polish. The new scoring system was implemented, we spent a lot of time with the Engineers working on the camera system, particularly the “Cinematic Spectator” mode which is looking better and better every day.
The Arena Commander tutorial is underway and will hopefully be ready soon. Also, we are urgently looking at countermeasure and scoring balancing.
As far as Squadron 42 is concerned, we actually managed to keep some designers from V1 and we progressed well with Episode 1. We have had various mechanics, now getting more code support, that are becoming more final and useable in our play-throughs, which really helps the flow of the levels . The script work came on really well, with us actually doing our first motion-capture shoot for the intro sequence and the vertical slice.
All-in-all we had a great month and it was fantastic to see V1 go out before Christmas. We will keep listening to you and keep pushing to make this the game we all want it to be. Thanks again for your amazing support!
Art Team Report.
Concept:
A lot of time and effort has gone into wrapping up the characters needed for Sq42 and next year we’ll be showcasing some cool models in 2015. Additional work completed for the Vanduul Kingship bridge along with the Vanduul boarding ship and Starfarer.
Ships:
We have a strike team working on the Retaliator, which is looking more and more beautiful by the day. It’s getting closer to Hangar ready every day.
Once the Retaliator is Hangar ready, we are going to focus on the Idris and Javelin.
We had the live-stream event, and now you are probably aware we are going to produce these 2 Capships in tandem more or less, since they are made by the same manufacturer.
We are planning to give these ships the attention they deserve, so you guys can enjoy them as fully immersive and convincing environments for you to roam in – they are floating multiplayer levels after all!
We also are producing the full Vanduul fleet here in Manchester, as well as the Starfarer, the new Cutlass , the new Avenger and the Argo Utility vehicle.
Characters:
Last month we began to work with 3Lateral to add facial animation to our new scanned base male head and refining the updated base male body to work well with rigging and animation. We have also been exploring the female characters and we are working towards a full body and face scan of two females next week.
We have a new member of the character team, Seth Nash, who will be creating our base quality asset. This character will define our pipeline and quality expectations for the rest of the project. It’s an exciting time for the character art team and we are making great strides towards a final production pipeline that can deliver the quality characters star citizen deserves.
Animation:
December was a mix of vertical slice planning and meeting up with Steve Bender our new animation director, he and a few others captured some motion sets at Imaginarium which will be implemented once the new character skeleton is ready. We also provided additional support for Arena Commander V1 (button presses, passing out animations across all ships – rough but being improved on for 1.0.1)
Environment Art
We have been continuing to Greybox the Shubin Interstellar interior building set, all the major components have been fleshed out and now we are really starting to dial into the details – everything from wall panels to handles. The shape language for Shubin Interstellar has been defined so the player will be able distinguish its architectural style from other corporations within the Star Citizen Universe; the upshot of this is that the Shubin universe is now taking on its own personality and life – watch this space :)
VFX:
Damage, damage and more damage! :)
Specifically, major update of all ship damage effects, including improved fire and smoke, sparks and power plant explosions, missile effects overhaul, including jets, trails and impact explosions. Finally, we’ve started plans for a major overhaul of the VFX pipeline and data structure, to allow for the vast quantity and (and high quality!) of effects that will be worked on in 2015.
That’s all for now folks, 2015 will be a hugely busy year with some massive challenges! Oh, and if you are looking for a job as an Environment, weapon, character or lighting artist, then please apply to the UK!!!! :D
Audio:
“December was almost entirely dedicated to the v1.0 release of Arena Commander for us in audio; for us it represented the last hurrah for working in FMOD, as we now look to transition to Wwise which will be taking up our time solidly over the next couple of months. This should free us up to make the core assets sound much better, and tie them into the game more effectively. It’s kind of the sound equivalent of rewiring the entire house however, so it’s a bit of a challenge.
For AC v.1.0 we had new ships to cater for, UI, weapons systems, ship computers. Some elements of the thrusters etc. were re-worked. To be truthful we’re not totally satisfied with what we managed to do in the time we had – some weapons we know need revised for instance. We’re going to use the move to Wwise as a convenient point for us to revise and review, well, everything! It’s the first step to looking to make our toolset far more robust, which should then improve our implementation methods and ensure we’re not spending too much time simply getting sounds working at all, which has been an issue up to now. Interactive score is another element that we’ll look to take up several notches with the Wwise move.
As you may have seen on the forums, we’re starting to co-ordinate source material gathering sessions, starting with a trip up the road to the Runway Museum in Manchester. Check out the photo of an interior of Concorde – life ambition fulfilled! ;) Our ships have a lot of switches which we’ll be gathering source material for, and also we hope to capture the characteristics of aeroplane interiors via recording impulse responses. These, we hope to map to our ship interiors to increase the sense of being in a proper enclosed space; our tech will reverberate your own voice to match the reverb characteristics of the sounds in the ships. It’s an approach we’ll look to extend to other in game locations too.
Finally, we’re currently demoing some monitors (speakers, rather than visual screens!) that we have on loan from http://pmc-speakers.com/ – which we’ve all been very impressed with so far. We’ve also got in some great SFX library material from http://www.prosoundeffects.com/ which we’ll be bringing online any day now. Great tools only improve things and we’re always looking at new tech and techniques to ensure the audio experience is maximised.”
Cheers
Greetings Citizen
In December, a lot of efforts were spent on V1.0. The team worked hard on the lobby system, the controller customisation system and to make sure that all the new ships load in your hangar. At the same time, much effort was spent on the upcoming milestone for the Persistent Universe. We all hope you enjoyed flying the new ships over the Holydays.
DESIGN
We have been hard at work on designing and building planetside locations as well as supporting the art team in making them extra pretty and engineering team in making it functional. Keep in mind that the long development process for those locations will speed up next year. Making the primary assets, prototyping and putting together systems that allow for procedural generation and dynamic changes takes time and a great deal of effort. Nevertheless, once it’s done and proven solid, the next planetsides will be developed much faster.
Some shops are now partly functional. Through the mobiGlas, you’ll be able to access the shop’s inventory two ways: A catalog view allows you to browse the entire shop inventory, and in augmented reality mode you can browse the products directly in the shop. Both modes have their perks. Shopping questions also brought us to think more seriously about the player’s Inventory System, which we have started to tackle with the help of the other studios.
As always, some work has been done on the Flairs. At his point in time you may have received your happy new year gift! As you might have noticed, subscribers got a random gift out of a collection, not everyone has the same one. This mechanic was put in place with our partner in crime Turbulent and will allow us to do cool stuff in the future, like Takuetsu Mystery boxes for example :)
Another challenge this month was….elevators! Yes, we’re putting together an elevator system to rule them all. Basically, finding the metrics and mechanics to support all the various types of gameplay and locations in Star Citizen (which is a lot!). The first iteration is to allow going from your hangar to a planetside location, and vice versa. You’ll also use the same lifts to access your friend’s hangar…if they invited you of course.
CONCEPT
Artists have been hard at work on the Nyx concept, refining the interior of the station and large mining facility in the backdrop. We have also been working on a new Mustang mousepad! Keep an eye out for in the the shop!
ART
Our art team has been hard at work finishing up two new shops: Astro Armada and the Medical Unit. The biggest challenge this month was to find the right balance between reusing assets and creating new ones.
Also, more work was done on Terra to setup the space for the future shops and just bring the whole map to the next level.
We optimized and fixed lighting bugs in the Hangars. Finally, we finished our January Flairs.
PROGRAMMING
This month, we’ve worked on adding more options to Control Customization. We’ve added the possibility for a player to have control of the sensitivity and deadzone of certain control inputs as well being able to import and export control settings. We’ve done a very big push on the Lobby and Contacts functionality that players will be able to enjoy in the Arena Commander V1.0 Release. Players will now be able to seamlessly organize matches and play with their friends.
We’ve also started to build Tools for the Game Designers so they can start designing Artificial Intelligence “Archetypes”. These Archetypes will then be used to give activity schedule to some of our AI NPC you’ll see in different planeside locations. Also, we’ve done a lot of work in regards to preparing the Hangars to become Multiplayer Hangars. This functionality will allow players to invite other players into their Hangars to show off all their cool ships and Flairs.
Speaking of Flairs, this month we’ve worked on the Mustang Alpha and Delta Miniature Ships which were released last week. We’ve also put in some work on a cool new January Subscriber Flair which will be revealed …. In January :)
Last but not surely not least, we’ve been hard at work on polishing the mobiGlas shopping experience as well given support to the Visor Development.
UI
December was an intense month! A lot of focus was spent on getting the first iteration of the contacts list and the Arena Commander Lobby up and ready for public release. Last minute bugs and unforeseen issues kept things exciting for the last few days leading up to the holiday break.
We’ve also been making steady progress on mobiGlas easyShop app, which has become our visual benchmark for future mobiApps… it’s looking pretty sweet! We are looking forward to getting it into your hands and getting your feedback once it goes live in the not-quite-so-distant-future. :)
Happy New Year Citizens!
We hope you all had a great holiday season… and played lots of Arena Commander while you were at it. While most of the team here took some time off to visit with their families in December, they still got lots of good work done over the last month.
Engineering
The engineering team has been super busy implementing new features, and also helped squash a few bugs in Arena Commander. The HUD code was unified for ships and FPS, you may have noticed this while looking at your character in 3rd person. Work continued on the zero gravity push & pull system, which allows you to move around by grabbing and pushing off of surfaces. Game rules were implemented for FPS elimination matches. The burst cannon weapon has been hooked up in game. The system for going prone and entering vents was also finished, although we do still have some bugs to address. Lastly, the laser pistol was implemented in Arena Commander… which you all seem to be having a good bit of fun with.
Animation
The biggest piece of news concerning animation is the mocap shoot that took place in mid-December. During this shoot, all new animations were captured including everything FPS. Once the mocap data has been solved, the animators will begin implementing all of the new animations which should be a huge improvement over what was seen at PAX Australia. Until that happens, the animation team continues to work on block out temporary animations for the new features that have been coming online.
Art
The artists have been busy finishing all of the remaining props for the Gold Horizon station. This mostly included some gym equipment, wall decorations such as clocks, and some smaller mess hall items. Concept work was completed for a zero gravity specific level a sniper rifle and a grappling attachment for a pistol. Modeling work has now started on those assets as well. Our Lead Artist also worked out a way of placing vents and crawlspaces into environments that fits the tier system which is already being used to create levels. The HUD and UI artwork is also an ongoing task that will continue into next month.
Design
The design team has been working on blocking out the first few levels for the FPS module release. Two levels will be completed by early January and then it will up to the artists to make them look amazing. Our Lead Designer put together documentation for weapon attachments, a grappling hook and also created a tool for easily balancing weapon metrics. This should help us to tweak weapons quickly in the future for fast iteration and play-testing.
VFX
On the VFX side, all of the current weapon FX are being revisited and polished to a sheen. A first pass on all of the new weapon FX is also in progress, along with FX for the grappling device as well.
That’s all for now Citizens. We hope you had a happy New Year and we can’t wait to show you more of what’s currently coming online in the near future!
Happy 2945, Citizens!
Platform Team here reporting from colder-by-the-minute Montreal.
Man what a month! Throughout December, our whole team has been fully dedicated to one simple goal : give Arena Commander V1 a proper welcome to the Project. A new home, the Contact List, new ships, weapons, supercharged leaderboards, easier introduction to new players… we’ve been working around the clock to make sure that this release would be as much packed with new features and improvements on the website as it is in the game.
New Website
The new home layout is here, now featuring our prime content right from the beginning. It also serves as an introduction to newcomers who can get a glimpse of the project and explore it further through the Game Pillars page (“about the game”). And it all comes with a brand new top-menu that brings together the old site map with brand new functionalities like the Contact List. Implementing this new design was (and still is, we’re not done!) pretty crafty from our team here : RSI is a big platform by common web standards, and has grown so much in just two years that any small change often has countless impacts, so you can imagine what a partial redesign like this one implies. We’ve also taken this occasion to make the site a bit more mobile-friendly. This will of course be an ongoing project as we keep revamping the rest of the site, but we’re really happy to see the fans response that you are much happier with our new mobile rendering.
The website also presents a new interaction with Arena Commander V1 : the Contact list that carries over into Arena Commander to allow match requests in the new Lobby System. And this new system is off to a pretty good start, with over 60,000 contacts created in the first week. With one user (a Super Hornet pilot who will remain unnamed) pushing the limit with 248 contacts! We’re really happy that we were able to work conjointly with CIG to bring this level of interaction between Platform and Game. As the most crowdfunded project in history, Star Citizen deserves an unprecedented level of immersion on all fronts, and that includes the website.
Leaderboards
We didn’t really make any announcement about it, but the Leaderboards got upgraded as well for V1! We’ll let you explore them on your own, but they’re now chock-full of data : about players, their style, their Orgs… We’re positive that they should become yet another recruiting tool for Orgs in the very near future. Just remember! Any game you play only contributes to your Main Org at the time of the game! Switching over to a new one won’t transfer your past glory to them.
Paving the way
We said it last month, we’re saying it again. All of this is just a first step towards what this coming year will be. The Home will lead to the Community Hub, Game Pillars will lead to the Career pages. Contact List will evolve into a full-blown Friendship system in- and out-of-game, and Leaderboards are bound to settle in everyone’s Citizen Dossier for detailed personal stats. And if you tuned into the Livestream, you know we’re also preparing something big for the web-side Starmap. So stay tuned, and we shall deliver!
See you all in the ‘verse!
Greetings Citizens,
The release of Arena Commander 1.0 was the major focus of December, so we were expecting to spend a lot of time on it. But in the end, we were quite pleased that there were relatively few AI issues to deal with, which allowed us to get a lot of work done for Squadron 42 and the persistent universe. With the Christmas break looming at the end of the month, we knew we had less time than normal to get things done, but that didn’t stop us getting quite a few cool features implemented.
As this year comes to a close, I think we’re all quite pleased with what we’ve achieved in 2014, and with just how far the AI has progressed over the last year. We’ve now got a pretty good foundation for authoring interesting AI and we’re excited about all of the features we have lined up to work on in 2015.
But before we put on our 2015 hats, let’s have a quick recap of what Moon Collider did in December.
DESIGN
We look forward to visiting the other teams and having the opportunity to share ideas with them, and the UK summit this month was perfect for that. Unfortunately, with so much to get done this month, we were only able to send one person. As always, it was a really productive visit, and in particular gave us the chance to refine priorities on various features that we’ll be working on in the next few months. With the different modules being developed in parallel, it’s a challenge to make sure each one has the AI features they need for each of their milestones, so getting everyone together in the same room to work this out is really useful.
One of the most important features still missing from Kythera is a proper ability to define and work with groups. Up to now we’ve been able to get by dealing with AI entities on an individual basis, but the opportunities have been steadily increasing where we can do more interesting things if the AI can share information with each other and coordinate their actions. While this may sound simple, there are a lot of details that need to be taken into account, and so we spent some time designing our group system this month. We focused on working out the different types of groups we want to support, how they can be defined, and how AI in groups can safely and efficiently share information. It was also important to make sure designers can easily define groups and then reference them later when they want to make a group do something or find out some information about that group.
We also did some more work this month refining how level designers for Squadron 42 can assign different tasks to AI, and how to make the AI nicely switch between doing interesting things when they haven’t yet spotted the player, and entering combat tasks once the player has been detected. We’re working towards a system where designers can be specific about what they want the AI to do under certain circumstances, but can depend on them to act sensibly the rest of the time without having to explicitly cater for every possibility.
ENGINEERING
We spent some time this month in preparation for the Arena Commander 1.0 release, mostly playtesting Vanduul Swarm and doing minor tweaks to AI behavior. We also did some general bug fixes and support, in particular some improvements to AI avoidance, so they are now less likely to collide with the player.
There was a lot of work done on character combat AI for Squadron 42. As a follow up to last months improvements to their use of cover, we did various tweaks and refinements to this to make them behave more sensibly. One funny issue we started seeing was that the AI would be leaning out of cover to shoot at the player, then they would go back behind their cover to reload their weapon, and promptly forget about the player! It turned out that our implementation of how AI remember targets wasn’t coping very well when they lost sight of the player for a few seconds. We dealt with a similar issue last month with ships losing their targets when they go behind an obstacle like an asteroid. So now the AI can tell the difference between losing sight of their target for a short time, and losing sight long enough that they should either start searching for the lost enemy or find a different target.
We also did some work on allowing AI to defend areas better. Up to now, our character AI has been very aggressive, always working their way towards the player via cover fairly quickly. But quite often we want some of them to hang back and find some good defensible positions to protect some area of interest. We’ve now added that capability in, and so designers can start assigning roles to characters in Squadron 42 which will make the combat there more interesting and challenge the player to think through their attack strategy a bit more.
For the persistent universe we continued building up the core framework that allows NPCs to perform tasks in the world, with a lot of work done in particular on how those tasks are selected. Part of what makes this really interesting is that our AI ultimately perform actions by running behavior trees, and to allow NPCs to perform different tasks in the PU we have added the ability to dynamically add and remove chunks of behavior tree from the tree they are currently running. The end result of this is that it becomes much easier for designers to add new activities into the world for NPCs to perform since they only need to specify the behavior differences that make the new activity unique, with the knowledge that the NPC will continue to handle all the other interactions it might need to do.
We mentioned last month that we wanted to improve our super handy AI Recorder tool to allow people to share recordings of AI around. That work was done this month and now designers and testers can manage their recordings in various ways through our Kythera Inspector web interface, such as renaming and deleting, but most importantly they can export them to a file that can be shared around. So now when a strange AI behavior is seen, they can send us a recording of it for us to debug, rather than having to try and document an exact use case for us to try and reproduce. This should really help solve those tricky intermittent bugs that sometimes show up and are a real pain to solve.
Having mentioned the groups design work we did above, we also did some of the implementation of these designs. We still have more to do on this next month, but we got some of the core features in place.
Finally, we made some important improvements deep inside or navigation system, relaxing some restrictions on the maximum dimensions our navigation meshes can have. These we put in place for performance reasons, but now that we need to support larger levels we needed to change the system to allow for larger navigation meshes, while minimizing the impact on performance that this requires.
THANK YOU
We would like to take a moment to recognize the QA and engineering staff who worked tirelessly to fix a series of major bugs that appeared the night of the 1.0 launch. Staff volunteered to go above and beyond for the project, sacrificing their time off to make sure everyone could enjoy Arena Commander over the holidays. The entire Star Citizen team salutes you!
We’re back! December was a hard push to release Arena Commander 1.0, followed by a restful holiday break for Star Citizen team members around the world. 2015 is going to be huge: multiple modules, events around the world and plenty of new ships and features to discuss. Expect to see several major design posts in honor of the recent stretch goals in the coming weeks, and then a steady stream of new information leading up to the FPS and Planetside launches. And in two weeks, join us in San Antonio for the first official Star Citizen Town Hall event! Details are available here. For now, though, let’s look back at the work that was accomplished in December…
Greetings Citizens!
Happy holidays to all of you around the world! We sincerely hope that you each enjoyed them and welcome to 2015! Looking back on December the whole team is really happy with all that we accomplished before the break. It was an exceedingly busy few weeks before holiday that saw some of the most intense development on Arena Commander V1.0 and we’re quite proud that we were able to release it for all of you as promised! As we move forward into 2015 there are a lot of exciting development efforts and releases to look forward but for now let’s go to the December department updates for Cloud Imperium Games Santa Monica!
Engineering
With the 1.0 release we were adding a lot of new systems into the game as well as exposing existing systems better to the player. Of course with new systems come new bugs! The signature system and missile behavior, being entirely new, needed a lot of focus and attention leading up to the release. Our engineering team worked hand in hand with QA, Art, and Design to make sure that the signature system and new missiles were functioning as well as possible prior to release. Those issues that remained and those that have been reported by the community are being fixed in next week’s Arena Commander 1.0.1 patch.
Another important focus on from the Engineering team was the flight model. With 1.0 we were introducing a bevy of new flyable ships each with their own unique flight characteristics. Among them were ships like the Cutlass which has thrusters that behave differently from any ship we’ve released before. John Pritchett worked with the Design, Art, and Animation folks to update the IFCS system to get the new thruster behavior that the ships design could support. We are still working on perfecting the flight characteristics of this ship based on your feedback and our own internal testing for future releases but the first pass implementation turned out well. During this process we also created a lot of new visual debugging tools for thrusters and flight mechanics to assist designers as they balance and tweak a ship.
During December our Engineering team also worked closely with Art and Illfonic to complete many of the visual and functional changes to the ships HUD. The big wins from this were the integration from Illfonic which enabled us to get the visor HUD rendering properly on the helmet glass which, if you haven’t seen it, looks amazing! In addition to the purely visual changes there was also a lot of new functionality added to support the new missile system, signature system, power management, shield management, and an overall pass at increasing the user-friendliness of interfacing with the HUD. The HUD is something that will continue to be worked on for the foreseeable future as new features are introduced but we’re very happy with the HUD released for 1.0 as it represents a large step forward.
Design
For all of December our Designers were appropriately focused on three primary areas. New ships, new items, and balance! With all the new ships our two man design team had its hands full. As some of you may remember from the Ship Pipeline post, every ships last phase of development has very heavy
involvement from a Technical Designer to get the damage states working, flight mechanics setup, as well as the item and weapon balance. So with the fourteen new ships added to the game by the team in Santa Monica each of those had heavy involvement from our Design team.
On the new items front the Design team worked very collaboratively with the Art and Engineering team to get the new missiles added into the game and working with the new signature system. They also worked closely with Engineering on the new Joker Distortion Cannon which deals damage and behaves in a way that no other weapon does. The ability to sap energy and shields so directly is a new feature that required careful balance and implementation but in the end provides a very cool new weapon type for people to integrate into their loadouts.
As you might imagine the balance of so many new ships and their items is quite a large task. With the complicated interconnected systems on our ships even the slightest stat changes on an item can have cascading effects throughout a ships entire systems. The Design team with some assistance from Mark Abent had recently created a new Python enabled spreadsheet that greatly assists in rapidly adjusting item and weapon stats and exporting the modified items. This proved invaluable for rapid iteration and adjustment while working with QA and play testing. Balance is an ongoing task so while we implemented a solid first pass with all the new equipment and ships it will continue to change in upcoming patches based on the feedback from the community and internal testing.
Art
Did we mention the fourteen new flyable ships? The Art team here in Santa Monica along with our two vehicle artists (Chris Smith and Josh Coons) in Austin were responsible for getting all fourteen of those ships into the game with their beautiful paintjobs, damage states, and visual effects. While we are always striving for perfection and there are lots of little things we will be changing and improving with the ships over the coming weeks and months we are incredibly proud to have been able to implement so many new ships for you guys so quickly! The team here did an incredible job!
The new visual effects for weapons, weapon impacts, and thrusters represent a huge step forward in visual fidelity. Our Lead Technical Artist, Forrest Stephan, worked tirelessly to handcraft each of those effects throughout the month of December. As our technology continues to improve thanks to our Graphics Engineering team led by Alistair Brown in the Foundry 42 office, so too does our ability to deliver the best looking visuals in gaming.
The month of December also saw the joining of Lance Powell our new Supervising Art Director for the whole company. Lance joins us here in Santa Monica and spent December working to improve our Art pipelines as well as working with the Concept Artists here in Santa Monica to lockdown solid manufacturer style guides, standardize weapon construction, and improve the documentation on our techniques and processes both for internal consumption as well as for outsourcing. It cannot be said enough how important standardization of practices is in a large development especially one with multiple studios that are geographically separated.
Cinematics
Our two in-house Cinematic Artists worked tirelessly to polish and perfect the Cinematic pieces that we shared with everyone during the December livestream. The Mustang commercial and the Imagine trailer were both created by our team here and are great pieces. The Imagine trailer in particular which was a reimagining (pun intended) of a fan trailer created by Simon Penna. Simon’s original trailer did such a great job of communicating the vision and the dream of Star Citizen that we wanted to update it with new footage and share it with the whole community.
That concludes the December update from Cloud Imperium Games Santa Monica. While December may be over, development surely is not! We’ve added quite a few employees in December and the first week of the New Year bringing the total size of the studio here to 43 people. The team here is well rested and back into high gear working on our 2015 delivery goals. This should prove to be a very exciting year of content delivery for us and our community and everyone on the team is very excited to continue to expand on the universe that we’re creating together.
Cheers.
Howdy folks,
Happy holidays from all of us here at CIG Austin! As the year 2014 comes to a close, we look back on all we have accomplished this year and stand astounded. This past month has been no different, as we have made more progress on fleshing out our ever-expanding universe, we’ve launched a MAJOR game update, and we’ve launched a number of new publishing operations including a Public Test Universe.
Persistent Universe Team:
ART:
Our artists have had two major things on their minds this month: Characters and Props. Our awesome concept team consisting of Ted Beargeon, Megan Cheever, and new addition Ken Fairclough has been developing concept art for NPC’s you might find on ArcCorp or Terra, props you might find on space stations, as well as some initial look/feel for our next location after Terra: the Levski landing zone in the Nyx system.
Our Character Team has been hard at work developing the character models based off the concepts our concept team has been providing. Right now we are wrapping up work on NPC’s for ArcCorp and a Medic NPC you will find in the medical unit. Our Animation Team has been helping our character team out by testing out the new skeleton that was developed to help make our characters as anatomically correct as possible. They have also been fixing countless bugs to help improve the character animations for Arena Commander v1.0 release.
We have been preparing for production on our first chunk of props by gathering reference, standardizing metrics, and developing concepts so that our outsourcing partners have as much information as possible when helping us out. We are hoping to have around one hundred and fifty new props in place fairly soon for all of our environments we have been working on recently with BHVR.
Speaking of environments, work is progressing nicely on standardizing environment construction across the project. Our Lead Technical Artist, Cort Soest, has been instrumental in defining the process for how we build our environments and policing that process once it is established. We have also been doing some R&D on some cool new modular fountain VFX for our environments.
Our Ship Team were slaving away all month on helping to get the Aurora variants, Mustang variants, and Hornet variants in your hands for Arena Commander v1.0. We hope you enjoy flying around in them!
DESIGN:
At the beginning of this month our designers, Pete Mackay and Evan Manning, began concocting some awesome high-level designs for new landing zones. The Odyssa and Mariana landing zones are now in Whitebox phase in which our designers have been blocking out the specific layouts for where the shops, major points of interest, and landing pads will be located. They are now working with our concept team to develop the aesthetic for each location. It is exciting seeing the designs for new landing zones come online, as it is a reminder of the vast number of worlds we eventually will have in our universe.
Our Star Map is undergoing extreme renovation! Rob Irving has been working with Dave
Haddock to completely revamp the layout of our universe. As our project has grown and priorities have shifted the need for a new layout became apparent. It has been tricky switching everything around while still maintaining what has already been established in our fiction, but it won’t be too much longer until Star Map 2.0 will be complete. Our conference room table is covered in sticky notes with the various systems on them; indicative of the work we’ve been doing to make the Star Map bigger and better than before.
Other things our design team has been doing this month include investigation on landing sequences from orbit to planetside, updating our Persistent Universe Crimes List, and identifying bugs in our Orbit>Hangar>Planetside game loop.
ENGINEERING:
The PU Engineering Team hit some major milestones this month. Their biggest milestone was helping to support the roll-out of Arena Commander 1.0, where they rolled out both Friends v1.0 (aka “Contacts”) and the Lobby System in the same patch. Several new server configurations were a part of this launch, and our server team spent much of their weekend post-launch to support this. Special thanks to server engineers Tom Sawyer and Brian Mazza for their outstanding dedication and burning the midnight oil to support our launch, as well as the strong support from our DevOps, IT and QA departments.
The team also continues to be busy working on tools to support our Peaceful NPC AI system. We will be wrapping up some heavy lifting on that early next year. Additionally, they have finished their backend implementation for a new Chat System, which they have begun testing themselves. Work will begin next year on the user interface for this system so that our QA team can get their hands on it. On top of all this, our server team has also been busy working on being able to invite other players to your hangars, working on our Process Manager, and investigating ways that we can increase player counts on our maps.
The PU Programming team has also recently added a new Senior Network Engineer to the fold: Jason Ely. Some of you may be familiar with his fantasy 2D MMO “Elderlands.” Jason also helped develop such titles as Ultima and the Crusader series. Jason has already proven to be a valuable asset to CIG, as he is the engineer that has been developing our incoming Chat System. The CIG Austin studio and PU Engineering Team is lucky and ecstatic to have Jason on board.
The PU Engineering Team would like to thank everyone for all of the outstanding support, and to wish everyone a great 2015! We’re looking forward to delivering some more great content to you all next year. See you then!
Live Operations:
QA:
During December the Star Citizen QA team focused on testing the Arena Commander v1.0 while also testing and deploying a new launcher update as well as Arena Commander patch 0.9.2.2. The entire QA team did a great job.
Andrew Hesse took the time to travel to our LA studio to sit with our technical designers for two weeks while they set up the new ships. He also was able to help with design by setting up the ship item tag system. Jeffrey Pease and his UK QA counterpart Geoffrey Coffin became our Lobby feature experts. They ensured that the lobby was continually tested over the course of the month and provided daily lobby hand-off emails detailing the feature’s progress. This was a very important task as the lobby system was the most at risk feature for Arena Commander v1.0. Jeffrey Pease also took on the task of generating the patch notes for the big v1.0 release.
Christopher Hill, Simon Ormiston, Liam Guest, Steven Brennon and Geoffrey Coffin provided detailed balance feedback concerning ship flight, systems and weapons. Melissa Estrada worked with her UK QA counterpart Andrew Nicholson to ensure v1.0 smoke tests were completed daily and the results were distributed to the team. Tyler Witkin continued working late and over the weekend assisting our server programmers while they addressed the issues encountered post launch.
This month, we were also able to roll out the first phase of the Public Test Universe. The community was incredibly helpful in our test of the PTU and we are very much looking forward to utilizing the PTU for future releases.
It has been a lot of work to ensure v1.0 could be released by our target date prior to the holidays. We are incredibly happy to finally share all the new v1.0 features with the community. QA is now setting their sights on testing the new features and releases for the new year including additional Arena Commander updates, an improved community bug reporting experience, FPS module and much, much more.
IT/Operations:
One thing about the IT team at Cloud Imperium Games is that they do not stop. No amount of challenge is too great when it comes to Star Citizen and this month’s 1.0 release is no exception.
This month, IT has been involved in every aspect of back end support required by the teams around the world. IT provided additional development systems and various upgrades for the developers who were burning the midnight oil. For QA, the IT team helped to provide a myriad of hardware to support compatibility and performance testing for 1.0 release testing.
Dennis, in Santa Monica, is one cool operator. He took charge of the multi studio live stream event and helped to coordinate our best live stream event so far. His hands were full too with a network outage right in the middle of the live stream which he fixed in less than 3 minutes moving right back to coordinating and supporting the live show without missing a beat. Hassan and Chris worked closely with Dennis to help setup cameras and demo machines at each studio which included lots of testing ahead of time to make sure everything would run smoothly between the multiple studio locations involved.
Austin IT pulled out the stops this month supporting many aspects of the live operation enhancements necessary to support the 1.0 launch. “Sniper” Picket expanded and enhanced our live server monitoring systems while at the same time developed a new suite of system performance reporting tools as well as the back end systems to collect and report all that data. These tools are already helping networking and server engineers to further analyze and tune our game servers faster than ever before. Austin IT also made major improvements to the build system and source control performance in support of the increasingly rapid pace of development. New servers were put in place along with some improvements to the publishing pipeline which further improve the rate by which we can deliver versions to the public. Our goal is to continually reduce the time it takes to publish and download patches and this month we made good gains in this area.
Looking back, this year has been an amazing ride of constant improvements and exciting challenges but none of this would be possible without the amazing developers and more importantly, the support of the Star Citizen community. 2014 has been awesome and 2015 is going to be even more exciting.
Dev Ops:
The Star Citizen Dev Ops team has been busy this month improving the launcher, adding analytics to the client and server, and of course shipping a major game patch.
In December we released the 0.9.2.2 patch, then 1.3.6 launcher update, our first version of the PTU (Public Test Universe), and of course the 1.0.0 Star Citizen patch. On top of all this we also worked on stripping out certain unnecessary client assets to reduce our overall patch and game client size, continued implementing analytics in the client to give our devs better visibility on player behavior and balance, and improving our ability to deploy our Universe Cluster.
Patch 1.0.0 not only introduced new game features and content, but it also completely changed the backend of our Universe Cluster. We added a Friends, Presence, Persistence, and Party server to the already complex back end in support of the Lobby feature for Arena Commander. This complexity is part of the reason for the problems we saw directly after launching patch 1.0.0. After spending the weekend fixing issues our Network and Dev Ops teams have just about fixed all the communication and connection issues we saw. We will continue to improve the backend stability with hotfixes and future patches.
The Dev Ops team had a new member join at the beginning of December. Joseph Holley joins us with years of experience working at Blizzard on World of Warcraft and other Blizzard titles.
We have been training him up on the Star Citizen code base and server architecture; already he has made several very beneficial contributions. January 5th we have another new employee joining our team which will make 2015 a very productive year!
2014 has been quite a year, with many, many patches, features, improvements, bug fixes, and success. The Dev Ops team is looking forward to 2015 with optimism and excitement with the number of massive releases that are coming that will shape Star Citizen into the game we all want to play. Thank you so much for all your support during the rough deployments and server issues, we really appreciate your patience.
Hi Everyone,
Hope everyone had a good holiday! Last month was incredibly busy, but it was fantastic to get V1 out for everyone before the break. We worked on a bunch of Arena Commander tasks and issues and made great progress on Squadron 42, as well as all the ships, environments and character pipelines we are responsible for. I also personally managed a few days in the USA at the Austin office over the holidays, with Chris and Tony Zurovec, where we worked together on a plan for the year, and also agreed on and organised the tech, environment and Ship summits that are taking place now in the UK and then LA and Austin nest week.
Outside of that we closed the offices for a few days between Christmas and New Year’s so everyone could have a needed break. Now we’re back, refreshed and ready to continue hitting it hard… Watch this space. :)
Programming:
On the Foundry 42 Engineering front December saw a big bug-smashing push towards the Arena Commander v1.0 release. As well as bug squashing in several areas such as the new lobby system and HUD we squeezed in work on many new features including adding g-force pass out and recovery animations, ship self-destruction and new scoring additions. There was also more work done to the dogfighting cameras which largely focussed on the new cinematic spectator mode and rear-view camera. New localisation features were added and as usual ongoing improvements were also made to the controls and their customisation options.
In the world of Squadron 42 we continued development on the landing mechanic, and work began on AI landing and take-offs. Enhancements to the looting system have been made and work on the PAW started (that’s the Personal Arc Welder, not your canine space companion!). Furthermore, the conversation system has undergone an effects pass to add dynamic field of view and depth of field effects to give us a more cinematic feel.
On the tools and tech front more progress has been made on the switch to the Wwise sound engine and we have rolled out v1.0.0 of our DataForge data-editing tool. DataForge includes many cool features such as allowing the live editing of data in script files to multiple machines across the network, and more data validation which will stop bugs before they creep in. It also encompasses StoryForge, the tool we will be using to add dialogue into game, which is now ready for some alien languages! In addition to this a brief break in the release schedule post v1.0 allowed us to look at some performance optimisations, spring-cleaning of the code-base and error log, and gave us the chance to take down some mince pies and mulled wine!
Graphics Programming:
“Over December the graphics team were kept very busy, and our time was split between support for the v1.0 release of Arena Commander and on-going feature development. We’re now starting to refine the new ship damage shader so that we can get different visual feedback from each weapon. For example a ballistic weapon will dent the metalwork and often puncture holes, lasers will scorch the surface and leave a burning edge that will continue to eat through some of the metal work over the following seconds, and explosions will create a visible ripple that travels across the hull as the metalwork is bent and scorched.
We’ve also close to completing a new distant star shader that will allow our artists to quickly populate the galaxy with stars of any colour, intensity and distribution they choose. The shader supports over 1 million individually visible stars at once, each of which can be zoomed into without losing any detail which is crucial for our Squadron 42 cinematics where extreme close-ups would otherwise expose any lack of detail in the stars.
We’ve also been spending a lot of time researching and planning some of the new engine features we’ll be implementing in the coming months. Some of the most important are these relate to performance and how we plan to vastly reduce the number of ‘draw calls’ which tends to be the limiting factor for our frame-rate. Draw-calls are the number of individual meshes that need to be rendered each frame, and we need to find ways to combine meshes while maintaining the flexibility and simple workflow for the artists, keeping the same visual quality, but also not costing far more memory (which is the tricky part!).”
Design:
December was a busy month in the Design department. Although not entirely V1 focused, as I’m sure you can imagine that we spent a lot of hours fixing bugs and working on the tech setup for the new ships. All of the maps were worked on and got varying amounts of extra polish. The new scoring system was implemented, we spent a lot of time with the Engineers working on the camera system, particularly the “Cinematic Spectator” mode which is looking better and better every day.
The Arena Commander tutorial is underway and will hopefully be ready soon. Also, we are urgently looking at countermeasure and scoring balancing.
As far as Squadron 42 is concerned, we actually managed to keep some designers from V1 and we progressed well with Episode 1. We have had various mechanics, now getting more code support, that are becoming more final and useable in our play-throughs, which really helps the flow of the levels . The script work came on really well, with us actually doing our first motion-capture shoot for the intro sequence and the vertical slice.
All-in-all we had a great month and it was fantastic to see V1 go out before Christmas. We will keep listening to you and keep pushing to make this the game we all want it to be. Thanks again for your amazing support!
Art Team Report.
Concept:
A lot of time and effort has gone into wrapping up the characters needed for Sq42 and next year we’ll be showcasing some cool models in 2015. Additional work completed for the Vanduul Kingship bridge along with the Vanduul boarding ship and Starfarer.
Ships:
We have a strike team working on the Retaliator, which is looking more and more beautiful by the day. It’s getting closer to Hangar ready every day.
Once the Retaliator is Hangar ready, we are going to focus on the Idris and Javelin.
We had the live-stream event, and now you are probably aware we are going to produce these 2 Capships in tandem more or less, since they are made by the same manufacturer.
We are planning to give these ships the attention they deserve, so you guys can enjoy them as fully immersive and convincing environments for you to roam in – they are floating multiplayer levels after all!
We also are producing the full Vanduul fleet here in Manchester, as well as the Starfarer, the new Cutlass , the new Avenger and the Argo Utility vehicle.
Characters:
Last month we began to work with 3Lateral to add facial animation to our new scanned base male head and refining the updated base male body to work well with rigging and animation. We have also been exploring the female characters and we are working towards a full body and face scan of two females next week.
We have a new member of the character team, Seth Nash, who will be creating our base quality asset. This character will define our pipeline and quality expectations for the rest of the project. It’s an exciting time for the character art team and we are making great strides towards a final production pipeline that can deliver the quality characters star citizen deserves.
Animation:
December was a mix of vertical slice planning and meeting up with Steve Bender our new animation director, he and a few others captured some motion sets at Imaginarium which will be implemented once the new character skeleton is ready. We also provided additional support for Arena Commander V1 (button presses, passing out animations across all ships – rough but being improved on for 1.0.1)
Environment Art
We have been continuing to Greybox the Shubin Interstellar interior building set, all the major components have been fleshed out and now we are really starting to dial into the details – everything from wall panels to handles. The shape language for Shubin Interstellar has been defined so the player will be able distinguish its architectural style from other corporations within the Star Citizen Universe; the upshot of this is that the Shubin universe is now taking on its own personality and life – watch this space :)
VFX:
Damage, damage and more damage! :)
Specifically, major update of all ship damage effects, including improved fire and smoke, sparks and power plant explosions, missile effects overhaul, including jets, trails and impact explosions. Finally, we’ve started plans for a major overhaul of the VFX pipeline and data structure, to allow for the vast quantity and (and high quality!) of effects that will be worked on in 2015.
That’s all for now folks, 2015 will be a hugely busy year with some massive challenges! Oh, and if you are looking for a job as an Environment, weapon, character or lighting artist, then please apply to the UK!!!! :D
Audio:
“December was almost entirely dedicated to the v1.0 release of Arena Commander for us in audio; for us it represented the last hurrah for working in FMOD, as we now look to transition to Wwise which will be taking up our time solidly over the next couple of months. This should free us up to make the core assets sound much better, and tie them into the game more effectively. It’s kind of the sound equivalent of rewiring the entire house however, so it’s a bit of a challenge.
For AC v.1.0 we had new ships to cater for, UI, weapons systems, ship computers. Some elements of the thrusters etc. were re-worked. To be truthful we’re not totally satisfied with what we managed to do in the time we had – some weapons we know need revised for instance. We’re going to use the move to Wwise as a convenient point for us to revise and review, well, everything! It’s the first step to looking to make our toolset far more robust, which should then improve our implementation methods and ensure we’re not spending too much time simply getting sounds working at all, which has been an issue up to now. Interactive score is another element that we’ll look to take up several notches with the Wwise move.
As you may have seen on the forums, we’re starting to co-ordinate source material gathering sessions, starting with a trip up the road to the Runway Museum in Manchester. Check out the photo of an interior of Concorde – life ambition fulfilled! ;) Our ships have a lot of switches which we’ll be gathering source material for, and also we hope to capture the characteristics of aeroplane interiors via recording impulse responses. These, we hope to map to our ship interiors to increase the sense of being in a proper enclosed space; our tech will reverberate your own voice to match the reverb characteristics of the sounds in the ships. It’s an approach we’ll look to extend to other in game locations too.
Finally, we’re currently demoing some monitors (speakers, rather than visual screens!) that we have on loan from http://pmc-speakers.com/ – which we’ve all been very impressed with so far. We’ve also got in some great SFX library material from http://www.prosoundeffects.com/ which we’ll be bringing online any day now. Great tools only improve things and we’re always looking at new tech and techniques to ensure the audio experience is maximised.”
Cheers
Greetings Citizen
In December, a lot of efforts were spent on V1.0. The team worked hard on the lobby system, the controller customisation system and to make sure that all the new ships load in your hangar. At the same time, much effort was spent on the upcoming milestone for the Persistent Universe. We all hope you enjoyed flying the new ships over the Holydays.
DESIGN
We have been hard at work on designing and building planetside locations as well as supporting the art team in making them extra pretty and engineering team in making it functional. Keep in mind that the long development process for those locations will speed up next year. Making the primary assets, prototyping and putting together systems that allow for procedural generation and dynamic changes takes time and a great deal of effort. Nevertheless, once it’s done and proven solid, the next planetsides will be developed much faster.
Some shops are now partly functional. Through the mobiGlas, you’ll be able to access the shop’s inventory two ways: A catalog view allows you to browse the entire shop inventory, and in augmented reality mode you can browse the products directly in the shop. Both modes have their perks. Shopping questions also brought us to think more seriously about the player’s Inventory System, which we have started to tackle with the help of the other studios.
As always, some work has been done on the Flairs. At his point in time you may have received your happy new year gift! As you might have noticed, subscribers got a random gift out of a collection, not everyone has the same one. This mechanic was put in place with our partner in crime Turbulent and will allow us to do cool stuff in the future, like Takuetsu Mystery boxes for example :)
Another challenge this month was….elevators! Yes, we’re putting together an elevator system to rule them all. Basically, finding the metrics and mechanics to support all the various types of gameplay and locations in Star Citizen (which is a lot!). The first iteration is to allow going from your hangar to a planetside location, and vice versa. You’ll also use the same lifts to access your friend’s hangar…if they invited you of course.
CONCEPT
Artists have been hard at work on the Nyx concept, refining the interior of the station and large mining facility in the backdrop. We have also been working on a new Mustang mousepad! Keep an eye out for in the the shop!
ART
Our art team has been hard at work finishing up two new shops: Astro Armada and the Medical Unit. The biggest challenge this month was to find the right balance between reusing assets and creating new ones.
Also, more work was done on Terra to setup the space for the future shops and just bring the whole map to the next level.
We optimized and fixed lighting bugs in the Hangars. Finally, we finished our January Flairs.
PROGRAMMING
This month, we’ve worked on adding more options to Control Customization. We’ve added the possibility for a player to have control of the sensitivity and deadzone of certain control inputs as well being able to import and export control settings. We’ve done a very big push on the Lobby and Contacts functionality that players will be able to enjoy in the Arena Commander V1.0 Release. Players will now be able to seamlessly organize matches and play with their friends.
We’ve also started to build Tools for the Game Designers so they can start designing Artificial Intelligence “Archetypes”. These Archetypes will then be used to give activity schedule to some of our AI NPC you’ll see in different planeside locations. Also, we’ve done a lot of work in regards to preparing the Hangars to become Multiplayer Hangars. This functionality will allow players to invite other players into their Hangars to show off all their cool ships and Flairs.
Speaking of Flairs, this month we’ve worked on the Mustang Alpha and Delta Miniature Ships which were released last week. We’ve also put in some work on a cool new January Subscriber Flair which will be revealed …. In January :)
Last but not surely not least, we’ve been hard at work on polishing the mobiGlas shopping experience as well given support to the Visor Development.
UI
December was an intense month! A lot of focus was spent on getting the first iteration of the contacts list and the Arena Commander Lobby up and ready for public release. Last minute bugs and unforeseen issues kept things exciting for the last few days leading up to the holiday break.
We’ve also been making steady progress on mobiGlas easyShop app, which has become our visual benchmark for future mobiApps… it’s looking pretty sweet! We are looking forward to getting it into your hands and getting your feedback once it goes live in the not-quite-so-distant-future. :)
Happy New Year Citizens!
We hope you all had a great holiday season… and played lots of Arena Commander while you were at it. While most of the team here took some time off to visit with their families in December, they still got lots of good work done over the last month.
Engineering
The engineering team has been super busy implementing new features, and also helped squash a few bugs in Arena Commander. The HUD code was unified for ships and FPS, you may have noticed this while looking at your character in 3rd person. Work continued on the zero gravity push & pull system, which allows you to move around by grabbing and pushing off of surfaces. Game rules were implemented for FPS elimination matches. The burst cannon weapon has been hooked up in game. The system for going prone and entering vents was also finished, although we do still have some bugs to address. Lastly, the laser pistol was implemented in Arena Commander… which you all seem to be having a good bit of fun with.
Animation
The biggest piece of news concerning animation is the mocap shoot that took place in mid-December. During this shoot, all new animations were captured including everything FPS. Once the mocap data has been solved, the animators will begin implementing all of the new animations which should be a huge improvement over what was seen at PAX Australia. Until that happens, the animation team continues to work on block out temporary animations for the new features that have been coming online.
Art
The artists have been busy finishing all of the remaining props for the Gold Horizon station. This mostly included some gym equipment, wall decorations such as clocks, and some smaller mess hall items. Concept work was completed for a zero gravity specific level a sniper rifle and a grappling attachment for a pistol. Modeling work has now started on those assets as well. Our Lead Artist also worked out a way of placing vents and crawlspaces into environments that fits the tier system which is already being used to create levels. The HUD and UI artwork is also an ongoing task that will continue into next month.
Design
The design team has been working on blocking out the first few levels for the FPS module release. Two levels will be completed by early January and then it will up to the artists to make them look amazing. Our Lead Designer put together documentation for weapon attachments, a grappling hook and also created a tool for easily balancing weapon metrics. This should help us to tweak weapons quickly in the future for fast iteration and play-testing.
VFX
On the VFX side, all of the current weapon FX are being revisited and polished to a sheen. A first pass on all of the new weapon FX is also in progress, along with FX for the grappling device as well.
That’s all for now Citizens. We hope you had a happy New Year and we can’t wait to show you more of what’s currently coming online in the near future!
Happy 2945, Citizens!
Platform Team here reporting from colder-by-the-minute Montreal.
Man what a month! Throughout December, our whole team has been fully dedicated to one simple goal : give Arena Commander V1 a proper welcome to the Project. A new home, the Contact List, new ships, weapons, supercharged leaderboards, easier introduction to new players… we’ve been working around the clock to make sure that this release would be as much packed with new features and improvements on the website as it is in the game.
New Website
The new home layout is here, now featuring our prime content right from the beginning. It also serves as an introduction to newcomers who can get a glimpse of the project and explore it further through the Game Pillars page (“about the game”). And it all comes with a brand new top-menu that brings together the old site map with brand new functionalities like the Contact List. Implementing this new design was (and still is, we’re not done!) pretty crafty from our team here : RSI is a big platform by common web standards, and has grown so much in just two years that any small change often has countless impacts, so you can imagine what a partial redesign like this one implies. We’ve also taken this occasion to make the site a bit more mobile-friendly. This will of course be an ongoing project as we keep revamping the rest of the site, but we’re really happy to see the fans response that you are much happier with our new mobile rendering.
The website also presents a new interaction with Arena Commander V1 : the Contact list that carries over into Arena Commander to allow match requests in the new Lobby System. And this new system is off to a pretty good start, with over 60,000 contacts created in the first week. With one user (a Super Hornet pilot who will remain unnamed) pushing the limit with 248 contacts! We’re really happy that we were able to work conjointly with CIG to bring this level of interaction between Platform and Game. As the most crowdfunded project in history, Star Citizen deserves an unprecedented level of immersion on all fronts, and that includes the website.
Leaderboards
We didn’t really make any announcement about it, but the Leaderboards got upgraded as well for V1! We’ll let you explore them on your own, but they’re now chock-full of data : about players, their style, their Orgs… We’re positive that they should become yet another recruiting tool for Orgs in the very near future. Just remember! Any game you play only contributes to your Main Org at the time of the game! Switching over to a new one won’t transfer your past glory to them.
Paving the way
We said it last month, we’re saying it again. All of this is just a first step towards what this coming year will be. The Home will lead to the Community Hub, Game Pillars will lead to the Career pages. Contact List will evolve into a full-blown Friendship system in- and out-of-game, and Leaderboards are bound to settle in everyone’s Citizen Dossier for detailed personal stats. And if you tuned into the Livestream, you know we’re also preparing something big for the web-side Starmap. So stay tuned, and we shall deliver!
See you all in the ‘verse!
Greetings Citizens,
The release of Arena Commander 1.0 was the major focus of December, so we were expecting to spend a lot of time on it. But in the end, we were quite pleased that there were relatively few AI issues to deal with, which allowed us to get a lot of work done for Squadron 42 and the persistent universe. With the Christmas break looming at the end of the month, we knew we had less time than normal to get things done, but that didn’t stop us getting quite a few cool features implemented.
As this year comes to a close, I think we’re all quite pleased with what we’ve achieved in 2014, and with just how far the AI has progressed over the last year. We’ve now got a pretty good foundation for authoring interesting AI and we’re excited about all of the features we have lined up to work on in 2015.
But before we put on our 2015 hats, let’s have a quick recap of what Moon Collider did in December.
DESIGN
We look forward to visiting the other teams and having the opportunity to share ideas with them, and the UK summit this month was perfect for that. Unfortunately, with so much to get done this month, we were only able to send one person. As always, it was a really productive visit, and in particular gave us the chance to refine priorities on various features that we’ll be working on in the next few months. With the different modules being developed in parallel, it’s a challenge to make sure each one has the AI features they need for each of their milestones, so getting everyone together in the same room to work this out is really useful.
One of the most important features still missing from Kythera is a proper ability to define and work with groups. Up to now we’ve been able to get by dealing with AI entities on an individual basis, but the opportunities have been steadily increasing where we can do more interesting things if the AI can share information with each other and coordinate their actions. While this may sound simple, there are a lot of details that need to be taken into account, and so we spent some time designing our group system this month. We focused on working out the different types of groups we want to support, how they can be defined, and how AI in groups can safely and efficiently share information. It was also important to make sure designers can easily define groups and then reference them later when they want to make a group do something or find out some information about that group.
We also did some more work this month refining how level designers for Squadron 42 can assign different tasks to AI, and how to make the AI nicely switch between doing interesting things when they haven’t yet spotted the player, and entering combat tasks once the player has been detected. We’re working towards a system where designers can be specific about what they want the AI to do under certain circumstances, but can depend on them to act sensibly the rest of the time without having to explicitly cater for every possibility.
ENGINEERING
We spent some time this month in preparation for the Arena Commander 1.0 release, mostly playtesting Vanduul Swarm and doing minor tweaks to AI behavior. We also did some general bug fixes and support, in particular some improvements to AI avoidance, so they are now less likely to collide with the player.
There was a lot of work done on character combat AI for Squadron 42. As a follow up to last months improvements to their use of cover, we did various tweaks and refinements to this to make them behave more sensibly. One funny issue we started seeing was that the AI would be leaning out of cover to shoot at the player, then they would go back behind their cover to reload their weapon, and promptly forget about the player! It turned out that our implementation of how AI remember targets wasn’t coping very well when they lost sight of the player for a few seconds. We dealt with a similar issue last month with ships losing their targets when they go behind an obstacle like an asteroid. So now the AI can tell the difference between losing sight of their target for a short time, and losing sight long enough that they should either start searching for the lost enemy or find a different target.
We also did some work on allowing AI to defend areas better. Up to now, our character AI has been very aggressive, always working their way towards the player via cover fairly quickly. But quite often we want some of them to hang back and find some good defensible positions to protect some area of interest. We’ve now added that capability in, and so designers can start assigning roles to characters in Squadron 42 which will make the combat there more interesting and challenge the player to think through their attack strategy a bit more.
For the persistent universe we continued building up the core framework that allows NPCs to perform tasks in the world, with a lot of work done in particular on how those tasks are selected. Part of what makes this really interesting is that our AI ultimately perform actions by running behavior trees, and to allow NPCs to perform different tasks in the PU we have added the ability to dynamically add and remove chunks of behavior tree from the tree they are currently running. The end result of this is that it becomes much easier for designers to add new activities into the world for NPCs to perform since they only need to specify the behavior differences that make the new activity unique, with the knowledge that the NPC will continue to handle all the other interactions it might need to do.
We mentioned last month that we wanted to improve our super handy AI Recorder tool to allow people to share recordings of AI around. That work was done this month and now designers and testers can manage their recordings in various ways through our Kythera Inspector web interface, such as renaming and deleting, but most importantly they can export them to a file that can be shared around. So now when a strange AI behavior is seen, they can send us a recording of it for us to debug, rather than having to try and document an exact use case for us to try and reproduce. This should really help solve those tricky intermittent bugs that sometimes show up and are a real pain to solve.
Having mentioned the groups design work we did above, we also did some of the implementation of these designs. We still have more to do on this next month, but we got some of the core features in place.
Finally, we made some important improvements deep inside or navigation system, relaxing some restrictions on the maximum dimensions our navigation meshes can have. These we put in place for performance reasons, but now that we need to support larger levels we needed to change the system to allow for larger navigation meshes, while minimizing the impact on performance that this requires.
THANK YOU
We would like to take a moment to recognize the QA and engineering staff who worked tirelessly to fix a series of major bugs that appeared the night of the 1.0 launch. Staff volunteered to go above and beyond for the project, sacrificing their time off to make sure everyone could enjoy Arena Commander over the holidays. The entire Star Citizen team salutes you!
y. Es ist jedoch eine Art klangliches Äquivalent zur Neuverkabelung des gesamten Hauses, also ist es eine kleine Herausforderung.
Für AC v.1.0 hatten wir neue Schiffe, die wir versorgen mussten, UI, Waffensysteme, Schiffscomputer. Einige Elemente der Triebwerke usw. wurden überarbeitet. Um ehrlich zu sein, sind wir nicht ganz zufrieden mit dem, was wir in der Zeit erreicht haben - einige Waffen, von denen wir wissen, dass sie zum Beispiel überarbeitet werden müssen. Wir werden den Umzug nach Wise als einen bequemen Punkt für uns nutzen, um alles zu überarbeiten und zu überprüfen! Es ist der erste Schritt, um unser Toolset wesentlich robuster zu machen, was dann unsere Implementierungsmethoden verbessern und sicherstellen sollte, dass wir nicht zu viel Zeit damit verbringen, Sounds einfach zum Laufen zu bringen, was bisher ein Problem war. Interaktive Partitur ist ein weiteres Element, das wir versuchen werden, mehrere Kerben mit der Bewegung Wise aufzunehmen.
Wie Sie vielleicht in den Foren gesehen haben, beginnen wir mit der Koordination von Sitzungen zur Sammlung von Quellmaterial, beginnend mit einer Fahrt die Straße hinauf zum Runway Museum in Manchester. Schauen Sie sich das Foto eines Innenraums der Concorde an - Lebensambition erfüllt! ;) Unsere Schiffe haben viele Schalter, für die wir Quellenmaterial sammeln werden, und wir hoffen auch, die Eigenschaften des Flugzeuginnenraums durch die Aufzeichnung von Impulsantworten zu erfassen. Diese, hoffen wir, unseren Schiffsinnenräumen zuzuordnen, um das Gefühl zu erhöhen, sich in einem ordnungsgemäßen geschlossenen Raum zu befinden; unsere Technologie wird Ihre eigene Stimme nachhallen, um die Reverb-Eigenschaften der Geräusche in den Schiffen anzupassen. Es ist ein Ansatz, den wir auch auf andere Spielorte ausdehnen wollen.
Schließlich demonstrieren wir derzeit einige Monitore (Lautsprecher statt visueller Bildschirme!), die wir von http://pmc-speakers.com/ geliehen haben - von denen wir alle bisher sehr beeindruckt waren. Wir haben auch tolles SFX-Bibliotheksmaterial von http://www.prosoundeffects.com/ eingespielt, das wir jeden Tag online stellen werden. Große Werkzeuge verbessern die Dinge nur und wir suchen ständig nach neuen Technologien und Techniken, um sicherzustellen, dass das Klangerlebnis maximiert wird."
Prost
Grüße Bürger
Im Dezember wurden viele Anstrengungen für V1.0 unternommen. Das Team hat hart an dem Lobbysystem, dem Steuerungsanpassungssystem und der Sicherstellung gearbeitet, dass alle neuen Schiffe in Ihrem Hangar geladen werden. Gleichzeitig wurden viele Anstrengungen für den bevorstehenden Meilenstein für das Persistente Universum unternommen. Wir hoffen alle, dass es Ihnen gefallen hat, die neuen Schiffe über die Feiertage zu fliegen.
DESIGN
Wir haben hart daran gearbeitet, Planetenstandorte zu entwerfen und zu bauen sowie das Kunstteam dabei zu unterstützen, sie besonders schön zu gestalten, und das Ingenieurteam bei der Funktionalisierung. Denken Sie daran, dass sich der lange Entwicklungsprozess für diese Standorte im nächsten Jahr beschleunigen wird. Die Herstellung der primären Assets, das Prototyping und die Zusammenstellung von Systemen, die eine prozessuale Generierung und dynamische Änderungen ermöglichen, erfordern Zeit und viel Aufwand. Dennoch, sobald es getan und als solide erwiesen ist, werden die nächsten Planetenseiten viel schneller entwickelt.
Einige Geschäfte sind inzwischen teilweise funktionsfähig. Über das mobiGlas können Sie auf zwei Arten auf das Inventar des Shops zugreifen: Eine Katalogansicht ermöglicht es Ihnen, den gesamten Shop-Bestand zu durchsuchen, und im Augmented-Reality-Modus können Sie die Produkte direkt im Shop durchsuchen. Beide Modi haben ihre Vorteile. Einkaufsfragen brachten uns auch dazu, ernsthafter über das Inventory System des Spielers nachzudenken, das wir mit Hilfe der anderen Studios angegangen sind.
Wie immer wurden einige Arbeiten an den Flairs durchgeführt. Zu diesem Zeitpunkt haben Sie vielleicht Ihr frohes Neujahrsgeschenk erhalten! Wie Sie vielleicht bemerkt haben, haben Abonnenten ein zufälliges Geschenk aus einer Sammlung erhalten, nicht jeder hat das gleiche. Dieser Mechaniker wurde zusammen mit unserem Partner in der Kriminalität Turbulent eingesetzt und wird es uns ermöglichen, in Zukunft coole Dinge zu tun, wie zum Beispiel Takuetsu Mystery Boxen :)
Eine weitere Herausforderung in diesem Monat waren.....Aufzüge! Ja, wir bauen ein Aufzugssystem zusammen, um sie alle zu beherrschen. Im Grunde genommen, die Metriken und Mechaniken zu finden, die all die verschiedenen Arten von Gameplay und Orten in Star Citizen unterstützen (was eine Menge ist!). Die erste Iteration besteht darin, den Weg von Ihrem Hangar zu einem Standort auf dem Planeten und umgekehrt zu ermöglichen. Du wirst auch die gleichen Aufzüge benutzen, um in den Hangar deines Freundes zu gelangen.... wenn er dich natürlich eingeladen hat.
KONZEPT
Künstler haben intensiv an dem Nyx-Konzept gearbeitet, das das Innere der Station und die große Minenanlage im Hintergrund verfeinert hat. Wir haben auch an einem neuen Mustang-Mousepad gearbeitet! Haltet Ausschau nach im Laden!
KUNST
Unser Kunstteam hat hart daran gearbeitet, zwei neue Geschäfte fertigzustellen: Astro Armada und die medizinische Einheit. Die größte Herausforderung in diesem Monat war es, die richtige Balance zwischen der Wiederverwendung von Assets und der Schaffung neuer Assets zu finden.
Außerdem wurde an Terra weiter gearbeitet, um den Raum für die zukünftigen Geschäfte einzurichten und die gesamte Karte auf die nächste Ebene zu bringen.
Wir haben Beleuchtungsfehler in den Hangars optimiert und behoben. Schließlich haben wir unsere Januar-Flairs beendet.
PROGRAMMIERUNG
Diesen Monat haben wir daran gearbeitet, der Control Customization weitere Optionen hinzuzufügen. Wir haben die Möglichkeit hinzugefügt, dass ein Spieler die Empfindlichkeit und Totzone bestimmter Steuereingaben steuern kann und dass er auch Steuerungseinstellungen importieren und exportieren kann. Wir haben die Funktionalität der Lobby und der Kontakte, die die Spieler im Arena Commander V1.0 Release genießen können, sehr stark verbessert. Die Spieler können nun Spiele nahtlos organisieren und mit ihren Freunden spielen.
Wir haben auch damit begonnen, Tools für die Spieldesigner zu entwickeln, damit sie mit dem Design der Künstlichen Intelligenz "Archetypen" beginnen können. Diese Archetypen werden dann verwendet, um einigen unserer KI-NSCs einen Aktivitätsplan zu geben, den Sie an verschiedenen Standorten am Flugzeug sehen werden. Außerdem haben wir viel Arbeit geleistet, um die Hangars so vorzubereiten, dass sie zu Mehrspieler-Hangars werden. Diese Funktionalität ermöglicht es den Spielern, andere Spieler in ihre Hangars einzuladen, um all ihre coolen Schiffe und Flairs zu präsentieren.
Apropos Flairs, diesen Monat haben wir an den Mustang Alpha und Delta Miniaturschiffen gearbeitet, die letzte Woche veröffentlicht wurden. Wir haben auch etwas Arbeit an einem coolen neuen Januar-Abonnenten-Flair investiert, das offenbart wird...... Im Januar :)
Nicht zuletzt haben wir hart daran gearbeitet, das mobiGlas Einkaufserlebnis zu polieren und die Visierentwicklung zu unterstützen.
UI
Der Dezember war ein intensiver Monat! Ein großer Teil des Fokus wurde darauf verwendet, die erste Iteration der Kontaktliste und der Arena Commander Lobby für die öffentliche Freigabe vorzubereiten. Last-Minute-Fehler und unvorhergesehene Probleme hielten die Dinge für die letzten Tage bis zur Ferienpause spannend.
Wir haben auch die mobiGlas easyShop App, die zu unserem visuellen Maßstab für zukünftige mobiApps geworden ist, stetig weiterentwickelt.... sie sieht ziemlich süß aus! Wir freuen uns darauf, es Ihnen in die Hände zu geben und Ihr Feedback zu erhalten, sobald es in der nicht ganz so fernen Zukunft live geht. :)
Frohe Neujahrsbürger!
Wir hoffen, dass ihr alle eine tolle Weihnachtszeit hattet.... und viele Arena Commander gespielt habt, während ihr dabei wart. Während sich die meisten Mitglieder des Teams hier im Dezember eine Auszeit genommen haben, um ihre Familien zu besuchen, haben sie im letzten Monat noch viel gute Arbeit geleistet.
Ingenieurwesen
Das Ingenieurteam war sehr beschäftigt mit der Implementierung neuer Funktionen und half auch, ein paar Fehler in Arena Commander zu beheben. Der HUD-Code wurde für Schiffe und FPS vereinheitlicht, das haben Sie vielleicht bemerkt, als Sie Ihren Charakter in der dritten Person betrachtet haben. Die Arbeiten an dem Schwerelosigkeits-Push-&-Pull-System wurden fortgesetzt, das es Ihnen ermöglicht, sich durch Greifen und Abstoßen von Oberflächen zu bewegen. Die Spielregeln für FPS-Eliminierungsspiele wurden implementiert. Die Sprengkanonenwaffe wurde im Spiel angeschlossen. Das System für das Einsteigen und Eintreten in die Lüftungsöffnungen war ebenfalls fertig, obwohl wir noch einige Fehler zu beheben haben. Schließlich wurde die Laserpistole in Arena Commander implementiert.... mit der ihr alle ein gutes Stück Spaß habt.
Animation
Die größte Neuigkeit in Sachen Animation ist das Mocap-Shooting, das Mitte Dezember stattfand. Während dieser Aufnahme wurden alle neuen Animationen aufgenommen, einschließlich aller FPS. Sobald die Mocap-Daten gelöst sind, werden die Animatoren mit der Implementierung aller neuen Animationen beginnen, was eine enorme Verbesserung gegenüber dem, was auf der PAX Australia gesehen wurde, darstellen sollte. Bis dahin arbeitet das Animationsteam weiter an der Ausblendung temporärer Animationen für die neuen Features, die online kommen.
Kunst
Die Künstler waren damit beschäftigt, alle restlichen Requisiten für die Gold Horizon Station fertigzustellen. Dazu gehörten vor allem einige Fitnessgeräte, Wanddekorationen wie Uhren und einige kleinere Messehallenartikel. Die Konzeptarbeiten für ein Schwerelosigkeitsniveau, ein Scharfschützengewehr und einen Greifaufsatz für eine Pistole wurden abgeschlossen. Die Modellierungsarbeiten haben nun auch für diese Assets begonnen. Unser Lead Artist hat auch eine Möglichkeit ausgearbeitet, Lüftungsschlitze und Kriechgänge in Umgebungen zu platzieren, die zu dem Tier-System passen, das bereits zur Erstellung von Levels verwendet wird. Das HUD- und UI-Artwork ist ebenfalls eine laufende Aufgabe, die bis in den nächsten Monat hinein andauern wird.
Design
Das Designteam hat daran gearbeitet, die ersten Ebenen für die Freigabe des FPS-Moduls zu blockieren. Zwei Levels werden bis Anfang Januar abgeschlossen sein, und dann liegt es an den Künstlern, sie erstaunlich aussehen zu lassen. Unser Lead Designer hat die Dokumentation für Waffenbefestigungen, einen Greifhaken und ein Werkzeug zum einfachen Abgleichen von Waffenmetriken zusammengestellt. Dies sollte uns helfen, die Waffen in Zukunft schnell zu optimieren, um eine schnelle Wiederholung und Spieletests zu ermöglichen.
VFX
Auf der VFX-Seite werden alle aktuellen Waffen-FX wieder besucht und auf Hochglanz poliert. Ein erster Durchlauf über alle neuen Waffen FX ist ebenfalls in Arbeit, ebenso wie FX für die Greifvorrichtung.
Das ist alles für den Moment Bürger. Wir hoffen, dass Sie ein glückliches neues Jahr hatten und wir können es kaum erwarten, Ihnen in naher Zukunft mehr von dem zu zeigen, was gerade online geht!
Fröhliche 2945, Bürger!
Das Platform Team berichtet aus Montreal, das kälter und minutenschneller ist.
Mann, was für ein Monat! Den ganzen Dezember über hat sich unser gesamtes Team voll und ganz einem einfachen Ziel verschrieben: Arena Commander V1 im Projekt willkommen zu heißen. Ein neues Zuhause, die Kontaktliste, neue Schiffe, Waffen, aufgeladene Ranglisten, einfachere Einführung in neue Spieler.... wir haben rund um die Uhr daran gearbeitet, sicherzustellen, dass diese Version genauso vollgepackt ist mit neuen Funktionen und Verbesserungen auf der Website wie im Spiel.
Neue Website
Das neue Home-Layout ist da und zeigt nun von Anfang an unsere hochwertigen Inhalte. Es dient auch als Einführung für Neueinsteiger, die einen Blick auf das Projekt werfen und es über die Seite mit den Säulen des Spiels ("über das Spiel") weiter erkunden können. Und das Ganze mit einem brandneuen Top-Menü, das die alte Sitemap mit brandneuen Funktionen wie der Kontaktliste verbindet. Die Umsetzung dieses neuen Designs war (und ist immer noch, wir sind noch nicht fertig!) ziemlich geschickt von unserem Team hier: RSI ist eine große Plattform für gängige Webstandards und ist in nur zwei Jahren so stark gewachsen, dass jede kleine Änderung oft unzählige Auswirkungen hat, so dass Sie sich vorstellen können, was eine teilweise Neugestaltung wie diese bedeutet. Wir haben diese Gelegenheit auch genutzt, um die Website etwas mobiler zu gestalten. Dies wird natürlich ein laufendes Projekt sein, da wir den Rest der Seite ständig umgestalten, aber wir sind wirklich froh, dass die Fans darauf reagieren, dass du mit unserem neuen mobilen Rendering viel zufriedener bist.
Die Website präsentiert auch eine neue Interaktion mit Arena Commander V1: die Kontaktliste, die in Arena Commander übernommen wird, um Spielanfragen im neuen Lobby-System zu ermöglichen. Und dieses neue System hat einen ziemlich guten Start, mit über 60.000 Kontakten in der ersten Woche. Mit einem Benutzer (einem Super Hornet-Piloten, der unbenannt bleibt), der mit 248 Kontakten das Limit überschreitet! Wir sind wirklich froh, dass wir gemeinsam mit der CIG daran arbeiten konnten, diese Interaktion zwischen Plattform und Spiel zu ermöglichen. Als das am stärksten frequentierte Projekt in der Geschichte verdient Star Citizen ein beispielloses Maß an Eintauchen an allen Fronten, einschließlich der Website.
Ranglisten
Wir haben nicht wirklich etwas angekündigt, aber die Ranglisten wurden ebenfalls für V1 aktualisiert! Wir lassen Sie sie selbst erkunden, aber sie sind jetzt voller Daten: über Spieler, ihren Stil, ihre Orgs.... Wir sind überzeugt, dass sie in naher Zukunft ein weiteres Rekrutierungsinstrument für Orgs werden sollten. Denkt einfach daran! Jedes Spiel, das du spielst, trägt zum Zeitpunkt des Spiels nur zu deiner Haupt-Org bei! Der Wechsel zu einem neuen wird deinen bisherigen Ruhm nicht auf sie übertragen.
Den Weg ebnen
Wir haben es letzten Monat gesagt, wir sagen es wieder. All dies ist nur ein erster Schritt zu dem, was dieses kommende Jahr sein wird. Das Heim wird zum Community Hub führen, die Spielsäulen zu den Karriereseiten. Die Kontaktliste wird sich zu einem ausgewachsenen Freundschaftssystem im und außerhalb des Spiels entwickeln, und die Ranglisten werden sich zwangsläufig im Bürgerdossier für detaillierte persönliche Statistiken wiederfinden. Und wenn Sie sich auf den Livestream eingestellt haben, wissen Sie, dass wir auch etwas Großes für die webseitige Starmap vorbereiten. Also bleibt dran, und wir werden liefern!
Ich sehe euch alle im Vers!
Grüße Bürger,
Die Veröffentlichung von Arena Commander 1.0 stand im Mittelpunkt des Dezembers, so dass wir erwartet hatten, viel Zeit damit zu verbringen. Aber am Ende waren wir sehr froh, dass es relativ wenige KI-Probleme gab, die es uns ermöglichten, viel Arbeit für die Staffel 42 und das hartnäckige Universum zu erledigen. Mit der Weihnachtspause am Ende des Monats wussten wir, dass wir weniger Zeit als sonst hatten, um Dinge zu erledigen, aber das hielt uns nicht davon ab, einige tolle Funktionen zu implementieren.
Wenn dieses Jahr zu Ende geht, denke ich, dass wir alle sehr zufrieden sind mit dem, was wir 2014 erreicht haben, und damit, wie weit die KI im letzten Jahr vorangekommen ist. Wir haben jetzt eine ziemlich gute Grundlage für die Erstellung interessanter KI und sind begeistert von all den Funktionen, an denen wir im Jahr 2015 arbeiten werden.
Aber bevor wir unsere 2015er Hüte aufsetzen, lassen Sie uns kurz zusammenfassen, was Moon Collider im Dezember getan hat.
DESIGN
Wir freuen uns darauf, die anderen Teams zu besuchen und die Gelegenheit zu haben, Ideen mit ihnen auszutauschen, und der britische Gipfel in diesem Monat war perfekt dafür. Leider konnten wir bei so viel Arbeit in diesem Monat nur eine Person schicken. Wie immer war es ein wirklich produktiver Besuch und gab uns vor allem die Möglichkeit, die Prioritäten für verschiedene Features zu verfeinern, an denen wir in den nächsten Monaten arbeiten werden. Da die verschiedenen Module parallel entwickelt werden, ist es eine Herausforderung, sicherzustellen, dass jeder die KI-Funktionen hat, die er für jeden seiner Meilensteine benötigt, so dass es wirklich nützlich ist, alle im selben Raum zusammenzubringen, um dies zu erarbeiten.
Eines der wichtigsten Merkmale, die Kythera noch fehlt, ist die Fähigkeit, Gruppen zu definieren und mit Gruppen zu arbeiten. Bisher konnten wir es schaffen, mit KI-Einheiten auf individueller Basis umzugehen, aber die Möglichkeiten nehmen stetig zu, wo wir interessantere Dinge tun können, wenn die KI Informationen miteinander teilen und ihre Aktivitäten koordinieren kann. Das klingt zwar einfach, aber es gibt viele Details, die berücksichtigt werden müssen, und so haben wir diesen Monat einige Zeit damit verbracht, unser Gruppensystem zu entwerfen. Wir haben uns darauf konzentriert, die verschiedenen Arten von Gruppen auszuarbeiten, die wir unterstützen wollen, wie sie definiert werden können und wie die KI in Gruppen sicher und effizient Informationen austauschen kann. Es war auch wichtig, sicherzustellen, dass Designer Gruppen einfach definieren und später darauf verweisen können, wenn sie eine Gruppe dazu bringen wollen, etwas zu tun oder Informationen über diese Gruppe herauszufinden.
Wir haben diesen Monat auch noch etwas mehr Arbeit geleistet, um zu verfeinern, wie Leveldesigner für Staffel 42 verschiedene Aufgaben der KI zuweisen können, und wie man die KI dazu bringt, schön zwischen interessanten Dingen zu wechseln, wenn sie den Spieler noch nicht entdeckt haben, und Kampfaufgaben, sobald der Spieler entdeckt wurde. Wir arbeiten an einem System, bei dem Designer genau festlegen können, was die KI unter bestimmten Umständen tun soll, sich aber darauf verlassen können, dass sie den Rest der Zeit vernünftig handeln, ohne explizit auf jede Möglichkeit eingehen zu müssen.
MASCHINENBAU
Wir haben diesen Monat einige Zeit damit verbracht, uns auf die Veröffentlichung von Arena Commander 1.0 vorzubereiten, hauptsächlich um Vanduul Swarm zu testen und das Verhalten der KI zu verbessern. Wir haben auch einige allgemeine Bugfixes und Support durchgeführt, insbesondere einige Verbesserungen bei der KI-Vermeidung, so dass sie nun weniger wahrscheinlich mit dem Spieler kollidieren.
Es wurde viel Arbeit an der Charakter-Kampf-KI für Staffel 42 geleistet. Als Folgemaßnahme zu den Verbesserungen bei der Nutzung der Deckung im letzten Monat haben wir verschiedene Optimierungen und Verfeinerungen vorgenommen, damit sie sich vernünftiger verhalten. Ein lustiges Problem, das wir zu sehen begannen, war, dass sich die KI aus der Deckung lehnen würde, um auf den Spieler zu schießen, dann würden sie hinter ihre Deckung zurückkehren, um ihre Waffe nachzuladen, und den Spieler sofort vergessen! Es stellte sich heraus, dass unsere Implementierung der Art und Weise, wie sich die KI an Ziele erinnert, nicht sehr gut zurechtkam, als sie den Spieler für ein paar Sekunden aus den Augen verloren. Wir haben uns letzten Monat mit einem ähnlichen Thema beschäftigt, bei dem Schiffe ihre Ziele verlieren, wenn sie hinter einem Hindernis wie einem Asteroiden zurückbleiben. So kann die KI nun den Unterschied erkennen, ob sie ihr Ziel für kurze Zeit aus den Augen verliert oder lange genug aus den Augen verliert, so dass sie entweder mit der Suche nach dem verlorenen Feind beginnen oder ein anderes Ziel finden sollte.
Wir haben auch daran gearbeitet, dass die KI Gebiete besser verteidigen kann. Bis jetzt war unsere Charakter-KI sehr aggressiv und arbeitete sich immer ziemlich schnell über Cover auf den Spieler zu. Aber oft wollen wir, dass einige von ihnen sich zurückhalten und einige gute verteidigbare Positionen finden, um ein Interessengebiet zu schützen. Wir haben diese Funktion nun hinzugefügt, so dass Designer damit beginnen können, Charakteren in Staffel 42 Rollen zuzuweisen, was den Kampf dort interessanter macht und den Spieler herausfordert, seine Angriffsstrategie etwas mehr zu durchdenken.
Für das persistente Universum haben wir den Kernframework weiter aufgebaut, das es den NSCs ermöglicht, Aufgaben in der Welt auszuführen, wobei viel Arbeit geleistet wurde, insbesondere bei der Auswahl dieser Aufgaben. Ein Teil dessen, was das wirklich interessant macht, ist, dass unsere KI letztendlich Aktionen durch das Ausführen von Verhaltensbäumen durchführt, und damit NSCs verschiedene Aufgaben in der PU ausführen können, haben wir die Möglichkeit hinzugefügt, dynamisch Teile des Verhaltensbaums hinzuzufügen und zu entfernen. Das Endergebnis ist, dass es für Designer viel einfacher wird, neue Aktivitäten für NSCs in die Welt zu integrieren, da sie nur die Verhaltensunterschiede angeben müssen, die die neue Aktivität einzigartig machen, mit dem Wissen, dass der NSC weiterhin alle anderen Interaktionen handhaben wird, die er möglicherweise tun muss.
Wir haben letzten Monat erwähnt, dass wir unser super handliches KI-Recorder-Tool verbessern wollten, um es den Leuten zu ermöglichen, Aufnahmen von KI zu teilen. Diese Arbeit wurde in diesem Monat erledigt, und jetzt können Designer und Tester ihre Aufnahmen auf verschiedene Weise über unsere Kythera Inspector-Weboberfläche verwalten, wie z.B. umbenennen und löschen, aber vor allem können sie sie in eine Datei exportieren, die für alle zugänglich ist. Wenn also jetzt ein seltsames KI-Verhalten zu sehen ist, können sie uns eine Aufzeichnung davon schicken, damit wir debuggen können, anstatt versuchen zu müssen, einen genauen Anwendungsfall zu dokumentieren, den wir versuchen und reproduzieren können. Dies sollte wirklich helfen, die kniffligen intermittierenden Fehler zu lösen, die manchmal auftauchen und ein echter Schmerz sind.
Nachdem wir die Designarbeit der Gruppen erwähnt haben, die wir oben gemacht haben, haben wir auch einen Teil der Implementierung dieser Designs durchgeführt. Wir haben im nächsten Monat noch mehr zu tun, aber wir haben einige der wichtigsten Funktionen implementiert.
Schließlich haben wir einige wichtige Verbesserungen tief im Inneren des Navigationssystems vorgenommen und einige Einschränkungen bei den maximalen Abmessungen unserer Navigationsnetze aufgehoben. Diese haben wir aus Performance-Gründen eingeführt, aber jetzt, da wir größere Ebenen unterstützen müssen, mussten wir das System ändern, um größere Navigationsnetze zu ermöglichen und gleichzeitig die damit verbundenen Auswirkungen auf die Leistung zu minimieren.
DANKE AN DICH
Wir möchten uns einen Moment Zeit nehmen, um die QA- und Ingenieurmitarbeiter zu würdigen, die unermüdlich daran gearbeitet haben, eine Reihe von großen Fehlern zu beheben, die in der Nacht des 1.0-Launches auftraten. Das Personal meldete sich freiwillig, um über das Projekt hinauszugehen und ihre Freizeit zu opfern, um sicherzustellen, dass jeder den Arena Commander über die Feiertage genießen konnte. Das gesamte Star Citizen-Team begrüßt Sie! Grüße Bürger,
Wir sind wieder da! Der Dezember war ein harter Vorstoß, Arena Commander 1.0 auf den Markt zu bringen, gefolgt von einer erholsamen Urlaubspause für Star Citizen-Teammitglieder auf der ganzen Welt. 2015 wird riesig werden: mehrere Module, Veranstaltungen auf der ganzen Welt und viele neue Schiffe und Funktionen, die es zu diskutieren gilt. Erwarten Sie mehrere große Design-Posts zu Ehren der jüngsten Stretch-Ziele in den kommenden Wochen, und dann einen stetigen Strom neuer Informationen, die zu den FPS- und Planetenstarts führen. Und in zwei Wochen treffen Sie uns in San Antonio zum ersten offiziellen Star Citizen Town Hall Event! Details dazu finden Sie hier. Lassen Sie uns aber vorerst auf die Arbeit zurückblicken, die im Dezember geleistet wurde.....
Grüße Bürger!
Frohe Feiertage für alle von euch auf der ganzen Welt! Wir hoffen aufrichtig, dass Sie alle Spaß daran hatten und heißen Sie im Jahr 2015 willkommen! Im Rückblick auf den Dezember ist das gesamte Team sehr zufrieden mit dem, was wir vor der Pause erreicht haben. Es war ein paar Wochen vor dem Urlaub, in denen einige der intensivsten Entwicklungen von Arena Commander V1.0 stattfanden, und wir sind ziemlich stolz darauf, dass wir es für euch alle wie versprochen veröffentlichen konnten! Während wir uns auf das Jahr 2015 zubewegen, gibt es viele spannende Entwicklungsanstrengungen und Releases, die uns erwarten, aber für jetzt gehen wir zu den Updates der Dezember-Abteilung für Cloud Imperium Games Santa Monica!
Ingenieurwesen
Mit der Version 1.0 haben wir viele neue Systeme in das Spiel aufgenommen und bestehende Systeme besser für den Spieler zugänglich gemacht. Natürlich kommen mit neuen Systemen neue Bugs! Das Signatursystem und das Raketenverhalten, das völlig neu war, erforderten viel Aufmerksamkeit und Aufmerksamkeit, bis zur Veröffentlichung. Unser Entwicklungsteam arbeitete Hand in Hand mit QA, Art und Design, um sicherzustellen, dass das Signatursystem und die neuen Raketen vor der Veröffentlichung so gut wie möglich funktionieren. Die verbleibenden und die von der Community gemeldeten Probleme werden mit dem Arena Commander 1.0.1 Patch nächste Woche behoben.
Ein weiterer wichtiger Schwerpunkt des Engineering-Teams war das Flugmodell. Mit 1.0 haben wir eine Reihe neuer flugfähiger Schiffe mit jeweils eigenen, einzigartigen Flugeigenschaften vorgestellt. Unter ihnen waren Schiffe wie die Entermesser, die Triebwerke haben, die sich anders verhalten als jedes andere Schiff, das wir zuvor freigegeben haben. John Pritchett arbeitete mit den Leuten von Design, Art und Animation zusammen, um das IFCS-System zu aktualisieren und das neue Thruster-Verhalten zu erhalten, das das Schiffsdesign unterstützen konnte. Wir arbeiten noch daran, die Flugeigenschaften dieses Schiffes zu perfektionieren, basierend auf Ihrem Feedback und unseren eigenen internen Tests für zukünftige Releases, aber die First-Pass-Implementierung ist gut gelungen. Während dieses Prozesses haben wir auch viele neue visuelle Debugging-Tools für Triebwerke und Flugmechanik entwickelt, um die Konstrukteure beim Balancieren und Optimieren eines Schiffes zu unterstützen.
Im Dezember arbeitete unser Ingenieurteam auch eng mit Art and Illfonic zusammen, um viele der visuellen und funktionellen Änderungen an der HUD der Schiffe durchzuführen. Die großen Vorteile waren die Integration von Illfonic, die es uns ermöglichte, das Visier HUD-Rendering richtig auf das Helmglas zu bekommen, das, wenn man es nicht gesehen hat, erstaunlich aussieht! Neben den rein visuellen Änderungen wurden auch viele neue Funktionen zur Unterstützung des neuen Raketensystems, des Signatursystems, des Power Managements, des Schildmanagements und eines Gesamtpasses hinzugefügt, um die Benutzerfreundlichkeit der Schnittstelle zum HUD zu erhöhen. Das HUD ist etwas, an dem in absehbarer Zeit weiter gearbeitet wird, wenn neue Funktionen eingeführt werden, aber wir sind sehr zufrieden mit dem HUD, das für 1.0 freigegeben wurde, da es einen großen Schritt nach vorne darstellt.
Design
Für den ganzen Dezember waren unsere Designer entsprechend auf drei Hauptbereiche konzentriert. Neue Schiffe, neue Gegenstände und Balance! Mit all den neuen Schiffen hatte unser Zwei-Mann-Designteam alle Hände voll zu tun. Wie einige von Ihnen vielleicht noch von der Ship Pipeline Post wissen, hat jedes Schiff der letzten Entwicklungsphase sehr schwere
Einbeziehung eines technischen Designers, um die Schadenszustände zum Funktionieren zu bringen, das Einrichten der Flugmechanik sowie das Gleichgewicht von Gegenständen und Waffen. Mit den vierzehn neuen Schiffen, die das Team in Santa Monica dem Spiel hinzugefügt hat, war jedes dieser Schiffe stark von unserem Designteam beteiligt.
Bei den neuen Gegenständen arbeitete das Design-Team sehr eng mit dem Art and Engineering-Team zusammen, um die neuen Raketen ins Spiel zu bringen und mit dem neuen Signatursystem zu arbeiten. Sie arbeiteten auch eng mit Engineering an der neuen Joker Distortion Cannon zusammen, die Schaden verursacht und sich so verhält wie keine andere Waffe. Die Fähigkeit, Energie und Schilde so direkt zu saugen, ist ein neues Merkmal, das eine sorgfältige Balance und Implementierung erforderte, aber am Ende einen sehr coolen neuen Waffentyp bietet, den die Menschen in ihre Auslastungen integrieren können.
Wie man sich vorstellen kann, ist die Balance von so vielen neuen Schiffen und deren Gegenständen eine ziemlich große Aufgabe. Mit den komplizierten, miteinander verbundenen Systemen auf unseren Schiffen können schon geringste Statistikänderungen an einem Gegenstand kaskadierende Auswirkungen auf das gesamte System eines Schiffes haben. Das Designteam hatte vor kurzem mit Unterstützung von Mark Abent eine neue Python-fähige Tabellenkalkulation erstellt, die bei der schnellen Anpassung von Gegenstands- und Waffenstatistiken und dem Export der geänderten Gegenstände sehr hilfreich ist. Dies erwies sich als unschätzbar für eine schnelle Iteration und Anpassung bei der Arbeit mit QA und Spieltests. Balance ist eine laufende Aufgabe, so dass wir zwar einen soliden ersten Durchgang mit all den neuen Geräten und Schiffen eingeführt haben, uns aber in den kommenden Patches auf der Grundlage des Feedbacks der Community und interner Tests weiter verändern werden.
Kunst
Haben wir die vierzehn neuen fliegenden Schiffe erwähnt? Das Art-Team hier in Santa Monica war zusammen mit unseren beiden Fahrzeugkünstlern (Chris Smith und Josh Coons) in Austin dafür verantwortlich, alle vierzehn dieser Schiffe mit ihren schönen Lackierungen, Schadenszuständen und visuellen Effekten ins Spiel zu bringen. Während wir immer nach Perfektion streben und es viele kleine Dinge gibt, die wir in den nächsten Wochen und Monaten mit den Schiffen ändern und verbessern werden, sind wir unglaublich stolz darauf, so viele neue Schiffe für euch Jungs so schnell realisieren zu können! Das Team hier hat einen unglaublichen Job gemacht!
Die neuen visuellen Effekte für Waffen, Waffenaufschläge und Triebwerke stellen einen großen Fortschritt in der visuellen Treue dar. Unser leitender technischer Künstler, Forrest Stephan, arbeitete unermüdlich daran, jeden dieser Effekte im Laufe des Monats Dezember zu bearbeiten. Während sich unsere Technologie dank unseres Grafik-Engineering-Teams unter der Leitung von Alistair Brown in der Gießerei 42 weiter verbessert, verbessert sich auch unsere Fähigkeit, die besten Visuals im Gaming-Bereich zu liefern.
Im Dezember kam auch Lance Powell, unser neuer Supervising Art Director für das gesamte Unternehmen. Lance schließt sich uns hier in Santa Monica an und verbrachte den Dezember damit, an der Verbesserung unserer Kunstpipelines zu arbeiten, sowie mit den Konzeptkünstlern hier in Santa Monica zusammenzuarbeiten, um solide Hersteller-Styleguides abzuschließen, den Waffenbau zu standardisieren und die Dokumentation unserer Techniken und Prozesse sowohl für den Eigenbedarf als auch für das Outsourcing zu verbessern. Es kann nicht genug gesagt werden, wie wichtig die Standardisierung von Praktiken in einer großen Entwicklung ist, insbesondere in einer Entwicklung mit mehreren geografisch getrennten Studios.
Kinematiken
Unsere beiden hauseigenen Cinematic Artists arbeiteten unermüdlich daran, die Cinematic-Stücke, die wir während des Livestreams im Dezember mit allen geteilt hatten, zu perfektionieren. Der Mustang-Spot und der Imagine Trailer wurden beide von unserem Team hier kreiert und sind großartige Stücke. Insbesondere der Imagine Trailer, der eine Neuinterpretation (Wortspiel beabsichtigt) eines von Simon Penna erstellten Fan-Trailers war. Simons Original-Trailer hat die Vision und den Traum von Star Citizen so gut vermittelt, dass wir ihn mit neuem Filmmaterial aktualisieren und mit der gesamten Community teilen wollten.
Damit ist das Dezember-Update von Cloud Imperium Games Santa Monica abgeschlossen. Auch wenn der Dezember vorbei ist, ist die Entwicklung sicher nicht vorbei! Wir haben im Dezember und in der ersten Woche des neuen Jahres einige neue Mitarbeiter eingestellt, so dass die Gesamtgröße des Studios hier auf 43 Personen gestiegen ist. Das Team hier ist gut ausgeruht und arbeitet wieder mit Hochdruck an unseren Lieferzielen für 2015. Dies sollte sich als ein sehr aufregendes Jahr der Bereitstellung von Inhalten für uns und unsere Community erweisen, und jeder im Team ist sehr aufgeregt, das Universum, das wir gemeinsam erschaffen, weiter auszubauen.
Prost.
Hallo Leute,
Frohe Feiertage von uns allen hier bei CIG Austin! Zum Ende des Jahres 2014 blicken wir auf alles zurück, was wir in diesem Jahr erreicht haben und sind erstaunt. Der vergangene Monat war nicht anders, denn wir haben weitere Fortschritte bei der Ausgestaltung unseres immer größer werdenden Universums gemacht, wir haben ein MAJOR-Spiel-Update veröffentlicht und eine Reihe neuer Verlagsaktivitäten gestartet, darunter ein Public Test Universe.
Hartnäckiges Universumsteam:
KUNST:
Unsere Künstler haben diesen Monat zwei wichtige Dinge im Kopf gehabt: Charaktere und Requisiten. Unser großartiges Konzeptteam bestehend aus Ted Beargeon, Megan Cheever und dem neuen Mitglied Ken Fairclough hat Konzeptkunst für NSCs entwickelt, die Sie auf ArcCorp oder Terra finden können, Requisiten, die Sie auf Raumstationen finden können, sowie ein erstes Look/Feel für unseren nächsten Standort nach Terra: die Levski Landezone im Nyx-System.
Unser Charakter-Team hat hart an der Entwicklung der Charaktermodelle gearbeitet, die auf den Konzepten unseres Konzeptteams basieren. Im Moment sind wir dabei, die Arbeit an NPC's für ArcCorp abzuschließen und einen Medic NPC, den Sie in der medizinischen Einheit finden. Unser Animationsteam hat unserem Charakter-Team geholfen, indem es das neue Skelett getestet hat, das entwickelt wurde, um unsere Charaktere so anatomisch korrekt wie möglich zu gestalten. Sie haben auch unzählige Fehler behoben, um die Charakteranimationen für Arena Commander v1.0 zu verbessern.
Wir haben uns auf die Produktion unseres ersten Requisitenstücks vorbereitet, indem wir Referenzen gesammelt, Metriken standardisiert und Konzepte entwickelt haben, damit unsere Outsourcing-Partner so viele Informationen wie möglich haben, wenn sie uns helfen. Wir hoffen, dass in Kürze etwa 150 neue Stützen für alle unsere Umgebungen, an denen wir in letzter Zeit mit BHVR gearbeitet haben, vorhanden sein werden.
Wo wir gerade von Umgebungen sprechen, die Arbeit an der Standardisierung des Umgebungsbaus im gesamten Projekt schreitet gut voran. Unser leitender technischer Künstler, Cort Soest, war maßgeblich daran beteiligt, den Prozess für den Aufbau unserer Umgebungen zu definieren und diesen Prozess nach seiner Einführung zu überwachen. Wir haben auch etwas Forschung und Entwicklung an einigen coolen neuen modularen Fontänen VFX für unsere Umgebungen betrieben.
Unser Schiffsteam hat den ganzen Monat damit verbracht, Ihnen zu helfen, die Aurora-Varianten, Mustang-Varianten und Hornet-Varianten für Arena Commander v1.0 in die Hände zu bekommen. Wir wünschen Ihnen viel Spaß beim Fliegen in ihnen!
DESIGN:
Anfang dieses Monats begannen unsere Designer Pete Mackay und Evan Manning damit, einige großartige Designs für neue Landezonen zu entwickeln. Die Landezonen Odyssa und Mariana befinden sich nun in der Whitebox-Phase, in der unsere Designer die spezifischen Layouts für die Standorte der Geschäfte, wichtigen Sehenswürdigkeiten und Landeplätze blockiert haben. Sie arbeiten nun mit unserem Konzeptteam zusammen, um die Ästhetik für jeden Standort zu entwickeln. Es ist aufregend, die Entwürfe für neue Landezonen online zu sehen, da sie an die große Anzahl von Welten erinnern, die wir schließlich in unserem Universum haben werden.
Unsere Sternenkarte wird derzeit extrem renoviert! Rob Irving hat mit Dave zusammengearbeitet.
Schellfisch, um das Layout unseres Universums komplett zu überarbeiten. Als unser Projekt gewachsen ist und sich die Prioritäten verschoben haben, wurde der Bedarf an einem neuen Layout deutlich. Es war schwierig, alles umzustellen und gleichzeitig das beizubehalten, was in unserer Fiktion bereits etabliert ist, aber es wird nicht mehr allzu lange dauern, bis Star Map 2.0 vollständig ist. Unser Konferenzraumtisch ist mit Haftnotizen mit den verschiedenen Systemen bedeckt, was auf die Arbeit hinweist, die wir geleistet haben, um die Sternenkarte größer und besser als bisher zu machen.
Andere Dinge, die unser Designteam diesen Monat gemacht hat, sind Untersuchungen über Lande-Sequenzen vom Orbit zum Planeten, die Aktualisierung unserer Liste der persistenten Verbrechen im Universum und das Identifizieren von Fehlern in unserer Orbit>Hangar>Planetside Spielrunde.
INGENIEUR:
Das PU Engineering Team hat in diesem Monat einige wichtige Meilensteine erreicht. Ihr größter Meilenstein war die Unterstützung des Rollouts von Arena Commander 1.0, wo sie sowohl Friends v1.0 (alias "Contacts") als auch das Lobby-System im selben Patch einführten. Mehrere neue Serverkonfigurationen waren Teil dieser Einführung, und unser Serverteam hat einen Großteil seines Wochenend-Post-Launches damit verbracht, dies zu unterstützen. Besonderer Dank gilt den Serveringenieuren Tom Sawyer und Brian Mazza für ihr herausragendes Engagement und die Verbrennung des Mitternachtsöls zur Unterstützung unserer Einführung sowie für die starke Unterstützung durch unsere DevOps-, IT- und QA-Abteilungen.
Das Team arbeitet auch weiterhin an Tools zur Unterstützung unseres friedlichen NPC-KI-Systems. Wir werden Anfang nächsten Jahres einige schwere Arbeiten abschließen. Außerdem haben sie ihre Backend-Implementierung für ein neues Chat-System abgeschlossen, mit dessen Test sie selbst begonnen haben. Die Arbeit an der Benutzeroberfläche für dieses System wird im nächsten Jahr beginnen, damit unser QS-Team es in die Finger bekommen kann. Darüber hinaus hat unser Server-Team auch daran gearbeitet, andere Spieler zu Ihren Hangars einzuladen, an unserem Process Manager zu arbeiten und zu untersuchen, wie wir die Spielerzahl auf unseren Karten erhöhen können.
Das PU-Programmierteam hat kürzlich auch einen neuen Senior Network Engineer in das Team aufgenommen: Jason Ely. Einige von euch mögen mit seinem Fantasy 2D MMO "Elderlands" vertraut sein. Jason half auch bei der Entwicklung von Titeln wie Ultima und der Crusader-Serie. Jason hat sich bereits als wertvoller Gewinn für die CIG erwiesen, da er der Ingenieur ist, der unser eingehendes Chat-System entwickelt hat. Das CIG Austin Studio und das PU Engineering Team ist glücklich und begeistert, Jason an Bord zu haben.
Das PU Engineering Team bedankt sich bei allen für die hervorragende Unterstützung und wünscht allen ein gutes Jahr 2015! Wir freuen uns darauf, euch im nächsten Jahr weitere großartige Inhalte zu liefern. Wir sehen uns dann!
Live-Betrieb:
QA:
Im Dezember konzentrierte sich das Star Citizen QA-Team darauf, den Arena Commander v1.0 zu testen und gleichzeitig ein neues Launcher-Update sowie den Arena Commander Patch 0.9.2.2.2 zu testen und bereitzustellen. Das gesamte QS-Team hat gute Arbeit geleistet.
Andrew Hesse nahm sich die Zeit, in unser Studio in LA zu reisen, um zwei Wochen lang bei unseren Technikern zu sitzen, während sie die neuen Schiffe aufbauten. Er konnte auch beim Design helfen, indem er das Schiffsartikel-Tagsystem einrichtete. Jeffrey Pease und sein britischer QA-Kollege Geoffrey Coffin wurden zu unseren Lobby-Feature-Experten. Sie stellten sicher, dass die Lobby im Laufe des Monats kontinuierlich getestet wurde und stellten täglich E-Mails zur Verfügung, in denen der Fortschritt des Features beschrieben wurde. Dies war eine sehr wichtige Aufgabe, da das Lobby-System das am stärksten gefährdete Feature für Arena Commander v1.0 war. Jeffrey Pease übernahm auch die Aufgabe, die Patch-Notizen für das große v1.0-Release zu generieren.
Christopher Hill, Simon Ormiston, Liam Guest, Steven Brennon und Geoffrey Coffin gaben detaillierte Bilanzrückmeldungen zu Schiffsflug, Systemen und Waffen. Melissa Estrada arbeitete mit ihrem britischen QS-Kollegen Andrew Nicholson zusammen, um sicherzustellen, dass die v1.0 Rauchproben täglich durchgeführt und die Ergebnisse an das Team verteilt wurden. Tyler Witkin arbeitete weiter spät und über das Wochenende und unterstützte unsere Serverprogrammierer bei der Lösung der Probleme nach dem Start.
In diesem Monat konnten wir auch die erste Phase des Public Test Universe einführen. Die Community war bei unserem Test der PTU unglaublich hilfreich und wir freuen uns sehr darauf, die PTU für zukünftige Releases zu nutzen.
Es war eine Menge Arbeit, um sicherzustellen, dass v1.0 bis zu unserem Zieltermin vor den Feiertagen freigegeben werden konnte. Wir sind unglaublich glücklich, endlich alle neuen v1.0-Funktionen mit der Community zu teilen. QA hat sich nun zum Ziel gesetzt, die neuen Funktionen und Versionen für das neue Jahr zu testen, einschließlich zusätzlicher Arena Commander-Updates, einer verbesserten Community-Fehlerberichterstattung, FPS-Modul und vielem mehr.
IT/Betrieb:
Eine Sache am IT-Team von Cloud Imperium Games ist, dass sie nicht aufhören. Keine Herausforderung ist zu groß, wenn es um Star Citizen geht, und das 1.0-Release dieses Monats ist keine Ausnahme.
In diesem Monat war die IT-Abteilung an allen Aspekten des Backend-Supports beteiligt, die von den Teams auf der ganzen Welt benötigt werden. Die IT lieferte zusätzliche Entwicklungssysteme und verschiedene Upgrades für die Entwickler, die das Mitternachtsöl verbrannten. Für die Qualitätssicherung half das IT-Team, eine Vielzahl von Hardware zur Verfügung zu stellen, um Kompatibilitäts- und Leistungstests für den 1.0 Release-Test zu unterstützen.
Dennis, in Santa Monica, ist ein Kühler. Er übernahm die Leitung des Multi-Studio-Livestream-Events und half bei der Koordination unseres bisher besten Live-Stream-Events. Seine Hände waren auch voll mit einem Netzwerkausfall mitten im Live-Stream, den er in weniger als 3 Minuten behoben hat, um die Live-Show zu koordinieren und zu unterstützen, ohne einen Beat zu verpassen. Hassan und Chris arbeiteten eng mit Dennis zusammen, um Kameras und Demomaschinen in jedem Studio einzurichten, was viele Tests im Voraus beinhaltete, um sicherzustellen, dass alles reibungslos zwischen den verschiedenen beteiligten Studios funktioniert.
Austin IT zog in diesem Monat die Fäden und unterstützte viele Aspekte der Verbesserungen im Live-Betrieb, die zur Unterstützung der Einführung von 1.0 notwendig waren. "Sniper" Picket erweiterte und verbesserte unsere Live-Server-Überwachungssysteme und entwickelte gleichzeitig eine neue Suite von System-Performance-Reporting-Tools sowie die Backend-Systeme zur Erfassung und Meldung all dieser Daten. Diese Tools helfen Netzwerk- und Serveringenieuren bereits dabei, unsere Spielserver schneller als je zuvor weiter zu analysieren und zu optimieren. Austin IT hat auch die Leistung des Build-Systems und der Versionsverwaltung erheblich verbessert, um das immer schnellere Tempo der Entwicklung zu unterstützen. Neue Server wurden eingerichtet, ebenso wie einige Verbesserungen an der Publishing-Pipeline, die die Geschwindigkeit, mit der wir Versionen an die Öffentlichkeit liefern können, weiter verbessern. Unser Ziel ist es, die Zeit für die Veröffentlichung und den Download von Patches kontinuierlich zu verkürzen, und in diesem Monat haben wir in diesem Bereich gute Fortschritte erzielt.
Im Rückblick war dieses Jahr eine erstaunliche Fahrt mit ständigen Verbesserungen und spannenden Herausforderungen, aber all dies wäre ohne die erstaunlichen Entwickler und vor allem mit der Unterstützung der Star Citizen Community möglich. 2014 war fantastisch und 2015 wird noch aufregender.
Dev Ops:
Das Star Citizen Dev Ops Team war diesen Monat damit beschäftigt, den Launcher zu verbessern, Analysen zu Client und Server hinzuzufügen und natürlich einen wichtigen Spielpatch zu versenden.
Im Dezember haben wir den 0.9.2.2.2 Patch, dann das 1.3.6 Launcher-Update, unsere erste Version des PTU (Public Test Universe) und natürlich den 1.0.0 Star Citizen Patch veröffentlicht. Darüber hinaus haben wir auch daran gearbeitet, bestimmte unnötige Client-Ressourcen zu entfernen, um unsere Gesamtzahl der Patches und Spiele-Clients zu reduzieren, Analysen im Client weiter zu implementieren, um unseren Entwicklern eine bessere Transparenz über das Spielerverhalten und die Balance zu geben, und unsere Fähigkeit, unseren Universe Cluster einzusetzen, verbessert.
Mit dem Patch 1.0.0.0 wurden nicht nur neue Spielfunktionen und Inhalte eingeführt, sondern auch das Backend unseres Universe Clusters komplett verändert. Wir haben dem bereits komplexen Backend einen Friends, Presence, Persistence und Party Server hinzugefügt, um die Lobby-Funktion für Arena Commander zu unterstützen. Diese Komplexität ist ein Teil der Probleme, die wir direkt nach dem Start von Patch 1.0.0.0 gesehen haben. Nachdem wir das Wochenende damit verbracht haben, Probleme zu beheben, haben unsere Netzwerk- und Dev Ops-Teams gerade noch alle Kommunikations- und Verbindungsprobleme behoben, die wir gesehen haben. Wir werden die Backend-Stabilität mit Hotfixes und zukünftigen Patches weiter verbessern.
Das Dev Ops-Team hatte Anfang Dezember ein neues Mitglied aufgenommen. Joseph Holley verfügt über jahrelange Erfahrung bei Blizzard in der Arbeit mit World of Warcraft und anderen Blizzard-Titeln.
Wir haben ihn in der Codebasis und Serverarchitektur von Star Citizen geschult; er hat bereits mehrere sehr nützliche Beiträge geleistet. Am 5. Januar haben wir einen weiteren neuen Mitarbeiter in unserem Team, was 2015 zu einem sehr produktiven Jahr machen wird!
2014 war ein ziemliches Jahr, mit vielen, vielen Patches, Features, Verbesserungen, Bugfixes und Erfolg. Das Dev Ops-Team freut sich auf 2015 mit Optimismus und Begeisterung über die Anzahl der kommenden massiven Veröffentlichungen, die Star Citizen zu dem Spiel machen werden, das wir alle spielen wollen. Vielen Dank für Ihre Unterstützung bei den groben Einsätzen und Serverproblemen, wir schätzen Ihre Geduld sehr.
Hallo zusammen,
Ich hoffe, alle hatten einen schönen Urlaub! Der letzte Monat war unglaublich arbeitsreich, aber es war fantastisch, V1 vor der Pause für alle rauszuholen. Wir haben an einer Reihe von Aufgaben und Problemen des Arena Commander gearbeitet und große Fortschritte bei der Staffel 42 sowie allen Schiffen, Umgebungen und Charakterpipelines gemacht, für die wir verantwortlich sind. Ich habe auch persönlich ein paar Tage in den USA im Büro in Austin über die Feiertage gemanagt, mit Chris und Tony Zurovec, wo wir gemeinsam an einem Plan für das Jahr gearbeitet haben, und auch die Tech-, Umwelt- und Schiffsgipfel vereinbart und organisiert, die jetzt in Großbritannien und dann in der Nestwoche in LA und Austin stattfinden.
Ansonsten haben wir die Büros zwischen Weihnachten und Neujahr für ein paar Tage geschlossen, damit jeder eine Pause machen kann. Jetzt sind wir wieder da, erfrischt und bereit, weiter hart zuzuschlagen.... Pass auf diesen Raum auf. :)
Programmierung:
An der Front der Foundry 42 Engineering im Dezember wurde ein großer Bug-Splash in Richtung Arena Commander v1.0 Release durchgeführt. Neben dem Bug Squashing in verschiedenen Bereichen wie dem neuen Lobbysystem und HUD haben wir die Arbeit an vielen neuen Features übernommen, darunter das Hinzufügen von g-force Pass Out- und Recovery-Animationen, Schiffsselbstzerstörung und neue Scoring-Erweiterungen. Auch an den Luftkampfkameras, die sich weitgehend auf den neuen kinoreifen Zuschauer-Modus und die Rückfahrkamera konzentrierten, wurde mehr gearbeitet. Neue Lokalisierungsfunktionen wurden hinzugefügt und wie üblich wurden auch die Kontrollen und deren Anpassungsmöglichkeiten kontinuierlich verbessert.
In der Welt der Staffel 42 haben wir die Entwicklung des Landemechanikers fortgesetzt und mit der Arbeit an KI-Landungen und -Abläufen begonnen. Es wurden Verbesserungen am Plünderungssystem vorgenommen und die Arbeit an der PAW begonnen (das ist der Personal Arc Schweißer, nicht Ihr Begleiter im Hundebereich!). Darüber hinaus hat das Konversationssystem einen Effektpass durchlaufen, um ein dynamisches Sichtfeld und Tiefeneffekte zu erzeugen, die uns ein filmischeres Gefühl geben.
Im Bereich Tools und Technik wurden weitere Fortschritte bei der Umstellung auf die Wwise Sound Engine erzielt und wir haben v1.0.0.0 unseres DataForge Datenbearbeitungsprogramms eingeführt. DataForge enthält viele coole Funktionen, wie z.B. die Live-Bearbeitung von Daten in Skriptdateien auf mehreren Rechnern im Netzwerk und weitere Datenvalidierungen, die Fehler stoppen, bevor sie sich einschleichen. Es umfasst auch StoryForge, das Tool, mit dem wir den Dialog in das Spiel einfügen werden, das jetzt für einige fremde Sprachen bereit ist! Darüber hinaus ermöglichte uns eine kurze Pause im Releaseplan nach v1.0, einige Leistungsoptimierungen, den Frühjahrsputz der Codebasis und das Fehlerprotokoll zu betrachten und gab uns die Möglichkeit, einige Minzkuchen und Glühwein zu entnehmen!
Grafikprogrammierung:
"Im Dezember war das Grafikteam sehr beschäftigt, und unsere Zeit war aufgeteilt in die Unterstützung für die Version v1.0 von Arena Commander und die laufende Entwicklung von Funktionen. Wir beginnen jetzt damit, den neuen Schiffsschaden-Shader zu verfeinern, so dass wir von jeder Waffe unterschiedliche visuelle Rückmeldungen erhalten können. Zum Beispiel wird eine ballistische Waffe die Metallbearbeitung verbeulen und oft Löcher bohren, Laser werden die Oberfläche verbrennen und eine brennende Kante hinterlassen, die in den folgenden Sekunden weiterhin durch einen Teil der Metallbearbeitung frisst, und Explosionen werden eine sichtbare Welle erzeugen, die sich über den Rumpf bewegt, während die Metallbearbeitung verbogen und verbrannt wird.
Wir sind auch kurz davor, einen neuen entfernten Sternenshader fertigzustellen, der es unseren Künstlern ermöglichen wird, die Galaxie schnell mit Sternen jeder Farbe, Intensität und Verteilung zu bevölkern. Der Shader unterstützt über 1 Million einzeln sichtbare Sterne auf einmal, die ohne Detailverlust vergrößert werden können, was für unsere Staffel 42-Kinematiken entscheidend ist, wo extreme Nahaufnahmen sonst jeden Mangel an Details in den Sternen offenbaren würden.
Wir haben auch viel Zeit damit verbracht, einige der neuen Motorfunktionen zu erforschen und zu planen, die wir in den kommenden Monaten implementieren werden. Einige der wichtigsten sind diese in Bezug auf die Performance und die Art und Weise, wie wir die Anzahl der "Draw Calls", die tendenziell der limitierende Faktor für unsere Framerate sind, stark reduzieren wollen. Draw-Calls sind die Anzahl der einzelnen Meshes, die pro Frame gerendert werden müssen, und wir müssen Wege finden, Meshes zu kombinieren, während wir die Flexibilität und den einfachen Workflow für die Künstler beibehalten, die gleiche Bildqualität beibehalten, aber auch nicht viel mehr Speicher kosten (was der knifflige Teil ist!)."
Design:
Der Dezember war ein arbeitsreicher Monat in der Designabteilung. Obwohl nicht ganz auf V1 fokussiert, wie Sie sich sicher vorstellen können, haben wir viele Stunden damit verbracht, Fehler zu beheben und an der technischen Einrichtung für die neuen Schiffe zu arbeiten. Alle Karten wurden bearbeitet und erhielten unterschiedliche Mengen an zusätzlicher Politur. Das neue Scoring-System wurde implementiert, wir haben viel Zeit mit den Ingenieuren verbracht, die am Kamerasystem gearbeitet haben, insbesondere im Modus "Cinematic Spectator", der jeden Tag besser und besser aussieht.
Das Arena Commander Tutorial ist in Arbeit und wird hoffentlich bald fertig sein. Außerdem prüfen wir dringend Gegenmaßnahmen und Scoring-Balancing.
Was Squadron 42 betrifft, so haben wir es tatsächlich geschafft, einige Designer von V1 fernzuhalten, und wir sind mit Episode 1 gut vorangekommen. Wir hatten verschiedene Mechaniken, die jetzt mehr Code-Unterstützung erhalten, die immer finaler und brauchbarer in unseren Play-Throughs werden, was den Ablauf der Levels wirklich unterstützt. Die Drehbucharbeit lief wirklich gut, denn wir haben tatsächlich unseren ersten Motion-Capture-Shoot für die Introsequenz und den vertikalen Schnitt gemacht.
Alles in allem hatten wir einen tollen Monat und es war fantastisch zu sehen, wie V1 vor Weihnachten ausgeht. Wir werden weiterhin auf dich hören und weiter darauf drängen, dass dies das Spiel wird, das wir alle wollen. Nochmals vielen Dank für deine tolle Unterstützung!
Art Team Bericht.
Konzept:
Es wurde viel Zeit und Mühe investiert, um die für das Sq42 benötigten Charaktere zu verpacken, und im nächsten Jahr werden wir 2015 einige coole Modelle präsentieren. Weitere Arbeiten für die Vanduul Kingship Brücke zusammen mit dem Vanduul Boarding Ship und Starfarer abgeschlossen.
Schiffe:
Wir haben ein Einsatzteam, das am Vergeltungsschlag arbeitet, der von Tag zu Tag immer schöner wird. Es rückt jeden Tag näher an den Hangar heran.
Sobald der Vergeltungsring bereit ist, werden wir uns auf die Idris und den Speer konzentrieren.
Wir hatten das Live-Stream-Event, und jetzt wissen Sie wahrscheinlich, dass wir diese 2 Capships mehr oder weniger im Tandem produzieren werden, da sie vom gleichen Hersteller stammen.
Wir planen, diesen Schiffen die Aufmerksamkeit zu schenken, die sie verdienen, damit ihr sie als völlig eindringliche und überzeugende Umgebung genießen könnt, in der ihr euch bewegen könnt - sie sind schließlich schwimmende Mehrspieler-Level!
Wir produzieren auch die gesamte Vanduul-Flotte hier in Manchester, sowie den Starfarer, den neuen Cutlass, den neuen Avenger und den Argo Utility Vehicle.
Zeichen:
Letzten Monat begannen wir mit 3Lateral zu arbeiten, um unserem neuen gescannten Basis-Männerkopf eine Gesichtsanimation hinzuzufügen und den aktualisierten männlichen Grundkörper zu verfeinern, um gut mit Rigging und Animation zu arbeiten. Wir haben auch die weiblichen Charaktere untersucht und arbeiten an einem Ganzkörper- und Gesichtsscan von zwei Frauen nächste Woche.
Wir haben ein neues Mitglied des Charakter-Teams, Seth Nash, der unsere Basisqualität aufbauen wird. Dieser Charakter wird unsere Pipeline und unsere Qualitätserwartungen für den Rest des Projekts definieren. Es ist eine aufregende Zeit für das Character Art Team und wir machen große Fortschritte in Richtung einer endgültigen Produktionspipeline, die die Qualität der Charaktere liefert, die der Star-Bürger verdient.
Animation:
Der Dezember war eine Mischung aus vertikaler Schnittplanung und dem Treffen mit Steve Bender, unserem neuen Animationsregisseur, er und einige andere nahmen einige Bewegungsabläufe bei Imaginarium auf, die umgesetzt werden, sobald das neue Charakterskelett fertig ist. Wir haben auch zusätzliche Unterstützung für Arena Commander V1 geleistet (Knopfdruck, Verteilung von Animationen auf allen Schiffen - grob, aber für 1.0.1 verbessert).
Umwelt Kunst
Wir haben den Innenausbau von Shubin Interstellar in Greybox fortgesetzt, alle wichtigen Komponenten wurden ausgearbeitet und jetzt beginnen wir wirklich, uns in die Details einzuarbeiten - von der Wandverkleidung bis zum Griff. Die Formensprache für Shubin Interstellar wurde so definiert, dass der Spieler seinen Architekturstil von anderen Unternehmen innerhalb des Star Citizen Universe unterscheiden kann; das Ergebnis ist, dass das Shubin-Universum nun seine eigene Persönlichkeit und sein eigenes Leben annimmt - siehe diesen Raum :)
VFX:
Schaden, Schaden und noch mehr Schaden! :)
Insbesondere ein umfassendes Update aller Auswirkungen von Schiffsschäden, einschließlich verbesserter Feuer- und Rauchausbrüche, Funken- und Kraftwerksexplosionen, Überholungen von Raketeneffekten, einschließlich Jets, Pfaden und Explosionen. Schließlich haben wir Pläne für eine umfassende Überarbeitung der VFX-Pipeline und der Datenstruktur gestartet, um die große Anzahl und (und hohe Qualität!) der Effekte zu berücksichtigen, an denen im Jahr 2015 gearbeitet wird.
Das ist alles für heute, Leute, 2015 wird ein sehr arbeitsreiches Jahr mit einigen großen Herausforderungen! Oh, und wenn Sie auf der Suche nach einem Job als Umwelt-, Waffen-, Charakter- oder Lichtkünstler sind, dann bewerben Sie sich bitte in Großbritannien! :D
Audio:
"Der Dezember war fast ausschließlich der Version v1.0 von Arena Commander für uns im Audiobereich gewidmet; für uns war es der letzte Hurra für die Arbeit bei FMOD, da wir nun auf den Übergang zu Wwise schauen, der unsere Zeit in den nächsten Monaten solide in Anspruch nehmen wird. Dies sollte uns befreien, damit die Kernanlagen viel besser klingen und sie effektiver in das Spiel eingebunden werden können.
Für AC v.1.0 hatten wir neue Schiffe, die wir versorgen mussten, UI, Waffensysteme, Schiffscomputer. Einige Elemente der Triebwerke usw. wurden überarbeitet. Um ehrlich zu sein, sind wir nicht ganz zufrieden mit dem, was wir in der Zeit erreicht haben - einige Waffen, von denen wir wissen, dass sie zum Beispiel überarbeitet werden müssen. Wir werden den Umzug nach Wise als einen bequemen Punkt für uns nutzen, um alles zu überarbeiten und zu überprüfen! Es ist der erste Schritt, um unser Toolset wesentlich robuster zu machen, was dann unsere Implementierungsmethoden verbessern und sicherstellen sollte, dass wir nicht zu viel Zeit damit verbringen, Sounds einfach zum Laufen zu bringen, was bisher ein Problem war. Interaktive Partitur ist ein weiteres Element, das wir versuchen werden, mehrere Kerben mit der Bewegung Wise aufzunehmen.
Wie Sie vielleicht in den Foren gesehen haben, beginnen wir mit der Koordination von Sitzungen zur Sammlung von Quellmaterial, beginnend mit einer Fahrt die Straße hinauf zum Runway Museum in Manchester. Schauen Sie sich das Foto eines Innenraums der Concorde an - Lebensambition erfüllt! ;) Unsere Schiffe haben viele Schalter, für die wir Quellenmaterial sammeln werden, und wir hoffen auch, die Eigenschaften des Flugzeuginnenraums durch die Aufzeichnung von Impulsantworten zu erfassen. Diese, hoffen wir, unseren Schiffsinnenräumen zuzuordnen, um das Gefühl zu erhöhen, sich in einem ordnungsgemäßen geschlossenen Raum zu befinden; unsere Technologie wird Ihre eigene Stimme nachhallen, um die Reverb-Eigenschaften der Geräusche in den Schiffen anzupassen. Es ist ein Ansatz, den wir auch auf andere Spielorte ausdehnen wollen.
Schließlich demonstrieren wir derzeit einige Monitore (Lautsprecher statt visueller Bildschirme!), die wir von http://pmc-speakers.com/ geliehen haben - von denen wir alle bisher sehr beeindruckt waren. Wir haben auch tolles SFX-Bibliotheksmaterial von http://www.prosoundeffects.com/ eingespielt, das wir jeden Tag online stellen werden. Große Werkzeuge verbessern die Dinge nur und wir suchen ständig nach neuen Technologien und Techniken, um sicherzustellen, dass das Klangerlebnis maximiert wird."
Prost
Grüße Bürger
Im Dezember wurden viele Anstrengungen für V1.0 unternommen. Das Team hat hart an dem Lobbysystem, dem Steuerungsanpassungssystem und der Sicherstellung gearbeitet, dass alle neuen Schiffe in Ihrem Hangar geladen werden. Gleichzeitig wurden viele Anstrengungen für den bevorstehenden Meilenstein für das Persistente Universum unternommen. Wir hoffen alle, dass es Ihnen gefallen hat, die neuen Schiffe über die Feiertage zu fliegen.
DESIGN
Wir haben hart daran gearbeitet, Planetenstandorte zu entwerfen und zu bauen sowie das Kunstteam dabei zu unterstützen, sie besonders schön zu gestalten, und das Ingenieurteam bei der Funktionalisierung. Denken Sie daran, dass sich der lange Entwicklungsprozess für diese Standorte im nächsten Jahr beschleunigen wird. Die Herstellung der primären Assets, das Prototyping und die Zusammenstellung von Systemen, die eine prozessuale Generierung und dynamische Änderungen ermöglichen, erfordern Zeit und viel Aufwand. Dennoch, sobald es getan und als solide erwiesen ist, werden die nächsten Planetenseiten viel schneller entwickelt.
Einige Geschäfte sind inzwischen teilweise funktionsfähig. Über das mobiGlas können Sie auf zwei Arten auf das Inventar des Shops zugreifen: Eine Katalogansicht ermöglicht es Ihnen, den gesamten Shop-Bestand zu durchsuchen, und im Augmented-Reality-Modus können Sie die Produkte direkt im Shop durchsuchen. Beide Modi haben ihre Vorteile. Einkaufsfragen brachten uns auch dazu, ernsthafter über das Inventory System des Spielers nachzudenken, das wir mit Hilfe der anderen Studios angegangen sind.
Wie immer wurden einige Arbeiten an den Flairs durchgeführt. Zu diesem Zeitpunkt haben Sie vielleicht Ihr frohes Neujahrsgeschenk erhalten! Wie Sie vielleicht bemerkt haben, haben Abonnenten ein zufälliges Geschenk aus einer Sammlung erhalten, nicht jeder hat das gleiche. Dieser Mechaniker wurde zusammen mit unserem Partner in der Kriminalität Turbulent eingesetzt und wird es uns ermöglichen, in Zukunft coole Dinge zu tun, wie zum Beispiel Takuetsu Mystery Boxen :)
Eine weitere Herausforderung in diesem Monat waren.....Aufzüge! Ja, wir bauen ein Aufzugssystem zusammen, um sie alle zu beherrschen. Im Grunde genommen, die Metriken und Mechaniken zu finden, die all die verschiedenen Arten von Gameplay und Orten in Star Citizen unterstützen (was eine Menge ist!). Die erste Iteration besteht darin, den Weg von Ihrem Hangar zu einem Standort auf dem Planeten und umgekehrt zu ermöglichen. Du wirst auch die gleichen Aufzüge benutzen, um in den Hangar deines Freundes zu gelangen.... wenn er dich natürlich eingeladen hat.
KONZEPT
Künstler haben intensiv an dem Nyx-Konzept gearbeitet, das das Innere der Station und die große Minenanlage im Hintergrund verfeinert hat. Wir haben auch an einem neuen Mustang-Mousepad gearbeitet! Haltet Ausschau nach im Laden!
KUNST
Unser Kunstteam hat hart daran gearbeitet, zwei neue Geschäfte fertigzustellen: Astro Armada und die medizinische Einheit. Die größte Herausforderung in diesem Monat war es, die richtige Balance zwischen der Wiederverwendung von Assets und der Schaffung neuer Assets zu finden.
Außerdem wurde an Terra weiter gearbeitet, um den Raum für die zukünftigen Geschäfte einzurichten und die gesamte Karte auf die nächste Ebene zu bringen.
Wir haben Beleuchtungsfehler in den Hangars optimiert und behoben. Schließlich haben wir unsere Januar-Flairs beendet.
PROGRAMMIERUNG
Diesen Monat haben wir daran gearbeitet, der Control Customization weitere Optionen hinzuzufügen. Wir haben die Möglichkeit hinzugefügt, dass ein Spieler die Empfindlichkeit und Totzone bestimmter Steuereingaben steuern kann und dass er auch Steuerungseinstellungen importieren und exportieren kann. Wir haben die Funktionalität der Lobby und der Kontakte, die die Spieler im Arena Commander V1.0 Release genießen können, sehr stark verbessert. Die Spieler können nun Spiele nahtlos organisieren und mit ihren Freunden spielen.
Wir haben auch damit begonnen, Tools für die Spieldesigner zu entwickeln, damit sie mit dem Design der Künstlichen Intelligenz "Archetypen" beginnen können. Diese Archetypen werden dann verwendet, um einigen unserer KI-NSCs einen Aktivitätsplan zu geben, den Sie an verschiedenen Standorten am Flugzeug sehen werden. Außerdem haben wir viel Arbeit geleistet, um die Hangars so vorzubereiten, dass sie zu Mehrspieler-Hangars werden. Diese Funktionalität ermöglicht es den Spielern, andere Spieler in ihre Hangars einzuladen, um all ihre coolen Schiffe und Flairs zu präsentieren.
Apropos Flairs, diesen Monat haben wir an den Mustang Alpha und Delta Miniaturschiffen gearbeitet, die letzte Woche veröffentlicht wurden. Wir haben auch etwas Arbeit an einem coolen neuen Januar-Abonnenten-Flair investiert, das offenbart wird...... Im Januar :)
Nicht zuletzt haben wir hart daran gearbeitet, das mobiGlas Einkaufserlebnis zu polieren und die Visierentwicklung zu unterstützen.
UI
Der Dezember war ein intensiver Monat! Ein großer Teil des Fokus wurde darauf verwendet, die erste Iteration der Kontaktliste und der Arena Commander Lobby für die öffentliche Freigabe vorzubereiten. Last-Minute-Fehler und unvorhergesehene Probleme hielten die Dinge für die letzten Tage bis zur Ferienpause spannend.
Wir haben auch die mobiGlas easyShop App, die zu unserem visuellen Maßstab für zukünftige mobiApps geworden ist, stetig weiterentwickelt.... sie sieht ziemlich süß aus! Wir freuen uns darauf, es Ihnen in die Hände zu geben und Ihr Feedback zu erhalten, sobald es in der nicht ganz so fernen Zukunft live geht. :)
Frohe Neujahrsbürger!
Wir hoffen, dass ihr alle eine tolle Weihnachtszeit hattet.... und viele Arena Commander gespielt habt, während ihr dabei wart. Während sich die meisten Mitglieder des Teams hier im Dezember eine Auszeit genommen haben, um ihre Familien zu besuchen, haben sie im letzten Monat noch viel gute Arbeit geleistet.
Ingenieurwesen
Das Ingenieurteam war sehr beschäftigt mit der Implementierung neuer Funktionen und half auch, ein paar Fehler in Arena Commander zu beheben. Der HUD-Code wurde für Schiffe und FPS vereinheitlicht, das haben Sie vielleicht bemerkt, als Sie Ihren Charakter in der dritten Person betrachtet haben. Die Arbeiten an dem Schwerelosigkeits-Push-&-Pull-System wurden fortgesetzt, das es Ihnen ermöglicht, sich durch Greifen und Abstoßen von Oberflächen zu bewegen. Die Spielregeln für FPS-Eliminierungsspiele wurden implementiert. Die Sprengkanonenwaffe wurde im Spiel angeschlossen. Das System für das Einsteigen und Eintreten in die Lüftungsöffnungen war ebenfalls fertig, obwohl wir noch einige Fehler zu beheben haben. Schließlich wurde die Laserpistole in Arena Commander implementiert.... mit der ihr alle ein gutes Stück Spaß habt.
Animation
Die größte Neuigkeit in Sachen Animation ist das Mocap-Shooting, das Mitte Dezember stattfand. Während dieser Aufnahme wurden alle neuen Animationen aufgenommen, einschließlich aller FPS. Sobald die Mocap-Daten gelöst sind, werden die Animatoren mit der Implementierung aller neuen Animationen beginnen, was eine enorme Verbesserung gegenüber dem, was auf der PAX Australia gesehen wurde, darstellen sollte. Bis dahin arbeitet das Animationsteam weiter an der Ausblendung temporärer Animationen für die neuen Features, die online kommen.
Kunst
Die Künstler waren damit beschäftigt, alle restlichen Requisiten für die Gold Horizon Station fertigzustellen. Dazu gehörten vor allem einige Fitnessgeräte, Wanddekorationen wie Uhren und einige kleinere Messehallenartikel. Die Konzeptarbeiten für ein Schwerelosigkeitsniveau, ein Scharfschützengewehr und einen Greifaufsatz für eine Pistole wurden abgeschlossen. Die Modellierungsarbeiten haben nun auch für diese Assets begonnen. Unser Lead Artist hat auch eine Möglichkeit ausgearbeitet, Lüftungsschlitze und Kriechgänge in Umgebungen zu platzieren, die zu dem Tier-System passen, das bereits zur Erstellung von Levels verwendet wird. Das HUD- und UI-Artwork ist ebenfalls eine laufende Aufgabe, die bis in den nächsten Monat hinein andauern wird.
Design
Das Designteam hat daran gearbeitet, die ersten Ebenen für die Freigabe des FPS-Moduls zu blockieren. Zwei Levels werden bis Anfang Januar abgeschlossen sein, und dann liegt es an den Künstlern, sie erstaunlich aussehen zu lassen. Unser Lead Designer hat die Dokumentation für Waffenbefestigungen, einen Greifhaken und ein Werkzeug zum einfachen Abgleichen von Waffenmetriken zusammengestellt. Dies sollte uns helfen, die Waffen in Zukunft schnell zu optimieren, um eine schnelle Wiederholung und Spieletests zu ermöglichen.
VFX
Auf der VFX-Seite werden alle aktuellen Waffen-FX wieder besucht und auf Hochglanz poliert. Ein erster Durchlauf über alle neuen Waffen FX ist ebenfalls in Arbeit, ebenso wie FX für die Greifvorrichtung.
Das ist alles für den Moment Bürger. Wir hoffen, dass Sie ein glückliches neues Jahr hatten und wir können es kaum erwarten, Ihnen in naher Zukunft mehr von dem zu zeigen, was gerade online geht!
Fröhliche 2945, Bürger!
Das Platform Team berichtet aus Montreal, das kälter und minutenschneller ist.
Mann, was für ein Monat! Den ganzen Dezember über hat sich unser gesamtes Team voll und ganz einem einfachen Ziel verschrieben: Arena Commander V1 im Projekt willkommen zu heißen. Ein neues Zuhause, die Kontaktliste, neue Schiffe, Waffen, aufgeladene Ranglisten, einfachere Einführung in neue Spieler.... wir haben rund um die Uhr daran gearbeitet, sicherzustellen, dass diese Version genauso vollgepackt ist mit neuen Funktionen und Verbesserungen auf der Website wie im Spiel.
Neue Website
Das neue Home-Layout ist da und zeigt nun von Anfang an unsere hochwertigen Inhalte. Es dient auch als Einführung für Neueinsteiger, die einen Blick auf das Projekt werfen und es über die Seite mit den Säulen des Spiels ("über das Spiel") weiter erkunden können. Und das Ganze mit einem brandneuen Top-Menü, das die alte Sitemap mit brandneuen Funktionen wie der Kontaktliste verbindet. Die Umsetzung dieses neuen Designs war (und ist immer noch, wir sind noch nicht fertig!) ziemlich geschickt von unserem Team hier: RSI ist eine große Plattform für gängige Webstandards und ist in nur zwei Jahren so stark gewachsen, dass jede kleine Änderung oft unzählige Auswirkungen hat, so dass Sie sich vorstellen können, was eine teilweise Neugestaltung wie diese bedeutet. Wir haben diese Gelegenheit auch genutzt, um die Website etwas mobiler zu gestalten. Dies wird natürlich ein laufendes Projekt sein, da wir den Rest der Seite ständig umgestalten, aber wir sind wirklich froh, dass die Fans darauf reagieren, dass du mit unserem neuen mobilen Rendering viel zufriedener bist.
Die Website präsentiert auch eine neue Interaktion mit Arena Commander V1: die Kontaktliste, die in Arena Commander übernommen wird, um Spielanfragen im neuen Lobby-System zu ermöglichen. Und dieses neue System hat einen ziemlich guten Start, mit über 60.000 Kontakten in der ersten Woche. Mit einem Benutzer (einem Super Hornet-Piloten, der unbenannt bleibt), der mit 248 Kontakten das Limit überschreitet! Wir sind wirklich froh, dass wir gemeinsam mit der CIG daran arbeiten konnten, diese Interaktion zwischen Plattform und Spiel zu ermöglichen. Als das am stärksten frequentierte Projekt in der Geschichte verdient Star Citizen ein beispielloses Maß an Eintauchen an allen Fronten, einschließlich der Website.
Ranglisten
Wir haben nicht wirklich etwas angekündigt, aber die Ranglisten wurden ebenfalls für V1 aktualisiert! Wir lassen Sie sie selbst erkunden, aber sie sind jetzt voller Daten: über Spieler, ihren Stil, ihre Orgs.... Wir sind überzeugt, dass sie in naher Zukunft ein weiteres Rekrutierungsinstrument für Orgs werden sollten. Denkt einfach daran! Jedes Spiel, das du spielst, trägt zum Zeitpunkt des Spiels nur zu deiner Haupt-Org bei! Der Wechsel zu einem neuen wird deinen bisherigen Ruhm nicht auf sie übertragen.
Den Weg ebnen
Wir haben es letzten Monat gesagt, wir sagen es wieder. All dies ist nur ein erster Schritt zu dem, was dieses kommende Jahr sein wird. Das Heim wird zum Community Hub führen, die Spielsäulen zu den Karriereseiten. Die Kontaktliste wird sich zu einem ausgewachsenen Freundschaftssystem im und außerhalb des Spiels entwickeln, und die Ranglisten werden sich zwangsläufig im Bürgerdossier für detaillierte persönliche Statistiken wiederfinden. Und wenn Sie sich auf den Livestream eingestellt haben, wissen Sie, dass wir auch etwas Großes für die webseitige Starmap vorbereiten. Also bleibt dran, und wir werden liefern!
Ich sehe euch alle im Vers!
Grüße Bürger,
Die Veröffentlichung von Arena Commander 1.0 stand im Mittelpunkt des Dezembers, so dass wir erwartet hatten, viel Zeit damit zu verbringen. Aber am Ende waren wir sehr froh, dass es relativ wenige KI-Probleme gab, die es uns ermöglichten, viel Arbeit für die Staffel 42 und das hartnäckige Universum zu erledigen. Mit der Weihnachtspause am Ende des Monats wussten wir, dass wir weniger Zeit als sonst hatten, um Dinge zu erledigen, aber das hielt uns nicht davon ab, einige tolle Funktionen zu implementieren.
Wenn dieses Jahr zu Ende geht, denke ich, dass wir alle sehr zufrieden sind mit dem, was wir 2014 erreicht haben, und damit, wie weit die KI im letzten Jahr vorangekommen ist. Wir haben jetzt eine ziemlich gute Grundlage für die Erstellung interessanter KI und sind begeistert von all den Funktionen, an denen wir im Jahr 2015 arbeiten werden.
Aber bevor wir unsere 2015er Hüte aufsetzen, lassen Sie uns kurz zusammenfassen, was Moon Collider im Dezember getan hat.
DESIGN
Wir freuen uns darauf, die anderen Teams zu besuchen und die Gelegenheit zu haben, Ideen mit ihnen auszutauschen, und der britische Gipfel in diesem Monat war perfekt dafür. Leider konnten wir bei so viel Arbeit in diesem Monat nur eine Person schicken. Wie immer war es ein wirklich produktiver Besuch und gab uns vor allem die Möglichkeit, die Prioritäten für verschiedene Features zu verfeinern, an denen wir in den nächsten Monaten arbeiten werden. Da die verschiedenen Module parallel entwickelt werden, ist es eine Herausforderung, sicherzustellen, dass jeder die KI-Funktionen hat, die er für jeden seiner Meilensteine benötigt, so dass es wirklich nützlich ist, alle im selben Raum zusammenzubringen, um dies zu erarbeiten.
Eines der wichtigsten Merkmale, die Kythera noch fehlt, ist die Fähigkeit, Gruppen zu definieren und mit Gruppen zu arbeiten. Bisher konnten wir es schaffen, mit KI-Einheiten auf individueller Basis umzugehen, aber die Möglichkeiten nehmen stetig zu, wo wir interessantere Dinge tun können, wenn die KI Informationen miteinander teilen und ihre Aktivitäten koordinieren kann. Das klingt zwar einfach, aber es gibt viele Details, die berücksichtigt werden müssen, und so haben wir diesen Monat einige Zeit damit verbracht, unser Gruppensystem zu entwerfen. Wir haben uns darauf konzentriert, die verschiedenen Arten von Gruppen auszuarbeiten, die wir unterstützen wollen, wie sie definiert werden können und wie die KI in Gruppen sicher und effizient Informationen austauschen kann. Es war auch wichtig, sicherzustellen, dass Designer Gruppen einfach definieren und später darauf verweisen können, wenn sie eine Gruppe dazu bringen wollen, etwas zu tun oder Informationen über diese Gruppe herauszufinden.
Wir haben diesen Monat auch noch etwas mehr Arbeit geleistet, um zu verfeinern, wie Leveldesigner für Staffel 42 verschiedene Aufgaben der KI zuweisen können, und wie man die KI dazu bringt, schön zwischen interessanten Dingen zu wechseln, wenn sie den Spieler noch nicht entdeckt haben, und Kampfaufgaben, sobald der Spieler entdeckt wurde. Wir arbeiten an einem System, bei dem Designer genau festlegen können, was die KI unter bestimmten Umständen tun soll, sich aber darauf verlassen können, dass sie den Rest der Zeit vernünftig handeln, ohne explizit auf jede Möglichkeit eingehen zu müssen.
MASCHINENBAU
Wir haben diesen Monat einige Zeit damit verbracht, uns auf die Veröffentlichung von Arena Commander 1.0 vorzubereiten, hauptsächlich um Vanduul Swarm zu testen und das Verhalten der KI zu verbessern. Wir haben auch einige allgemeine Bugfixes und Support durchgeführt, insbesondere einige Verbesserungen bei der KI-Vermeidung, so dass sie nun weniger wahrscheinlich mit dem Spieler kollidieren.
Es wurde viel Arbeit an der Charakter-Kampf-KI für Staffel 42 geleistet. Als Folgemaßnahme zu den Verbesserungen bei der Nutzung der Deckung im letzten Monat haben wir verschiedene Optimierungen und Verfeinerungen vorgenommen, damit sie sich vernünftiger verhalten. Ein lustiges Problem, das wir zu sehen begannen, war, dass sich die KI aus der Deckung lehnen würde, um auf den Spieler zu schießen, dann würden sie hinter ihre Deckung zurückkehren, um ihre Waffe nachzuladen, und den Spieler sofort vergessen! Es stellte sich heraus, dass unsere Implementierung der Art und Weise, wie sich die KI an Ziele erinnert, nicht sehr gut zurechtkam, als sie den Spieler für ein paar Sekunden aus den Augen verloren. Wir haben uns letzten Monat mit einem ähnlichen Thema beschäftigt, bei dem Schiffe ihre Ziele verlieren, wenn sie hinter einem Hindernis wie einem Asteroiden zurückbleiben. So kann die KI nun den Unterschied erkennen, ob sie ihr Ziel für kurze Zeit aus den Augen verliert oder lange genug aus den Augen verliert, so dass sie entweder mit der Suche nach dem verlorenen Feind beginnen oder ein anderes Ziel finden sollte.
Wir haben auch daran gearbeitet, dass die KI Gebiete besser verteidigen kann. Bis jetzt war unsere Charakter-KI sehr aggressiv und arbeitete sich immer ziemlich schnell über Cover auf den Spieler zu. Aber oft wollen wir, dass einige von ihnen sich zurückhalten und einige gute verteidigbare Positionen finden, um ein Interessengebiet zu schützen. Wir haben diese Funktion nun hinzugefügt, so dass Designer damit beginnen können, Charakteren in Staffel 42 Rollen zuzuweisen, was den Kampf dort interessanter macht und den Spieler herausfordert, seine Angriffsstrategie etwas mehr zu durchdenken.
Für das persistente Universum haben wir den Kernframework weiter aufgebaut, das es den NSCs ermöglicht, Aufgaben in der Welt auszuführen, wobei viel Arbeit geleistet wurde, insbesondere bei der Auswahl dieser Aufgaben. Ein Teil dessen, was das wirklich interessant macht, ist, dass unsere KI letztendlich Aktionen durch das Ausführen von Verhaltensbäumen durchführt, und damit NSCs verschiedene Aufgaben in der PU ausführen können, haben wir die Möglichkeit hinzugefügt, dynamisch Teile des Verhaltensbaums hinzuzufügen und zu entfernen. Das Endergebnis ist, dass es für Designer viel einfacher wird, neue Aktivitäten für NSCs in die Welt zu integrieren, da sie nur die Verhaltensunterschiede angeben müssen, die die neue Aktivität einzigartig machen, mit dem Wissen, dass der NSC weiterhin alle anderen Interaktionen handhaben wird, die er möglicherweise tun muss.
Wir haben letzten Monat erwähnt, dass wir unser super handliches KI-Recorder-Tool verbessern wollten, um es den Leuten zu ermöglichen, Aufnahmen von KI zu teilen. Diese Arbeit wurde in diesem Monat erledigt, und jetzt können Designer und Tester ihre Aufnahmen auf verschiedene Weise über unsere Kythera Inspector-Weboberfläche verwalten, wie z.B. umbenennen und löschen, aber vor allem können sie sie in eine Datei exportieren, die für alle zugänglich ist. Wenn also jetzt ein seltsames KI-Verhalten zu sehen ist, können sie uns eine Aufzeichnung davon schicken, damit wir debuggen können, anstatt versuchen zu müssen, einen genauen Anwendungsfall zu dokumentieren, den wir versuchen und reproduzieren können. Dies sollte wirklich helfen, die kniffligen intermittierenden Fehler zu lösen, die manchmal auftauchen und ein echter Schmerz sind.
Nachdem wir die Designarbeit der Gruppen erwähnt haben, die wir oben gemacht haben, haben wir auch einen Teil der Implementierung dieser Designs durchgeführt. Wir haben im nächsten Monat noch mehr zu tun, aber wir haben einige der wichtigsten Funktionen implementiert.
Schließlich haben wir einige wichtige Verbesserungen tief im Inneren des Navigationssystems vorgenommen und einige Einschränkungen bei den maximalen Abmessungen unserer Navigationsnetze aufgehoben. Diese haben wir aus Performance-Gründen eingeführt, aber jetzt, da wir größere Ebenen unterstützen müssen, mussten wir das System ändern, um größere Navigationsnetze zu ermöglichen und gleichzeitig die damit verbundenen Auswirkungen auf die Leistung zu minimieren.
DANKE AN DICH
Wir möchten uns einen Moment Zeit nehmen, um die QA- und Ingenieurmitarbeiter zu würdigen, die unermüdlich daran gearbeitet haben, eine Reihe von großen Fehlern zu beheben, die in der Nacht des 1.0-Launches auftraten. Das Personal meldete sich freiwillig, um über das Projekt hinauszugehen und ihre Freizeit zu opfern, um sicherzustellen, dass jeder den Arena Commander über die Feiertage genießen konnte. Das gesamte Star Citizen-Team begrüßt Sie! Grüße Bürger,
Wir sind wieder da! Der Dezember war ein harter Vorstoß, Arena Commander 1.0 auf den Markt zu bringen, gefolgt von einer erholsamen Urlaubspause für Star Citizen-Teammitglieder auf der ganzen Welt. 2015 wird riesig werden: mehrere Module, Veranstaltungen auf der ganzen Welt und viele neue Schiffe und Funktionen, die es zu diskutieren gilt. Erwarten Sie mehrere große Design-Posts zu Ehren der jüngsten Stretch-Ziele in den kommenden Wochen, und dann einen stetigen Strom neuer Informationen, die zu den FPS- und Planetenstarts führen. Und in zwei Wochen treffen Sie uns in San Antonio zum ersten offiziellen Star Citizen Town Hall Event! Details dazu finden Sie hier. Lassen Sie uns aber vorerst auf die Arbeit zurückblicken, die im Dezember geleistet wurde.....
Grüße Bürger!
Frohe Feiertage für alle von euch auf der ganzen Welt! Wir hoffen aufrichtig, dass Sie alle Spaß daran hatten und heißen Sie im Jahr 2015 willkommen! Im Rückblick auf den Dezember ist das gesamte Team sehr zufrieden mit dem, was wir vor der Pause erreicht haben. Es war ein paar Wochen vor dem Urlaub, in denen einige der intensivsten Entwicklungen von Arena Commander V1.0 stattfanden, und wir sind ziemlich stolz darauf, dass wir es für euch alle wie versprochen veröffentlichen konnten! Während wir uns auf das Jahr 2015 zubewegen, gibt es viele spannende Entwicklungsanstrengungen und Releases, die uns erwarten, aber für jetzt gehen wir zu den Updates der Dezember-Abteilung für Cloud Imperium Games Santa Monica!
Ingenieurwesen
Mit der Version 1.0 haben wir viele neue Systeme in das Spiel aufgenommen und bestehende Systeme besser für den Spieler zugänglich gemacht. Natürlich kommen mit neuen Systemen neue Bugs! Das Signatursystem und das Raketenverhalten, das völlig neu war, erforderten viel Aufmerksamkeit und Aufmerksamkeit, bis zur Veröffentlichung. Unser Entwicklungsteam arbeitete Hand in Hand mit QA, Art und Design, um sicherzustellen, dass das Signatursystem und die neuen Raketen vor der Veröffentlichung so gut wie möglich funktionieren. Die verbleibenden und die von der Community gemeldeten Probleme werden mit dem Arena Commander 1.0.1 Patch nächste Woche behoben.
Ein weiterer wichtiger Schwerpunkt des Engineering-Teams war das Flugmodell. Mit 1.0 haben wir eine Reihe neuer flugfähiger Schiffe mit jeweils eigenen, einzigartigen Flugeigenschaften vorgestellt. Unter ihnen waren Schiffe wie die Entermesser, die Triebwerke haben, die sich anders verhalten als jedes andere Schiff, das wir zuvor freigegeben haben. John Pritchett arbeitete mit den Leuten von Design, Art und Animation zusammen, um das IFCS-System zu aktualisieren und das neue Thruster-Verhalten zu erhalten, das das Schiffsdesign unterstützen konnte. Wir arbeiten noch daran, die Flugeigenschaften dieses Schiffes zu perfektionieren, basierend auf Ihrem Feedback und unseren eigenen internen Tests für zukünftige Releases, aber die First-Pass-Implementierung ist gut gelungen. Während dieses Prozesses haben wir auch viele neue visuelle Debugging-Tools für Triebwerke und Flugmechanik entwickelt, um die Konstrukteure beim Balancieren und Optimieren eines Schiffes zu unterstützen.
Im Dezember arbeitete unser Ingenieurteam auch eng mit Art and Illfonic zusammen, um viele der visuellen und funktionellen Änderungen an der HUD der Schiffe durchzuführen. Die großen Vorteile waren die Integration von Illfonic, die es uns ermöglichte, das Visier HUD-Rendering richtig auf das Helmglas zu bekommen, das, wenn man es nicht gesehen hat, erstaunlich aussieht! Neben den rein visuellen Änderungen wurden auch viele neue Funktionen zur Unterstützung des neuen Raketensystems, des Signatursystems, des Power Managements, des Schildmanagements und eines Gesamtpasses hinzugefügt, um die Benutzerfreundlichkeit der Schnittstelle zum HUD zu erhöhen. Das HUD ist etwas, an dem in absehbarer Zeit weiter gearbeitet wird, wenn neue Funktionen eingeführt werden, aber wir sind sehr zufrieden mit dem HUD, das für 1.0 freigegeben wurde, da es einen großen Schritt nach vorne darstellt.
Design
Für den ganzen Dezember waren unsere Designer entsprechend auf drei Hauptbereiche konzentriert. Neue Schiffe, neue Gegenstände und Balance! Mit all den neuen Schiffen hatte unser Zwei-Mann-Designteam alle Hände voll zu tun. Wie einige von Ihnen vielleicht noch von der Ship Pipeline Post wissen, hat jedes Schiff der letzten Entwicklungsphase sehr schwere
Einbeziehung eines technischen Designers, um die Schadenszustände zum Funktionieren zu bringen, das Einrichten der Flugmechanik sowie das Gleichgewicht von Gegenständen und Waffen. Mit den vierzehn neuen Schiffen, die das Team in Santa Monica dem Spiel hinzugefügt hat, war jedes dieser Schiffe stark von unserem Designteam beteiligt.
Bei den neuen Gegenständen arbeitete das Design-Team sehr eng mit dem Art and Engineering-Team zusammen, um die neuen Raketen ins Spiel zu bringen und mit dem neuen Signatursystem zu arbeiten. Sie arbeiteten auch eng mit Engineering an der neuen Joker Distortion Cannon zusammen, die Schaden verursacht und sich so verhält wie keine andere Waffe. Die Fähigkeit, Energie und Schilde so direkt zu saugen, ist ein neues Merkmal, das eine sorgfältige Balance und Implementierung erforderte, aber am Ende einen sehr coolen neuen Waffentyp bietet, den die Menschen in ihre Auslastungen integrieren können.
Wie man sich vorstellen kann, ist die Balance von so vielen neuen Schiffen und deren Gegenständen eine ziemlich große Aufgabe. Mit den komplizierten, miteinander verbundenen Systemen auf unseren Schiffen können schon geringste Statistikänderungen an einem Gegenstand kaskadierende Auswirkungen auf das gesamte System eines Schiffes haben. Das Designteam hatte vor kurzem mit Unterstützung von Mark Abent eine neue Python-fähige Tabellenkalkulation erstellt, die bei der schnellen Anpassung von Gegenstands- und Waffenstatistiken und dem Export der geänderten Gegenstände sehr hilfreich ist. Dies erwies sich als unschätzbar für eine schnelle Iteration und Anpassung bei der Arbeit mit QA und Spieltests. Balance ist eine laufende Aufgabe, so dass wir zwar einen soliden ersten Durchgang mit all den neuen Geräten und Schiffen eingeführt haben, uns aber in den kommenden Patches auf der Grundlage des Feedbacks der Community und interner Tests weiter verändern werden.
Kunst
Haben wir die vierzehn neuen fliegenden Schiffe erwähnt? Das Art-Team hier in Santa Monica war zusammen mit unseren beiden Fahrzeugkünstlern (Chris Smith und Josh Coons) in Austin dafür verantwortlich, alle vierzehn dieser Schiffe mit ihren schönen Lackierungen, Schadenszuständen und visuellen Effekten ins Spiel zu bringen. Während wir immer nach Perfektion streben und es viele kleine Dinge gibt, die wir in den nächsten Wochen und Monaten mit den Schiffen ändern und verbessern werden, sind wir unglaublich stolz darauf, so viele neue Schiffe für euch Jungs so schnell realisieren zu können! Das Team hier hat einen unglaublichen Job gemacht!
Die neuen visuellen Effekte für Waffen, Waffenaufschläge und Triebwerke stellen einen großen Fortschritt in der visuellen Treue dar. Unser leitender technischer Künstler, Forrest Stephan, arbeitete unermüdlich daran, jeden dieser Effekte im Laufe des Monats Dezember zu bearbeiten. Während sich unsere Technologie dank unseres Grafik-Engineering-Teams unter der Leitung von Alistair Brown in der Gießerei 42 weiter verbessert, verbessert sich auch unsere Fähigkeit, die besten Visuals im Gaming-Bereich zu liefern.
Im Dezember kam auch Lance Powell, unser neuer Supervising Art Director für das gesamte Unternehmen. Lance schließt sich uns hier in Santa Monica an und verbrachte den Dezember damit, an der Verbesserung unserer Kunstpipelines zu arbeiten, sowie mit den Konzeptkünstlern hier in Santa Monica zusammenzuarbeiten, um solide Hersteller-Styleguides abzuschließen, den Waffenbau zu standardisieren und die Dokumentation unserer Techniken und Prozesse sowohl für den Eigenbedarf als auch für das Outsourcing zu verbessern. Es kann nicht genug gesagt werden, wie wichtig die Standardisierung von Praktiken in einer großen Entwicklung ist, insbesondere in einer Entwicklung mit mehreren geografisch getrennten Studios.
Kinematiken
Unsere beiden hauseigenen Cinematic Artists arbeiteten unermüdlich daran, die Cinematic-Stücke, die wir während des Livestreams im Dezember mit allen geteilt hatten, zu perfektionieren. Der Mustang-Spot und der Imagine Trailer wurden beide von unserem Team hier kreiert und sind großartige Stücke. Insbesondere der Imagine Trailer, der eine Neuinterpretation (Wortspiel beabsichtigt) eines von Simon Penna erstellten Fan-Trailers war. Simons Original-Trailer hat die Vision und den Traum von Star Citizen so gut vermittelt, dass wir ihn mit neuem Filmmaterial aktualisieren und mit der gesamten Community teilen wollten.
Damit ist das Dezember-Update von Cloud Imperium Games Santa Monica abgeschlossen. Auch wenn der Dezember vorbei ist, ist die Entwicklung sicher nicht vorbei! Wir haben im Dezember und in der ersten Woche des neuen Jahres einige neue Mitarbeiter eingestellt, so dass die Gesamtgröße des Studios hier auf 43 Personen gestiegen ist. Das Team hier ist gut ausgeruht und arbeitet wieder mit Hochdruck an unseren Lieferzielen für 2015. Dies sollte sich als ein sehr aufregendes Jahr der Bereitstellung von Inhalten für uns und unsere Community erweisen, und jeder im Team ist sehr aufgeregt, das Universum, das wir gemeinsam erschaffen, weiter auszubauen.
Prost.
Hallo Leute,
Frohe Feiertage von uns allen hier bei CIG Austin! Zum Ende des Jahres 2014 blicken wir auf alles zurück, was wir in diesem Jahr erreicht haben und sind erstaunt. Der vergangene Monat war nicht anders, denn wir haben weitere Fortschritte bei der Ausgestaltung unseres immer größer werdenden Universums gemacht, wir haben ein MAJOR-Spiel-Update veröffentlicht und eine Reihe neuer Verlagsaktivitäten gestartet, darunter ein Public Test Universe.
Hartnäckiges Universumsteam:
KUNST:
Unsere Künstler haben diesen Monat zwei wichtige Dinge im Kopf gehabt: Charaktere und Requisiten. Unser großartiges Konzeptteam bestehend aus Ted Beargeon, Megan Cheever und dem neuen Mitglied Ken Fairclough hat Konzeptkunst für NSCs entwickelt, die Sie auf ArcCorp oder Terra finden können, Requisiten, die Sie auf Raumstationen finden können, sowie ein erstes Look/Feel für unseren nächsten Standort nach Terra: die Levski Landezone im Nyx-System.
Unser Charakter-Team hat hart an der Entwicklung der Charaktermodelle gearbeitet, die auf den Konzepten unseres Konzeptteams basieren. Im Moment sind wir dabei, die Arbeit an NPC's für ArcCorp abzuschließen und einen Medic NPC, den Sie in der medizinischen Einheit finden. Unser Animationsteam hat unserem Charakter-Team geholfen, indem es das neue Skelett getestet hat, das entwickelt wurde, um unsere Charaktere so anatomisch korrekt wie möglich zu gestalten. Sie haben auch unzählige Fehler behoben, um die Charakteranimationen für Arena Commander v1.0 zu verbessern.
Wir haben uns auf die Produktion unseres ersten Requisitenstücks vorbereitet, indem wir Referenzen gesammelt, Metriken standardisiert und Konzepte entwickelt haben, damit unsere Outsourcing-Partner so viele Informationen wie möglich haben, wenn sie uns helfen. Wir hoffen, dass in Kürze etwa 150 neue Stützen für alle unsere Umgebungen, an denen wir in letzter Zeit mit BHVR gearbeitet haben, vorhanden sein werden.
Wo wir gerade von Umgebungen sprechen, die Arbeit an der Standardisierung des Umgebungsbaus im gesamten Projekt schreitet gut voran. Unser leitender technischer Künstler, Cort Soest, war maßgeblich daran beteiligt, den Prozess für den Aufbau unserer Umgebungen zu definieren und diesen Prozess nach seiner Einführung zu überwachen. Wir haben auch etwas Forschung und Entwicklung an einigen coolen neuen modularen Fontänen VFX für unsere Umgebungen betrieben.
Unser Schiffsteam hat den ganzen Monat damit verbracht, Ihnen zu helfen, die Aurora-Varianten, Mustang-Varianten und Hornet-Varianten für Arena Commander v1.0 in die Hände zu bekommen. Wir wünschen Ihnen viel Spaß beim Fliegen in ihnen!
DESIGN:
Anfang dieses Monats begannen unsere Designer Pete Mackay und Evan Manning damit, einige großartige Designs für neue Landezonen zu entwickeln. Die Landezonen Odyssa und Mariana befinden sich nun in der Whitebox-Phase, in der unsere Designer die spezifischen Layouts für die Standorte der Geschäfte, wichtigen Sehenswürdigkeiten und Landeplätze blockiert haben. Sie arbeiten nun mit unserem Konzeptteam zusammen, um die Ästhetik für jeden Standort zu entwickeln. Es ist aufregend, die Entwürfe für neue Landezonen online zu sehen, da sie an die große Anzahl von Welten erinnern, die wir schließlich in unserem Universum haben werden.
Unsere Sternenkarte wird derzeit extrem renoviert! Rob Irving hat mit Dave zusammengearbeitet.
Schellfisch, um das Layout unseres Universums komplett zu überarbeiten. Als unser Projekt gewachsen ist und sich die Prioritäten verschoben haben, wurde der Bedarf an einem neuen Layout deutlich. Es war schwierig, alles umzustellen und gleichzeitig das beizubehalten, was in unserer Fiktion bereits etabliert ist, aber es wird nicht mehr allzu lange dauern, bis Star Map 2.0 vollständig ist. Unser Konferenzraumtisch ist mit Haftnotizen mit den verschiedenen Systemen bedeckt, was auf die Arbeit hinweist, die wir geleistet haben, um die Sternenkarte größer und besser als bisher zu machen.
Andere Dinge, die unser Designteam diesen Monat gemacht hat, sind Untersuchungen über Lande-Sequenzen vom Orbit zum Planeten, die Aktualisierung unserer Liste der persistenten Verbrechen im Universum und das Identifizieren von Fehlern in unserer Orbit>Hangar>Planetside Spielrunde.
INGENIEUR:
Das PU Engineering Team hat in diesem Monat einige wichtige Meilensteine erreicht. Ihr größter Meilenstein war die Unterstützung des Rollouts von Arena Commander 1.0, wo sie sowohl Friends v1.0 (alias "Contacts") als auch das Lobby-System im selben Patch einführten. Mehrere neue Serverkonfigurationen waren Teil dieser Einführung, und unser Serverteam hat einen Großteil seines Wochenend-Post-Launches damit verbracht, dies zu unterstützen. Besonderer Dank gilt den Serveringenieuren Tom Sawyer und Brian Mazza für ihr herausragendes Engagement und die Verbrennung des Mitternachtsöls zur Unterstützung unserer Einführung sowie für die starke Unterstützung durch unsere DevOps-, IT- und QA-Abteilungen.
Das Team arbeitet auch weiterhin an Tools zur Unterstützung unseres friedlichen NPC-KI-Systems. Wir werden Anfang nächsten Jahres einige schwere Arbeiten abschließen. Außerdem haben sie ihre Backend-Implementierung für ein neues Chat-System abgeschlossen, mit dessen Test sie selbst begonnen haben. Die Arbeit an der Benutzeroberfläche für dieses System wird im nächsten Jahr beginnen, damit unser QS-Team es in die Finger bekommen kann. Darüber hinaus hat unser Server-Team auch daran gearbeitet, andere Spieler zu Ihren Hangars einzuladen, an unserem Process Manager zu arbeiten und zu untersuchen, wie wir die Spielerzahl auf unseren Karten erhöhen können.
Das PU-Programmierteam hat kürzlich auch einen neuen Senior Network Engineer in das Team aufgenommen: Jason Ely. Einige von euch mögen mit seinem Fantasy 2D MMO "Elderlands" vertraut sein. Jason half auch bei der Entwicklung von Titeln wie Ultima und der Crusader-Serie. Jason hat sich bereits als wertvoller Gewinn für die CIG erwiesen, da er der Ingenieur ist, der unser eingehendes Chat-System entwickelt hat. Das CIG Austin Studio und das PU Engineering Team ist glücklich und begeistert, Jason an Bord zu haben.
Das PU Engineering Team bedankt sich bei allen für die hervorragende Unterstützung und wünscht allen ein gutes Jahr 2015! Wir freuen uns darauf, euch im nächsten Jahr weitere großartige Inhalte zu liefern. Wir sehen uns dann!
Live-Betrieb:
QA:
Im Dezember konzentrierte sich das Star Citizen QA-Team darauf, den Arena Commander v1.0 zu testen und gleichzeitig ein neues Launcher-Update sowie den Arena Commander Patch 0.9.2.2.2 zu testen und bereitzustellen. Das gesamte QS-Team hat gute Arbeit geleistet.
Andrew Hesse nahm sich die Zeit, in unser Studio in LA zu reisen, um zwei Wochen lang bei unseren Technikern zu sitzen, während sie die neuen Schiffe aufbauten. Er konnte auch beim Design helfen, indem er das Schiffsartikel-Tagsystem einrichtete. Jeffrey Pease und sein britischer QA-Kollege Geoffrey Coffin wurden zu unseren Lobby-Feature-Experten. Sie stellten sicher, dass die Lobby im Laufe des Monats kontinuierlich getestet wurde und stellten täglich E-Mails zur Verfügung, in denen der Fortschritt des Features beschrieben wurde. Dies war eine sehr wichtige Aufgabe, da das Lobby-System das am stärksten gefährdete Feature für Arena Commander v1.0 war. Jeffrey Pease übernahm auch die Aufgabe, die Patch-Notizen für das große v1.0-Release zu generieren.
Christopher Hill, Simon Ormiston, Liam Guest, Steven Brennon und Geoffrey Coffin gaben detaillierte Bilanzrückmeldungen zu Schiffsflug, Systemen und Waffen. Melissa Estrada arbeitete mit ihrem britischen QS-Kollegen Andrew Nicholson zusammen, um sicherzustellen, dass die v1.0 Rauchproben täglich durchgeführt und die Ergebnisse an das Team verteilt wurden. Tyler Witkin arbeitete weiter spät und über das Wochenende und unterstützte unsere Serverprogrammierer bei der Lösung der Probleme nach dem Start.
In diesem Monat konnten wir auch die erste Phase des Public Test Universe einführen. Die Community war bei unserem Test der PTU unglaublich hilfreich und wir freuen uns sehr darauf, die PTU für zukünftige Releases zu nutzen.
Es war eine Menge Arbeit, um sicherzustellen, dass v1.0 bis zu unserem Zieltermin vor den Feiertagen freigegeben werden konnte. Wir sind unglaublich glücklich, endlich alle neuen v1.0-Funktionen mit der Community zu teilen. QA hat sich nun zum Ziel gesetzt, die neuen Funktionen und Versionen für das neue Jahr zu testen, einschließlich zusätzlicher Arena Commander-Updates, einer verbesserten Community-Fehlerberichterstattung, FPS-Modul und vielem mehr.
IT/Betrieb:
Eine Sache am IT-Team von Cloud Imperium Games ist, dass sie nicht aufhören. Keine Herausforderung ist zu groß, wenn es um Star Citizen geht, und das 1.0-Release dieses Monats ist keine Ausnahme.
In diesem Monat war die IT-Abteilung an allen Aspekten des Backend-Supports beteiligt, die von den Teams auf der ganzen Welt benötigt werden. Die IT lieferte zusätzliche Entwicklungssysteme und verschiedene Upgrades für die Entwickler, die das Mitternachtsöl verbrannten. Für die Qualitätssicherung half das IT-Team, eine Vielzahl von Hardware zur Verfügung zu stellen, um Kompatibilitäts- und Leistungstests für den 1.0 Release-Test zu unterstützen.
Dennis, in Santa Monica, ist ein Kühler. Er übernahm die Leitung des Multi-Studio-Livestream-Events und half bei der Koordination unseres bisher besten Live-Stream-Events. Seine Hände waren auch voll mit einem Netzwerkausfall mitten im Live-Stream, den er in weniger als 3 Minuten behoben hat, um die Live-Show zu koordinieren und zu unterstützen, ohne einen Beat zu verpassen. Hassan und Chris arbeiteten eng mit Dennis zusammen, um Kameras und Demomaschinen in jedem Studio einzurichten, was viele Tests im Voraus beinhaltete, um sicherzustellen, dass alles reibungslos zwischen den verschiedenen beteiligten Studios funktioniert.
Austin IT zog in diesem Monat die Fäden und unterstützte viele Aspekte der Verbesserungen im Live-Betrieb, die zur Unterstützung der Einführung von 1.0 notwendig waren. "Sniper" Picket erweiterte und verbesserte unsere Live-Server-Überwachungssysteme und entwickelte gleichzeitig eine neue Suite von System-Performance-Reporting-Tools sowie die Backend-Systeme zur Erfassung und Meldung all dieser Daten. Diese Tools helfen Netzwerk- und Serveringenieuren bereits dabei, unsere Spielserver schneller als je zuvor weiter zu analysieren und zu optimieren. Austin IT hat auch die Leistung des Build-Systems und der Versionsverwaltung erheblich verbessert, um das immer schnellere Tempo der Entwicklung zu unterstützen. Neue Server wurden eingerichtet, ebenso wie einige Verbesserungen an der Publishing-Pipeline, die die Geschwindigkeit, mit der wir Versionen an die Öffentlichkeit liefern können, weiter verbessern. Unser Ziel ist es, die Zeit für die Veröffentlichung und den Download von Patches kontinuierlich zu verkürzen, und in diesem Monat haben wir in diesem Bereich gute Fortschritte erzielt.
Im Rückblick war dieses Jahr eine erstaunliche Fahrt mit ständigen Verbesserungen und spannenden Herausforderungen, aber all dies wäre ohne die erstaunlichen Entwickler und vor allem mit der Unterstützung der Star Citizen Community möglich. 2014 war fantastisch und 2015 wird noch aufregender.
Dev Ops:
Das Star Citizen Dev Ops Team war diesen Monat damit beschäftigt, den Launcher zu verbessern, Analysen zu Client und Server hinzuzufügen und natürlich einen wichtigen Spielpatch zu versenden.
Im Dezember haben wir den 0.9.2.2.2 Patch, dann das 1.3.6 Launcher-Update, unsere erste Version des PTU (Public Test Universe) und natürlich den 1.0.0 Star Citizen Patch veröffentlicht. Darüber hinaus haben wir auch daran gearbeitet, bestimmte unnötige Client-Ressourcen zu entfernen, um unsere Gesamtzahl der Patches und Spiele-Clients zu reduzieren, Analysen im Client weiter zu implementieren, um unseren Entwicklern eine bessere Transparenz über das Spielerverhalten und die Balance zu geben, und unsere Fähigkeit, unseren Universe Cluster einzusetzen, verbessert.
Mit dem Patch 1.0.0.0 wurden nicht nur neue Spielfunktionen und Inhalte eingeführt, sondern auch das Backend unseres Universe Clusters komplett verändert. Wir haben dem bereits komplexen Backend einen Friends, Presence, Persistence und Party Server hinzugefügt, um die Lobby-Funktion für Arena Commander zu unterstützen. Diese Komplexität ist ein Teil der Probleme, die wir direkt nach dem Start von Patch 1.0.0.0 gesehen haben. Nachdem wir das Wochenende damit verbracht haben, Probleme zu beheben, haben unsere Netzwerk- und Dev Ops-Teams gerade noch alle Kommunikations- und Verbindungsprobleme behoben, die wir gesehen haben. Wir werden die Backend-Stabilität mit Hotfixes und zukünftigen Patches weiter verbessern.
Das Dev Ops-Team hatte Anfang Dezember ein neues Mitglied aufgenommen. Joseph Holley verfügt über jahrelange Erfahrung bei Blizzard in der Arbeit mit World of Warcraft und anderen Blizzard-Titeln.
Wir haben ihn in der Codebasis und Serverarchitektur von Star Citizen geschult; er hat bereits mehrere sehr nützliche Beiträge geleistet. Am 5. Januar haben wir einen weiteren neuen Mitarbeiter in unserem Team, was 2015 zu einem sehr produktiven Jahr machen wird!
2014 war ein ziemliches Jahr, mit vielen, vielen Patches, Features, Verbesserungen, Bugfixes und Erfolg. Das Dev Ops-Team freut sich auf 2015 mit Optimismus und Begeisterung über die Anzahl der kommenden massiven Veröffentlichungen, die Star Citizen zu dem Spiel machen werden, das wir alle spielen wollen. Vielen Dank für Ihre Unterstützung bei den groben Einsätzen und Serverproblemen, wir schätzen Ihre Geduld sehr.
Hallo zusammen,
Ich hoffe, alle hatten einen schönen Urlaub! Der letzte Monat war unglaublich arbeitsreich, aber es war fantastisch, V1 vor der Pause für alle rauszuholen. Wir haben an einer Reihe von Aufgaben und Problemen des Arena Commander gearbeitet und große Fortschritte bei der Staffel 42 sowie allen Schiffen, Umgebungen und Charakterpipelines gemacht, für die wir verantwortlich sind. Ich habe auch persönlich ein paar Tage in den USA im Büro in Austin über die Feiertage gemanagt, mit Chris und Tony Zurovec, wo wir gemeinsam an einem Plan für das Jahr gearbeitet haben, und auch die Tech-, Umwelt- und Schiffsgipfel vereinbart und organisiert, die jetzt in Großbritannien und dann in der Nestwoche in LA und Austin stattfinden.
Ansonsten haben wir die Büros zwischen Weihnachten und Neujahr für ein paar Tage geschlossen, damit jeder eine Pause machen kann. Jetzt sind wir wieder da, erfrischt und bereit, weiter hart zuzuschlagen.... Pass auf diesen Raum auf. :)
Programmierung:
An der Front der Foundry 42 Engineering im Dezember wurde ein großer Bug-Splash in Richtung Arena Commander v1.0 Release durchgeführt. Neben dem Bug Squashing in verschiedenen Bereichen wie dem neuen Lobbysystem und HUD haben wir die Arbeit an vielen neuen Features übernommen, darunter das Hinzufügen von g-force Pass Out- und Recovery-Animationen, Schiffsselbstzerstörung und neue Scoring-Erweiterungen. Auch an den Luftkampfkameras, die sich weitgehend auf den neuen kinoreifen Zuschauer-Modus und die Rückfahrkamera konzentrierten, wurde mehr gearbeitet. Neue Lokalisierungsfunktionen wurden hinzugefügt und wie üblich wurden auch die Kontrollen und deren Anpassungsmöglichkeiten kontinuierlich verbessert.
In der Welt der Staffel 42 haben wir die Entwicklung des Landemechanikers fortgesetzt und mit der Arbeit an KI-Landungen und -Abläufen begonnen. Es wurden Verbesserungen am Plünderungssystem vorgenommen und die Arbeit an der PAW begonnen (das ist der Personal Arc Schweißer, nicht Ihr Begleiter im Hundebereich!). Darüber hinaus hat das Konversationssystem einen Effektpass durchlaufen, um ein dynamisches Sichtfeld und Tiefeneffekte zu erzeugen, die uns ein filmischeres Gefühl geben.
Im Bereich Tools und Technik wurden weitere Fortschritte bei der Umstellung auf die Wwise Sound Engine erzielt und wir haben v1.0.0.0 unseres DataForge Datenbearbeitungsprogramms eingeführt. DataForge enthält viele coole Funktionen, wie z.B. die Live-Bearbeitung von Daten in Skriptdateien auf mehreren Rechnern im Netzwerk und weitere Datenvalidierungen, die Fehler stoppen, bevor sie sich einschleichen. Es umfasst auch StoryForge, das Tool, mit dem wir den Dialog in das Spiel einfügen werden, das jetzt für einige fremde Sprachen bereit ist! Darüber hinaus ermöglichte uns eine kurze Pause im Releaseplan nach v1.0, einige Leistungsoptimierungen, den Frühjahrsputz der Codebasis und das Fehlerprotokoll zu betrachten und gab uns die Möglichkeit, einige Minzkuchen und Glühwein zu entnehmen!
Grafikprogrammierung:
"Im Dezember war das Grafikteam sehr beschäftigt, und unsere Zeit war aufgeteilt in die Unterstützung für die Version v1.0 von Arena Commander und die laufende Entwicklung von Funktionen. Wir beginnen jetzt damit, den neuen Schiffsschaden-Shader zu verfeinern, so dass wir von jeder Waffe unterschiedliche visuelle Rückmeldungen erhalten können. Zum Beispiel wird eine ballistische Waffe die Metallbearbeitung verbeulen und oft Löcher bohren, Laser werden die Oberfläche verbrennen und eine brennende Kante hinterlassen, die in den folgenden Sekunden weiterhin durch einen Teil der Metallbearbeitung frisst, und Explosionen werden eine sichtbare Welle erzeugen, die sich über den Rumpf bewegt, während die Metallbearbeitung verbogen und verbrannt wird.
Wir sind auch kurz davor, einen neuen entfernten Sternenshader fertigzustellen, der es unseren Künstlern ermöglichen wird, die Galaxie schnell mit Sternen jeder Farbe, Intensität und Verteilung zu bevölkern. Der Shader unterstützt über 1 Million einzeln sichtbare Sterne auf einmal, die ohne Detailverlust vergrößert werden können, was für unsere Staffel 42-Kinematiken entscheidend ist, wo extreme Nahaufnahmen sonst jeden Mangel an Details in den Sternen offenbaren würden.
Wir haben auch viel Zeit damit verbracht, einige der neuen Motorfunktionen zu erforschen und zu planen, die wir in den kommenden Monaten implementieren werden. Einige der wichtigsten sind diese in Bezug auf die Performance und die Art und Weise, wie wir die Anzahl der "Draw Calls", die tendenziell der limitierende Faktor für unsere Framerate sind, stark reduzieren wollen. Draw-Calls sind die Anzahl der einzelnen Meshes, die pro Frame gerendert werden müssen, und wir müssen Wege finden, Meshes zu kombinieren, während wir die Flexibilität und den einfachen Workflow für die Künstler beibehalten, die gleiche Bildqualität beibehalten, aber auch nicht viel mehr Speicher kosten (was der knifflige Teil ist!)."
Design:
Der Dezember war ein arbeitsreicher Monat in der Designabteilung. Obwohl nicht ganz auf V1 fokussiert, wie Sie sich sicher vorstellen können, haben wir viele Stunden damit verbracht, Fehler zu beheben und an der technischen Einrichtung für die neuen Schiffe zu arbeiten. Alle Karten wurden bearbeitet und erhielten unterschiedliche Mengen an zusätzlicher Politur. Das neue Scoring-System wurde implementiert, wir haben viel Zeit mit den Ingenieuren verbracht, die am Kamerasystem gearbeitet haben, insbesondere im Modus "Cinematic Spectator", der jeden Tag besser und besser aussieht.
Das Arena Commander Tutorial ist in Arbeit und wird hoffentlich bald fertig sein. Außerdem prüfen wir dringend Gegenmaßnahmen und Scoring-Balancing.
Was Squadron 42 betrifft, so haben wir es tatsächlich geschafft, einige Designer von V1 fernzuhalten, und wir sind mit Episode 1 gut vorangekommen. Wir hatten verschiedene Mechaniken, die jetzt mehr Code-Unterstützung erhalten, die immer finaler und brauchbarer in unseren Play-Throughs werden, was den Ablauf der Levels wirklich unterstützt. Die Drehbucharbeit lief wirklich gut, denn wir haben tatsächlich unseren ersten Motion-Capture-Shoot für die Introsequenz und den vertikalen Schnitt gemacht.
Alles in allem hatten wir einen tollen Monat und es war fantastisch zu sehen, wie V1 vor Weihnachten ausgeht. Wir werden weiterhin auf dich hören und weiter darauf drängen, dass dies das Spiel wird, das wir alle wollen. Nochmals vielen Dank für deine tolle Unterstützung!
Art Team Bericht.
Konzept:
Es wurde viel Zeit und Mühe investiert, um die für das Sq42 benötigten Charaktere zu verpacken, und im nächsten Jahr werden wir 2015 einige coole Modelle präsentieren. Weitere Arbeiten für die Vanduul Kingship Brücke zusammen mit dem Vanduul Boarding Ship und Starfarer abgeschlossen.
Schiffe:
Wir haben ein Einsatzteam, das am Vergeltungsschlag arbeitet, der von Tag zu Tag immer schöner wird. Es rückt jeden Tag näher an den Hangar heran.
Sobald der Vergeltungsring bereit ist, werden wir uns auf die Idris und den Speer konzentrieren.
Wir hatten das Live-Stream-Event, und jetzt wissen Sie wahrscheinlich, dass wir diese 2 Capships mehr oder weniger im Tandem produzieren werden, da sie vom gleichen Hersteller stammen.
Wir planen, diesen Schiffen die Aufmerksamkeit zu schenken, die sie verdienen, damit ihr sie als völlig eindringliche und überzeugende Umgebung genießen könnt, in der ihr euch bewegen könnt - sie sind schließlich schwimmende Mehrspieler-Level!
Wir produzieren auch die gesamte Vanduul-Flotte hier in Manchester, sowie den Starfarer, den neuen Cutlass, den neuen Avenger und den Argo Utility Vehicle.
Zeichen:
Letzten Monat begannen wir mit 3Lateral zu arbeiten, um unserem neuen gescannten Basis-Männerkopf eine Gesichtsanimation hinzuzufügen und den aktualisierten männlichen Grundkörper zu verfeinern, um gut mit Rigging und Animation zu arbeiten. Wir haben auch die weiblichen Charaktere untersucht und arbeiten an einem Ganzkörper- und Gesichtsscan von zwei Frauen nächste Woche.
Wir haben ein neues Mitglied des Charakter-Teams, Seth Nash, der unsere Basisqualität aufbauen wird. Dieser Charakter wird unsere Pipeline und unsere Qualitätserwartungen für den Rest des Projekts definieren. Es ist eine aufregende Zeit für das Character Art Team und wir machen große Fortschritte in Richtung einer endgültigen Produktionspipeline, die die Qualität der Charaktere liefert, die der Star-Bürger verdient.
Animation:
Der Dezember war eine Mischung aus vertikaler Schnittplanung und dem Treffen mit Steve Bender, unserem neuen Animationsregisseur, er und einige andere nahmen einige Bewegungsabläufe bei Imaginarium auf, die umgesetzt werden, sobald das neue Charakterskelett fertig ist. Wir haben auch zusätzliche Unterstützung für Arena Commander V1 geleistet (Knopfdruck, Verteilung von Animationen auf allen Schiffen - grob, aber für 1.0.1 verbessert).
Umwelt Kunst
Wir haben den Innenausbau von Shubin Interstellar in Greybox fortgesetzt, alle wichtigen Komponenten wurden ausgearbeitet und jetzt beginnen wir wirklich, uns in die Details einzuarbeiten - von der Wandverkleidung bis zum Griff. Die Formensprache für Shubin Interstellar wurde so definiert, dass der Spieler seinen Architekturstil von anderen Unternehmen innerhalb des Star Citizen Universe unterscheiden kann; das Ergebnis ist, dass das Shubin-Universum nun seine eigene Persönlichkeit und sein eigenes Leben annimmt - siehe diesen Raum :)
VFX:
Schaden, Schaden und noch mehr Schaden! :)
Insbesondere ein umfassendes Update aller Auswirkungen von Schiffsschäden, einschließlich verbesserter Feuer- und Rauchausbrüche, Funken- und Kraftwerksexplosionen, Überholungen von Raketeneffekten, einschließlich Jets, Pfaden und Explosionen. Schließlich haben wir Pläne für eine umfassende Überarbeitung der VFX-Pipeline und der Datenstruktur gestartet, um die große Anzahl und (und hohe Qualität!) der Effekte zu berücksichtigen, an denen im Jahr 2015 gearbeitet wird.
Das ist alles für heute, Leute, 2015 wird ein sehr arbeitsreiches Jahr mit einigen großen Herausforderungen! Oh, und wenn Sie auf der Suche nach einem Job als Umwelt-, Waffen-, Charakter- oder Lichtkünstler sind, dann bewerben Sie sich bitte in Großbritannien! :D
Audio:
"Der Dezember war fast ausschließlich der Version v1.0 von Arena Commander für uns im Audiobereich gewidmet; für uns war es der letzte Hurra für die Arbeit bei FMOD, da wir nun auf den Übergang zu Wwise schauen, der unsere Zeit in den nächsten Monaten solide in Anspruch nehmen wird. Dies sollte uns befreien, damit die Kernanlagen viel besser klingen und sie effektiver in das Spiel eingebunden werden können.
Greetings Citizens,
We’re back! December was a hard push to release Arena Commander 1.0, followed by a restful holiday break for Star Citizen team members around the world. 2015 is going to be huge: multiple modules, events around the world and plenty of new ships and features to discuss. Expect to see several major design posts in honor of the recent stretch goals in the coming weeks, and then a steady stream of new information leading up to the FPS and Planetside launches. And in two weeks, join us in San Antonio for the first official Star Citizen Town Hall event! Details are available here. For now, though, let’s look back at the work that was accomplished in December…
Greetings Citizens!
Happy holidays to all of you around the world! We sincerely hope that you each enjoyed them and welcome to 2015! Looking back on December the whole team is really happy with all that we accomplished before the break. It was an exceedingly busy few weeks before holiday that saw some of the most intense development on Arena Commander V1.0 and we’re quite proud that we were able to release it for all of you as promised! As we move forward into 2015 there are a lot of exciting development efforts and releases to look forward but for now let’s go to the December department updates for Cloud Imperium Games Santa Monica!
Engineering
With the 1.0 release we were adding a lot of new systems into the game as well as exposing existing systems better to the player. Of course with new systems come new bugs! The signature system and missile behavior, being entirely new, needed a lot of focus and attention leading up to the release. Our engineering team worked hand in hand with QA, Art, and Design to make sure that the signature system and new missiles were functioning as well as possible prior to release. Those issues that remained and those that have been reported by the community are being fixed in next week’s Arena Commander 1.0.1 patch.
Another important focus on from the Engineering team was the flight model. With 1.0 we were introducing a bevy of new flyable ships each with their own unique flight characteristics. Among them were ships like the Cutlass which has thrusters that behave differently from any ship we’ve released before. John Pritchett worked with the Design, Art, and Animation folks to update the IFCS system to get the new thruster behavior that the ships design could support. We are still working on perfecting the flight characteristics of this ship based on your feedback and our own internal testing for future releases but the first pass implementation turned out well. During this process we also created a lot of new visual debugging tools for thrusters and flight mechanics to assist designers as they balance and tweak a ship.
During December our Engineering team also worked closely with Art and Illfonic to complete many of the visual and functional changes to the ships HUD. The big wins from this were the integration from Illfonic which enabled us to get the visor HUD rendering properly on the helmet glass which, if you haven’t seen it, looks amazing! In addition to the purely visual changes there was also a lot of new functionality added to support the new missile system, signature system, power management, shield management, and an overall pass at increasing the user-friendliness of interfacing with the HUD. The HUD is something that will continue to be worked on for the foreseeable future as new features are introduced but we’re very happy with the HUD released for 1.0 as it represents a large step forward.
Design
For all of December our Designers were appropriately focused on three primary areas. New ships, new items, and balance! With all the new ships our two man design team had its hands full. As some of you may remember from the Ship Pipeline post, every ships last phase of development has very heavy
involvement from a Technical Designer to get the damage states working, flight mechanics setup, as well as the item and weapon balance. So with the fourteen new ships added to the game by the team in Santa Monica each of those had heavy involvement from our Design team.
On the new items front the Design team worked very collaboratively with the Art and Engineering team to get the new missiles added into the game and working with the new signature system. They also worked closely with Engineering on the new Joker Distortion Cannon which deals damage and behaves in a way that no other weapon does. The ability to sap energy and shields so directly is a new feature that required careful balance and implementation but in the end provides a very cool new weapon type for people to integrate into their loadouts.
As you might imagine the balance of so many new ships and their items is quite a large task. With the complicated interconnected systems on our ships even the slightest stat changes on an item can have cascading effects throughout a ships entire systems. The Design team with some assistance from Mark Abent had recently created a new Python enabled spreadsheet that greatly assists in rapidly adjusting item and weapon stats and exporting the modified items. This proved invaluable for rapid iteration and adjustment while working with QA and play testing. Balance is an ongoing task so while we implemented a solid first pass with all the new equipment and ships it will continue to change in upcoming patches based on the feedback from the community and internal testing.
Art
Did we mention the fourteen new flyable ships? The Art team here in Santa Monica along with our two vehicle artists (Chris Smith and Josh Coons) in Austin were responsible for getting all fourteen of those ships into the game with their beautiful paintjobs, damage states, and visual effects. While we are always striving for perfection and there are lots of little things we will be changing and improving with the ships over the coming weeks and months we are incredibly proud to have been able to implement so many new ships for you guys so quickly! The team here did an incredible job!
The new visual effects for weapons, weapon impacts, and thrusters represent a huge step forward in visual fidelity. Our Lead Technical Artist, Forrest Stephan, worked tirelessly to handcraft each of those effects throughout the month of December. As our technology continues to improve thanks to our Graphics Engineering team led by Alistair Brown in the Foundry 42 office, so too does our ability to deliver the best looking visuals in gaming.
The month of December also saw the joining of Lance Powell our new Supervising Art Director for the whole company. Lance joins us here in Santa Monica and spent December working to improve our Art pipelines as well as working with the Concept Artists here in Santa Monica to lockdown solid manufacturer style guides, standardize weapon construction, and improve the documentation on our techniques and processes both for internal consumption as well as for outsourcing. It cannot be said enough how important standardization of practices is in a large development especially one with multiple studios that are geographically separated.
Cinematics
Our two in-house Cinematic Artists worked tirelessly to polish and perfect the Cinematic pieces that we shared with everyone during the December livestream. The Mustang commercial and the Imagine trailer were both created by our team here and are great pieces. The Imagine trailer in particular which was a reimagining (pun intended) of a fan trailer created by Simon Penna. Simon’s original trailer did such a great job of communicating the vision and the dream of Star Citizen that we wanted to update it with new footage and share it with the whole community.
That concludes the December update from Cloud Imperium Games Santa Monica. While December may be over, development surely is not! We’ve added quite a few employees in December and the first week of the New Year bringing the total size of the studio here to 43 people. The team here is well rested and back into high gear working on our 2015 delivery goals. This should prove to be a very exciting year of content delivery for us and our community and everyone on the team is very excited to continue to expand on the universe that we’re creating together.
Cheers.
Howdy folks,
Happy holidays from all of us here at CIG Austin! As the year 2014 comes to a close, we look back on all we have accomplished this year and stand astounded. This past month has been no different, as we have made more progress on fleshing out our ever-expanding universe, we’ve launched a MAJOR game update, and we’ve launched a number of new publishing operations including a Public Test Universe.
Persistent Universe Team:
ART:
Our artists have had two major things on their minds this month: Characters and Props. Our awesome concept team consisting of Ted Beargeon, Megan Cheever, and new addition Ken Fairclough has been developing concept art for NPC’s you might find on ArcCorp or Terra, props you might find on space stations, as well as some initial look/feel for our next location after Terra: the Levski landing zone in the Nyx system.
Our Character Team has been hard at work developing the character models based off the concepts our concept team has been providing. Right now we are wrapping up work on NPC’s for ArcCorp and a Medic NPC you will find in the medical unit. Our Animation Team has been helping our character team out by testing out the new skeleton that was developed to help make our characters as anatomically correct as possible. They have also been fixing countless bugs to help improve the character animations for Arena Commander v1.0 release.
We have been preparing for production on our first chunk of props by gathering reference, standardizing metrics, and developing concepts so that our outsourcing partners have as much information as possible when helping us out. We are hoping to have around one hundred and fifty new props in place fairly soon for all of our environments we have been working on recently with BHVR.
Speaking of environments, work is progressing nicely on standardizing environment construction across the project. Our Lead Technical Artist, Cort Soest, has been instrumental in defining the process for how we build our environments and policing that process once it is established. We have also been doing some R&D on some cool new modular fountain VFX for our environments.
Our Ship Team were slaving away all month on helping to get the Aurora variants, Mustang variants, and Hornet variants in your hands for Arena Commander v1.0. We hope you enjoy flying around in them!
DESIGN:
At the beginning of this month our designers, Pete Mackay and Evan Manning, began concocting some awesome high-level designs for new landing zones. The Odyssa and Mariana landing zones are now in Whitebox phase in which our designers have been blocking out the specific layouts for where the shops, major points of interest, and landing pads will be located. They are now working with our concept team to develop the aesthetic for each location. It is exciting seeing the designs for new landing zones come online, as it is a reminder of the vast number of worlds we eventually will have in our universe.
Our Star Map is undergoing extreme renovation! Rob Irving has been working with Dave
Haddock to completely revamp the layout of our universe. As our project has grown and priorities have shifted the need for a new layout became apparent. It has been tricky switching everything around while still maintaining what has already been established in our fiction, but it won’t be too much longer until Star Map 2.0 will be complete. Our conference room table is covered in sticky notes with the various systems on them; indicative of the work we’ve been doing to make the Star Map bigger and better than before.
Other things our design team has been doing this month include investigation on landing sequences from orbit to planetside, updating our Persistent Universe Crimes List, and identifying bugs in our Orbit>Hangar>Planetside game loop.
ENGINEERING:
The PU Engineering Team hit some major milestones this month. Their biggest milestone was helping to support the roll-out of Arena Commander 1.0, where they rolled out both Friends v1.0 (aka “Contacts”) and the Lobby System in the same patch. Several new server configurations were a part of this launch, and our server team spent much of their weekend post-launch to support this. Special thanks to server engineers Tom Sawyer and Brian Mazza for their outstanding dedication and burning the midnight oil to support our launch, as well as the strong support from our DevOps, IT and QA departments.
The team also continues to be busy working on tools to support our Peaceful NPC AI system. We will be wrapping up some heavy lifting on that early next year. Additionally, they have finished their backend implementation for a new Chat System, which they have begun testing themselves. Work will begin next year on the user interface for this system so that our QA team can get their hands on it. On top of all this, our server team has also been busy working on being able to invite other players to your hangars, working on our Process Manager, and investigating ways that we can increase player counts on our maps.
The PU Programming team has also recently added a new Senior Network Engineer to the fold: Jason Ely. Some of you may be familiar with his fantasy 2D MMO “Elderlands.” Jason also helped develop such titles as Ultima and the Crusader series. Jason has already proven to be a valuable asset to CIG, as he is the engineer that has been developing our incoming Chat System. The CIG Austin studio and PU Engineering Team is lucky and ecstatic to have Jason on board.
The PU Engineering Team would like to thank everyone for all of the outstanding support, and to wish everyone a great 2015! We’re looking forward to delivering some more great content to you all next year. See you then!
Live Operations:
QA:
During December the Star Citizen QA team focused on testing the Arena Commander v1.0 while also testing and deploying a new launcher update as well as Arena Commander patch 0.9.2.2. The entire QA team did a great job.
Andrew Hesse took the time to travel to our LA studio to sit with our technical designers for two weeks while they set up the new ships. He also was able to help with design by setting up the ship item tag system. Jeffrey Pease and his UK QA counterpart Geoffrey Coffin became our Lobby feature experts. They ensured that the lobby was continually tested over the course of the month and provided daily lobby hand-off emails detailing the feature’s progress. This was a very important task as the lobby system was the most at risk feature for Arena Commander v1.0. Jeffrey Pease also took on the task of generating the patch notes for the big v1.0 release.
Christopher Hill, Simon Ormiston, Liam Guest, Steven Brennon and Geoffrey Coffin provided detailed balance feedback concerning ship flight, systems and weapons. Melissa Estrada worked with her UK QA counterpart Andrew Nicholson to ensure v1.0 smoke tests were completed daily and the results were distributed to the team. Tyler Witkin continued working late and over the weekend assisting our server programmers while they addressed the issues encountered post launch.
This month, we were also able to roll out the first phase of the Public Test Universe. The community was incredibly helpful in our test of the PTU and we are very much looking forward to utilizing the PTU for future releases.
It has been a lot of work to ensure v1.0 could be released by our target date prior to the holidays. We are incredibly happy to finally share all the new v1.0 features with the community. QA is now setting their sights on testing the new features and releases for the new year including additional Arena Commander updates, an improved community bug reporting experience, FPS module and much, much more.
IT/Operations:
One thing about the IT team at Cloud Imperium Games is that they do not stop. No amount of challenge is too great when it comes to Star Citizen and this month’s 1.0 release is no exception.
This month, IT has been involved in every aspect of back end support required by the teams around the world. IT provided additional development systems and various upgrades for the developers who were burning the midnight oil. For QA, the IT team helped to provide a myriad of hardware to support compatibility and performance testing for 1.0 release testing.
Dennis, in Santa Monica, is one cool operator. He took charge of the multi studio live stream event and helped to coordinate our best live stream event so far. His hands were full too with a network outage right in the middle of the live stream which he fixed in less than 3 minutes moving right back to coordinating and supporting the live show without missing a beat. Hassan and Chris worked closely with Dennis to help setup cameras and demo machines at each studio which included lots of testing ahead of time to make sure everything would run smoothly between the multiple studio locations involved.
Austin IT pulled out the stops this month supporting many aspects of the live operation enhancements necessary to support the 1.0 launch. “Sniper” Picket expanded and enhanced our live server monitoring systems while at the same time developed a new suite of system performance reporting tools as well as the back end systems to collect and report all that data. These tools are already helping networking and server engineers to further analyze and tune our game servers faster than ever before. Austin IT also made major improvements to the build system and source control performance in support of the increasingly rapid pace of development. New servers were put in place along with some improvements to the publishing pipeline which further improve the rate by which we can deliver versions to the public. Our goal is to continually reduce the time it takes to publish and download patches and this month we made good gains in this area.
Looking back, this year has been an amazing ride of constant improvements and exciting challenges but none of this would be possible without the amazing developers and more importantly, the support of the Star Citizen community. 2014 has been awesome and 2015 is going to be even more exciting.
Dev Ops:
The Star Citizen Dev Ops team has been busy this month improving the launcher, adding analytics to the client and server, and of course shipping a major game patch.
In December we released the 0.9.2.2 patch, then 1.3.6 launcher update, our first version of the PTU (Public Test Universe), and of course the 1.0.0 Star Citizen patch. On top of all this we also worked on stripping out certain unnecessary client assets to reduce our overall patch and game client size, continued implementing analytics in the client to give our devs better visibility on player behavior and balance, and improving our ability to deploy our Universe Cluster.
Patch 1.0.0 not only introduced new game features and content, but it also completely changed the backend of our Universe Cluster. We added a Friends, Presence, Persistence, and Party server to the already complex back end in support of the Lobby feature for Arena Commander. This complexity is part of the reason for the problems we saw directly after launching patch 1.0.0. After spending the weekend fixing issues our Network and Dev Ops teams have just about fixed all the communication and connection issues we saw. We will continue to improve the backend stability with hotfixes and future patches.
The Dev Ops team had a new member join at the beginning of December. Joseph Holley joins us with years of experience working at Blizzard on World of Warcraft and other Blizzard titles.
We have been training him up on the Star Citizen code base and server architecture; already he has made several very beneficial contributions. January 5th we have another new employee joining our team which will make 2015 a very productive year!
2014 has been quite a year, with many, many patches, features, improvements, bug fixes, and success. The Dev Ops team is looking forward to 2015 with optimism and excitement with the number of massive releases that are coming that will shape Star Citizen into the game we all want to play. Thank you so much for all your support during the rough deployments and server issues, we really appreciate your patience.
Hi Everyone,
Hope everyone had a good holiday! Last month was incredibly busy, but it was fantastic to get V1 out for everyone before the break. We worked on a bunch of Arena Commander tasks and issues and made great progress on Squadron 42, as well as all the ships, environments and character pipelines we are responsible for. I also personally managed a few days in the USA at the Austin office over the holidays, with Chris and Tony Zurovec, where we worked together on a plan for the year, and also agreed on and organised the tech, environment and Ship summits that are taking place now in the UK and then LA and Austin nest week.
Outside of that we closed the offices for a few days between Christmas and New Year’s so everyone could have a needed break. Now we’re back, refreshed and ready to continue hitting it hard… Watch this space. :)
Programming:
On the Foundry 42 Engineering front December saw a big bug-smashing push towards the Arena Commander v1.0 release. As well as bug squashing in several areas such as the new lobby system and HUD we squeezed in work on many new features including adding g-force pass out and recovery animations, ship self-destruction and new scoring additions. There was also more work done to the dogfighting cameras which largely focussed on the new cinematic spectator mode and rear-view camera. New localisation features were added and as usual ongoing improvements were also made to the controls and their customisation options.
In the world of Squadron 42 we continued development on the landing mechanic, and work began on AI landing and take-offs. Enhancements to the looting system have been made and work on the PAW started (that’s the Personal Arc Welder, not your canine space companion!). Furthermore, the conversation system has undergone an effects pass to add dynamic field of view and depth of field effects to give us a more cinematic feel.
On the tools and tech front more progress has been made on the switch to the Wwise sound engine and we have rolled out v1.0.0 of our DataForge data-editing tool. DataForge includes many cool features such as allowing the live editing of data in script files to multiple machines across the network, and more data validation which will stop bugs before they creep in. It also encompasses StoryForge, the tool we will be using to add dialogue into game, which is now ready for some alien languages! In addition to this a brief break in the release schedule post v1.0 allowed us to look at some performance optimisations, spring-cleaning of the code-base and error log, and gave us the chance to take down some mince pies and mulled wine!
Graphics Programming:
“Over December the graphics team were kept very busy, and our time was split between support for the v1.0 release of Arena Commander and on-going feature development. We’re now starting to refine the new ship damage shader so that we can get different visual feedback from each weapon. For example a ballistic weapon will dent the metalwork and often puncture holes, lasers will scorch the surface and leave a burning edge that will continue to eat through some of the metal work over the following seconds, and explosions will create a visible ripple that travels across the hull as the metalwork is bent and scorched.
We’ve also close to completing a new distant star shader that will allow our artists to quickly populate the galaxy with stars of any colour, intensity and distribution they choose. The shader supports over 1 million individually visible stars at once, each of which can be zoomed into without losing any detail which is crucial for our Squadron 42 cinematics where extreme close-ups would otherwise expose any lack of detail in the stars.
We’ve also been spending a lot of time researching and planning some of the new engine features we’ll be implementing in the coming months. Some of the most important are these relate to performance and how we plan to vastly reduce the number of ‘draw calls’ which tends to be the limiting factor for our frame-rate. Draw-calls are the number of individual meshes that need to be rendered each frame, and we need to find ways to combine meshes while maintaining the flexibility and simple workflow for the artists, keeping the same visual quality, but also not costing far more memory (which is the tricky part!).”
Design:
December was a busy month in the Design department. Although not entirely V1 focused, as I’m sure you can imagine that we spent a lot of hours fixing bugs and working on the tech setup for the new ships. All of the maps were worked on and got varying amounts of extra polish. The new scoring system was implemented, we spent a lot of time with the Engineers working on the camera system, particularly the “Cinematic Spectator” mode which is looking better and better every day.
The Arena Commander tutorial is underway and will hopefully be ready soon. Also, we are urgently looking at countermeasure and scoring balancing.
As far as Squadron 42 is concerned, we actually managed to keep some designers from V1 and we progressed well with Episode 1. We have had various mechanics, now getting more code support, that are becoming more final and useable in our play-throughs, which really helps the flow of the levels . The script work came on really well, with us actually doing our first motion-capture shoot for the intro sequence and the vertical slice.
All-in-all we had a great month and it was fantastic to see V1 go out before Christmas. We will keep listening to you and keep pushing to make this the game we all want it to be. Thanks again for your amazing support!
Art Team Report.
Concept:
A lot of time and effort has gone into wrapping up the characters needed for Sq42 and next year we’ll be showcasing some cool models in 2015. Additional work completed for the Vanduul Kingship bridge along with the Vanduul boarding ship and Starfarer.
Ships:
We have a strike team working on the Retaliator, which is looking more and more beautiful by the day. It’s getting closer to Hangar ready every day.
Once the Retaliator is Hangar ready, we are going to focus on the Idris and Javelin.
We had the live-stream event, and now you are probably aware we are going to produce these 2 Capships in tandem more or less, since they are made by the same manufacturer.
We are planning to give these ships the attention they deserve, so you guys can enjoy them as fully immersive and convincing environments for you to roam in – they are floating multiplayer levels after all!
We also are producing the full Vanduul fleet here in Manchester, as well as the Starfarer, the new Cutlass , the new Avenger and the Argo Utility vehicle.
Characters:
Last month we began to work with 3Lateral to add facial animation to our new scanned base male head and refining the updated base male body to work well with rigging and animation. We have also been exploring the female characters and we are working towards a full body and face scan of two females next week.
We have a new member of the character team, Seth Nash, who will be creating our base quality asset. This character will define our pipeline and quality expectations for the rest of the project. It’s an exciting time for the character art team and we are making great strides towards a final production pipeline that can deliver the quality characters star citizen deserves.
Animation:
December was a mix of vertical slice planning and meeting up with Steve Bender our new animation director, he and a few others captured some motion sets at Imaginarium which will be implemented once the new character skeleton is ready. We also provided additional support for Arena Commander V1 (button presses, passing out animations across all ships – rough but being improved on for 1.0.1)
Environment Art
We have been continuing to Greybox the Shubin Interstellar interior building set, all the major components have been fleshed out and now we are really starting to dial into the details – everything from wall panels to handles. The shape language for Shubin Interstellar has been defined so the player will be able distinguish its architectural style from other corporations within the Star Citizen Universe; the upshot of this is that the Shubin universe is now taking on its own personality and life – watch this space :)
VFX:
Damage, damage and more damage! :)
Specifically, major update of all ship damage effects, including improved fire and smoke, sparks and power plant explosions, missile effects overhaul, including jets, trails and impact explosions. Finally, we’ve started plans for a major overhaul of the VFX pipeline and data structure, to allow for the vast quantity and (and high quality!) of effects that will be worked on in 2015.
That’s all for now folks, 2015 will be a hugely busy year with some massive challenges! Oh, and if you are looking for a job as an Environment, weapon, character or lighting artist, then please apply to the UK!!!! :D
Audio:
“December was almost entirely dedicated to the v1.0 release of Arena Commander for us in audio; for us it represented the last hurrah for working in FMOD, as we now look to transition to Wwise which will be taking up our time solidly over the next couple of months. This should free us up to make the core assets sound much better, and tie them into the game more effectively. It’s kind of the sound equivalent of rewiring the entire house however, so it’s a bit of a challenge.
For AC v.1.0 we had new ships to cater for, UI, weapons systems, ship computers. Some elements of the thrusters etc. were re-worked. To be truthful we’re not totally satisfied with what we managed to do in the time we had – some weapons we know need revised for instance. We’re going to use the move to Wwise as a convenient point for us to revise and review, well, everything! It’s the first step to looking to make our toolset far more robust, which should then improve our implementation methods and ensure we’re not spending too much time simply getting sounds working at all, which has been an issue up to now. Interactive score is another element that we’ll look to take up several notches with the Wwise move.
As you may have seen on the forums, we’re starting to co-ordinate source material gathering sessions, starting with a trip up the road to the Runway Museum in Manchester. Check out the photo of an interior of Concorde – life ambition fulfilled! ;) Our ships have a lot of switches which we’ll be gathering source material for, and also we hope to capture the characteristics of aeroplane interiors via recording impulse responses. These, we hope to map to our ship interiors to increase the sense of being in a proper enclosed space; our tech will reverberate your own voice to match the reverb characteristics of the sounds in the ships. It’s an approach we’ll look to extend to other in game locations too.
Finally, we’re currently demoing some monitors (speakers, rather than visual screens!) that we have on loan from http://pmc-speakers.com/ – which we’ve all been very impressed with so far. We’ve also got in some great SFX library material from http://www.prosoundeffects.com/ which we’ll be bringing online any day now. Great tools only improve things and we’re always looking at new tech and techniques to ensure the audio experience is maximised.”
Cheers
Greetings Citizen
In December, a lot of efforts were spent on V1.0. The team worked hard on the lobby system, the controller customisation system and to make sure that all the new ships load in your hangar. At the same time, much effort was spent on the upcoming milestone for the Persistent Universe. We all hope you enjoyed flying the new ships over the Holydays.
DESIGN
We have been hard at work on designing and building planetside locations as well as supporting the art team in making them extra pretty and engineering team in making it functional. Keep in mind that the long development process for those locations will speed up next year. Making the primary assets, prototyping and putting together systems that allow for procedural generation and dynamic changes takes time and a great deal of effort. Nevertheless, once it’s done and proven solid, the next planetsides will be developed much faster.
Some shops are now partly functional. Through the mobiGlas, you’ll be able to access the shop’s inventory two ways: A catalog view allows you to browse the entire shop inventory, and in augmented reality mode you can browse the products directly in the shop. Both modes have their perks. Shopping questions also brought us to think more seriously about the player’s Inventory System, which we have started to tackle with the help of the other studios.
As always, some work has been done on the Flairs. At his point in time you may have received your happy new year gift! As you might have noticed, subscribers got a random gift out of a collection, not everyone has the same one. This mechanic was put in place with our partner in crime Turbulent and will allow us to do cool stuff in the future, like Takuetsu Mystery boxes for example :)
Another challenge this month was….elevators! Yes, we’re putting together an elevator system to rule them all. Basically, finding the metrics and mechanics to support all the various types of gameplay and locations in Star Citizen (which is a lot!). The first iteration is to allow going from your hangar to a planetside location, and vice versa. You’ll also use the same lifts to access your friend’s hangar…if they invited you of course.
CONCEPT
Artists have been hard at work on the Nyx concept, refining the interior of the station and large mining facility in the backdrop. We have also been working on a new Mustang mousepad! Keep an eye out for in the the shop!
ART
Our art team has been hard at work finishing up two new shops: Astro Armada and the Medical Unit. The biggest challenge this month was to find the right balance between reusing assets and creating new ones.
Also, more work was done on Terra to setup the space for the future shops and just bring the whole map to the next level.
We optimized and fixed lighting bugs in the Hangars. Finally, we finished our January Flairs.
PROGRAMMING
This month, we’ve worked on adding more options to Control Customization. We’ve added the possibility for a player to have control of the sensitivity and deadzone of certain control inputs as well being able to import and export control settings. We’ve done a very big push on the Lobby and Contacts functionality that players will be able to enjoy in the Arena Commander V1.0 Release. Players will now be able to seamlessly organize matches and play with their friends.
We’ve also started to build Tools for the Game Designers so they can start designing Artificial Intelligence “Archetypes”. These Archetypes will then be used to give activity schedule to some of our AI NPC you’ll see in different planeside locations. Also, we’ve done a lot of work in regards to preparing the Hangars to become Multiplayer Hangars. This functionality will allow players to invite other players into their Hangars to show off all their cool ships and Flairs.
Speaking of Flairs, this month we’ve worked on the Mustang Alpha and Delta Miniature Ships which were released last week. We’ve also put in some work on a cool new January Subscriber Flair which will be revealed …. In January :)
Last but not surely not least, we’ve been hard at work on polishing the mobiGlas shopping experience as well given support to the Visor Development.
UI
December was an intense month! A lot of focus was spent on getting the first iteration of the contacts list and the Arena Commander Lobby up and ready for public release. Last minute bugs and unforeseen issues kept things exciting for the last few days leading up to the holiday break.
We’ve also been making steady progress on mobiGlas easyShop app, which has become our visual benchmark for future mobiApps… it’s looking pretty sweet! We are looking forward to getting it into your hands and getting your feedback once it goes live in the not-quite-so-distant-future. :)
Happy New Year Citizens!
We hope you all had a great holiday season… and played lots of Arena Commander while you were at it. While most of the team here took some time off to visit with their families in December, they still got lots of good work done over the last month.
Engineering
The engineering team has been super busy implementing new features, and also helped squash a few bugs in Arena Commander. The HUD code was unified for ships and FPS, you may have noticed this while looking at your character in 3rd person. Work continued on the zero gravity push & pull system, which allows you to move around by grabbing and pushing off of surfaces. Game rules were implemented for FPS elimination matches. The burst cannon weapon has been hooked up in game. The system for going prone and entering vents was also finished, although we do still have some bugs to address. Lastly, the laser pistol was implemented in Arena Commander… which you all seem to be having a good bit of fun with.
Animation
The biggest piece of news concerning animation is the mocap shoot that took place in mid-December. During this shoot, all new animations were captured including everything FPS. Once the mocap data has been solved, the animators will begin implementing all of the new animations which should be a huge improvement over what was seen at PAX Australia. Until that happens, the animation team continues to work on block out temporary animations for the new features that have been coming online.
Art
The artists have been busy finishing all of the remaining props for the Gold Horizon station. This mostly included some gym equipment, wall decorations such as clocks, and some smaller mess hall items. Concept work was completed for a zero gravity specific level a sniper rifle and a grappling attachment for a pistol. Modeling work has now started on those assets as well. Our Lead Artist also worked out a way of placing vents and crawlspaces into environments that fits the tier system which is already being used to create levels. The HUD and UI artwork is also an ongoing task that will continue into next month.
Design
The design team has been working on blocking out the first few levels for the FPS module release. Two levels will be completed by early January and then it will up to the artists to make them look amazing. Our Lead Designer put together documentation for weapon attachments, a grappling hook and also created a tool for easily balancing weapon metrics. This should help us to tweak weapons quickly in the future for fast iteration and play-testing.
VFX
On the VFX side, all of the current weapon FX are being revisited and polished to a sheen. A first pass on all of the new weapon FX is also in progress, along with FX for the grappling device as well.
That’s all for now Citizens. We hope you had a happy New Year and we can’t wait to show you more of what’s currently coming online in the near future!
Happy 2945, Citizens!
Platform Team here reporting from colder-by-the-minute Montreal.
Man what a month! Throughout December, our whole team has been fully dedicated to one simple goal : give Arena Commander V1 a proper welcome to the Project. A new home, the Contact List, new ships, weapons, supercharged leaderboards, easier introduction to new players… we’ve been working around the clock to make sure that this release would be as much packed with new features and improvements on the website as it is in the game.
New Website
The new home layout is here, now featuring our prime content right from the beginning. It also serves as an introduction to newcomers who can get a glimpse of the project and explore it further through the Game Pillars page (“about the game”). And it all comes with a brand new top-menu that brings together the old site map with brand new functionalities like the Contact List. Implementing this new design was (and still is, we’re not done!) pretty crafty from our team here : RSI is a big platform by common web standards, and has grown so much in just two years that any small change often has countless impacts, so you can imagine what a partial redesign like this one implies. We’ve also taken this occasion to make the site a bit more mobile-friendly. This will of course be an ongoing project as we keep revamping the rest of the site, but we’re really happy to see the fans response that you are much happier with our new mobile rendering.
The website also presents a new interaction with Arena Commander V1 : the Contact list that carries over into Arena Commander to allow match requests in the new Lobby System. And this new system is off to a pretty good start, with over 60,000 contacts created in the first week. With one user (a Super Hornet pilot who will remain unnamed) pushing the limit with 248 contacts! We’re really happy that we were able to work conjointly with CIG to bring this level of interaction between Platform and Game. As the most crowdfunded project in history, Star Citizen deserves an unprecedented level of immersion on all fronts, and that includes the website.
Leaderboards
We didn’t really make any announcement about it, but the Leaderboards got upgraded as well for V1! We’ll let you explore them on your own, but they’re now chock-full of data : about players, their style, their Orgs… We’re positive that they should become yet another recruiting tool for Orgs in the very near future. Just remember! Any game you play only contributes to your Main Org at the time of the game! Switching over to a new one won’t transfer your past glory to them.
Paving the way
We said it last month, we’re saying it again. All of this is just a first step towards what this coming year will be. The Home will lead to the Community Hub, Game Pillars will lead to the Career pages. Contact List will evolve into a full-blown Friendship system in- and out-of-game, and Leaderboards are bound to settle in everyone’s Citizen Dossier for detailed personal stats. And if you tuned into the Livestream, you know we’re also preparing something big for the web-side Starmap. So stay tuned, and we shall deliver!
See you all in the ‘verse!
Greetings Citizens,
The release of Arena Commander 1.0 was the major focus of December, so we were expecting to spend a lot of time on it. But in the end, we were quite pleased that there were relatively few AI issues to deal with, which allowed us to get a lot of work done for Squadron 42 and the persistent universe. With the Christmas break looming at the end of the month, we knew we had less time than normal to get things done, but that didn’t stop us getting quite a few cool features implemented.
As this year comes to a close, I think we’re all quite pleased with what we’ve achieved in 2014, and with just how far the AI has progressed over the last year. We’ve now got a pretty good foundation for authoring interesting AI and we’re excited about all of the features we have lined up to work on in 2015.
But before we put on our 2015 hats, let’s have a quick recap of what Moon Collider did in December.
DESIGN
We look forward to visiting the other teams and having the opportunity to share ideas with them, and the UK summit this month was perfect for that. Unfortunately, with so much to get done this month, we were only able to send one person. As always, it was a really productive visit, and in particular gave us the chance to refine priorities on various features that we’ll be working on in the next few months. With the different modules being developed in parallel, it’s a challenge to make sure each one has the AI features they need for each of their milestones, so getting everyone together in the same room to work this out is really useful.
One of the most important features still missing from Kythera is a proper ability to define and work with groups. Up to now we’ve been able to get by dealing with AI entities on an individual basis, but the opportunities have been steadily increasing where we can do more interesting things if the AI can share information with each other and coordinate their actions. While this may sound simple, there are a lot of details that need to be taken into account, and so we spent some time designing our group system this month. We focused on working out the different types of groups we want to support, how they can be defined, and how AI in groups can safely and efficiently share information. It was also important to make sure designers can easily define groups and then reference them later when they want to make a group do something or find out some information about that group.
We also did some more work this month refining how level designers for Squadron 42 can assign different tasks to AI, and how to make the AI nicely switch between doing interesting things when they haven’t yet spotted the player, and entering combat tasks once the player has been detected. We’re working towards a system where designers can be specific about what they want the AI to do under certain circumstances, but can depend on them to act sensibly the rest of the time without having to explicitly cater for every possibility.
ENGINEERING
We spent some time this month in preparation for the Arena Commander 1.0 release, mostly playtesting Vanduul Swarm and doing minor tweaks to AI behavior. We also did some general bug fixes and support, in particular some improvements to AI avoidance, so they are now less likely to collide with the player.
There was a lot of work done on character combat AI for Squadron 42. As a follow up to last months improvements to their use of cover, we did various tweaks and refinements to this to make them behave more sensibly. One funny issue we started seeing was that the AI would be leaning out of cover to shoot at the player, then they would go back behind their cover to reload their weapon, and promptly forget about the player! It turned out that our implementation of how AI remember targets wasn’t coping very well when they lost sight of the player for a few seconds. We dealt with a similar issue last month with ships losing their targets when they go behind an obstacle like an asteroid. So now the AI can tell the difference between losing sight of their target for a short time, and losing sight long enough that they should either start searching for the lost enemy or find a different target.
We also did some work on allowing AI to defend areas better. Up to now, our character AI has been very aggressive, always working their way towards the player via cover fairly quickly. But quite often we want some of them to hang back and find some good defensible positions to protect some area of interest. We’ve now added that capability in, and so designers can start assigning roles to characters in Squadron 42 which will make the combat there more interesting and challenge the player to think through their attack strategy a bit more.
For the persistent universe we continued building up the core framework that allows NPCs to perform tasks in the world, with a lot of work done in particular on how those tasks are selected. Part of what makes this really interesting is that our AI ultimately perform actions by running behavior trees, and to allow NPCs to perform different tasks in the PU we have added the ability to dynamically add and remove chunks of behavior tree from the tree they are currently running. The end result of this is that it becomes much easier for designers to add new activities into the world for NPCs to perform since they only need to specify the behavior differences that make the new activity unique, with the knowledge that the NPC will continue to handle all the other interactions it might need to do.
We mentioned last month that we wanted to improve our super handy AI Recorder tool to allow people to share recordings of AI around. That work was done this month and now designers and testers can manage their recordings in various ways through our Kythera Inspector web interface, such as renaming and deleting, but most importantly they can export them to a file that can be shared around. So now when a strange AI behavior is seen, they can send us a recording of it for us to debug, rather than having to try and document an exact use case for us to try and reproduce. This should really help solve those tricky intermittent bugs that sometimes show up and are a real pain to solve.
Having mentioned the groups design work we did above, we also did some of the implementation of these designs. We still have more to do on this next month, but we got some of the core features in place.
Finally, we made some important improvements deep inside or navigation system, relaxing some restrictions on the maximum dimensions our navigation meshes can have. These we put in place for performance reasons, but now that we need to support larger levels we needed to change the system to allow for larger navigation meshes, while minimizing the impact on performance that this requires.
THANK YOU
We would like to take a moment to recognize the QA and engineering staff who worked tirelessly to fix a series of major bugs that appeared the night of the 1.0 launch. Staff volunteered to go above and beyond for the project, sacrificing their time off to make sure everyone could enjoy Arena Commander over the holidays. The entire Star Citizen team salutes you!
We’re back! December was a hard push to release Arena Commander 1.0, followed by a restful holiday break for Star Citizen team members around the world. 2015 is going to be huge: multiple modules, events around the world and plenty of new ships and features to discuss. Expect to see several major design posts in honor of the recent stretch goals in the coming weeks, and then a steady stream of new information leading up to the FPS and Planetside launches. And in two weeks, join us in San Antonio for the first official Star Citizen Town Hall event! Details are available here. For now, though, let’s look back at the work that was accomplished in December…
Greetings Citizens!
Happy holidays to all of you around the world! We sincerely hope that you each enjoyed them and welcome to 2015! Looking back on December the whole team is really happy with all that we accomplished before the break. It was an exceedingly busy few weeks before holiday that saw some of the most intense development on Arena Commander V1.0 and we’re quite proud that we were able to release it for all of you as promised! As we move forward into 2015 there are a lot of exciting development efforts and releases to look forward but for now let’s go to the December department updates for Cloud Imperium Games Santa Monica!
Engineering
With the 1.0 release we were adding a lot of new systems into the game as well as exposing existing systems better to the player. Of course with new systems come new bugs! The signature system and missile behavior, being entirely new, needed a lot of focus and attention leading up to the release. Our engineering team worked hand in hand with QA, Art, and Design to make sure that the signature system and new missiles were functioning as well as possible prior to release. Those issues that remained and those that have been reported by the community are being fixed in next week’s Arena Commander 1.0.1 patch.
Another important focus on from the Engineering team was the flight model. With 1.0 we were introducing a bevy of new flyable ships each with their own unique flight characteristics. Among them were ships like the Cutlass which has thrusters that behave differently from any ship we’ve released before. John Pritchett worked with the Design, Art, and Animation folks to update the IFCS system to get the new thruster behavior that the ships design could support. We are still working on perfecting the flight characteristics of this ship based on your feedback and our own internal testing for future releases but the first pass implementation turned out well. During this process we also created a lot of new visual debugging tools for thrusters and flight mechanics to assist designers as they balance and tweak a ship.
During December our Engineering team also worked closely with Art and Illfonic to complete many of the visual and functional changes to the ships HUD. The big wins from this were the integration from Illfonic which enabled us to get the visor HUD rendering properly on the helmet glass which, if you haven’t seen it, looks amazing! In addition to the purely visual changes there was also a lot of new functionality added to support the new missile system, signature system, power management, shield management, and an overall pass at increasing the user-friendliness of interfacing with the HUD. The HUD is something that will continue to be worked on for the foreseeable future as new features are introduced but we’re very happy with the HUD released for 1.0 as it represents a large step forward.
Design
For all of December our Designers were appropriately focused on three primary areas. New ships, new items, and balance! With all the new ships our two man design team had its hands full. As some of you may remember from the Ship Pipeline post, every ships last phase of development has very heavy
involvement from a Technical Designer to get the damage states working, flight mechanics setup, as well as the item and weapon balance. So with the fourteen new ships added to the game by the team in Santa Monica each of those had heavy involvement from our Design team.
On the new items front the Design team worked very collaboratively with the Art and Engineering team to get the new missiles added into the game and working with the new signature system. They also worked closely with Engineering on the new Joker Distortion Cannon which deals damage and behaves in a way that no other weapon does. The ability to sap energy and shields so directly is a new feature that required careful balance and implementation but in the end provides a very cool new weapon type for people to integrate into their loadouts.
As you might imagine the balance of so many new ships and their items is quite a large task. With the complicated interconnected systems on our ships even the slightest stat changes on an item can have cascading effects throughout a ships entire systems. The Design team with some assistance from Mark Abent had recently created a new Python enabled spreadsheet that greatly assists in rapidly adjusting item and weapon stats and exporting the modified items. This proved invaluable for rapid iteration and adjustment while working with QA and play testing. Balance is an ongoing task so while we implemented a solid first pass with all the new equipment and ships it will continue to change in upcoming patches based on the feedback from the community and internal testing.
Art
Did we mention the fourteen new flyable ships? The Art team here in Santa Monica along with our two vehicle artists (Chris Smith and Josh Coons) in Austin were responsible for getting all fourteen of those ships into the game with their beautiful paintjobs, damage states, and visual effects. While we are always striving for perfection and there are lots of little things we will be changing and improving with the ships over the coming weeks and months we are incredibly proud to have been able to implement so many new ships for you guys so quickly! The team here did an incredible job!
The new visual effects for weapons, weapon impacts, and thrusters represent a huge step forward in visual fidelity. Our Lead Technical Artist, Forrest Stephan, worked tirelessly to handcraft each of those effects throughout the month of December. As our technology continues to improve thanks to our Graphics Engineering team led by Alistair Brown in the Foundry 42 office, so too does our ability to deliver the best looking visuals in gaming.
The month of December also saw the joining of Lance Powell our new Supervising Art Director for the whole company. Lance joins us here in Santa Monica and spent December working to improve our Art pipelines as well as working with the Concept Artists here in Santa Monica to lockdown solid manufacturer style guides, standardize weapon construction, and improve the documentation on our techniques and processes both for internal consumption as well as for outsourcing. It cannot be said enough how important standardization of practices is in a large development especially one with multiple studios that are geographically separated.
Cinematics
Our two in-house Cinematic Artists worked tirelessly to polish and perfect the Cinematic pieces that we shared with everyone during the December livestream. The Mustang commercial and the Imagine trailer were both created by our team here and are great pieces. The Imagine trailer in particular which was a reimagining (pun intended) of a fan trailer created by Simon Penna. Simon’s original trailer did such a great job of communicating the vision and the dream of Star Citizen that we wanted to update it with new footage and share it with the whole community.
That concludes the December update from Cloud Imperium Games Santa Monica. While December may be over, development surely is not! We’ve added quite a few employees in December and the first week of the New Year bringing the total size of the studio here to 43 people. The team here is well rested and back into high gear working on our 2015 delivery goals. This should prove to be a very exciting year of content delivery for us and our community and everyone on the team is very excited to continue to expand on the universe that we’re creating together.
Cheers.
Howdy folks,
Happy holidays from all of us here at CIG Austin! As the year 2014 comes to a close, we look back on all we have accomplished this year and stand astounded. This past month has been no different, as we have made more progress on fleshing out our ever-expanding universe, we’ve launched a MAJOR game update, and we’ve launched a number of new publishing operations including a Public Test Universe.
Persistent Universe Team:
ART:
Our artists have had two major things on their minds this month: Characters and Props. Our awesome concept team consisting of Ted Beargeon, Megan Cheever, and new addition Ken Fairclough has been developing concept art for NPC’s you might find on ArcCorp or Terra, props you might find on space stations, as well as some initial look/feel for our next location after Terra: the Levski landing zone in the Nyx system.
Our Character Team has been hard at work developing the character models based off the concepts our concept team has been providing. Right now we are wrapping up work on NPC’s for ArcCorp and a Medic NPC you will find in the medical unit. Our Animation Team has been helping our character team out by testing out the new skeleton that was developed to help make our characters as anatomically correct as possible. They have also been fixing countless bugs to help improve the character animations for Arena Commander v1.0 release.
We have been preparing for production on our first chunk of props by gathering reference, standardizing metrics, and developing concepts so that our outsourcing partners have as much information as possible when helping us out. We are hoping to have around one hundred and fifty new props in place fairly soon for all of our environments we have been working on recently with BHVR.
Speaking of environments, work is progressing nicely on standardizing environment construction across the project. Our Lead Technical Artist, Cort Soest, has been instrumental in defining the process for how we build our environments and policing that process once it is established. We have also been doing some R&D on some cool new modular fountain VFX for our environments.
Our Ship Team were slaving away all month on helping to get the Aurora variants, Mustang variants, and Hornet variants in your hands for Arena Commander v1.0. We hope you enjoy flying around in them!
DESIGN:
At the beginning of this month our designers, Pete Mackay and Evan Manning, began concocting some awesome high-level designs for new landing zones. The Odyssa and Mariana landing zones are now in Whitebox phase in which our designers have been blocking out the specific layouts for where the shops, major points of interest, and landing pads will be located. They are now working with our concept team to develop the aesthetic for each location. It is exciting seeing the designs for new landing zones come online, as it is a reminder of the vast number of worlds we eventually will have in our universe.
Our Star Map is undergoing extreme renovation! Rob Irving has been working with Dave
Haddock to completely revamp the layout of our universe. As our project has grown and priorities have shifted the need for a new layout became apparent. It has been tricky switching everything around while still maintaining what has already been established in our fiction, but it won’t be too much longer until Star Map 2.0 will be complete. Our conference room table is covered in sticky notes with the various systems on them; indicative of the work we’ve been doing to make the Star Map bigger and better than before.
Other things our design team has been doing this month include investigation on landing sequences from orbit to planetside, updating our Persistent Universe Crimes List, and identifying bugs in our Orbit>Hangar>Planetside game loop.
ENGINEERING:
The PU Engineering Team hit some major milestones this month. Their biggest milestone was helping to support the roll-out of Arena Commander 1.0, where they rolled out both Friends v1.0 (aka “Contacts”) and the Lobby System in the same patch. Several new server configurations were a part of this launch, and our server team spent much of their weekend post-launch to support this. Special thanks to server engineers Tom Sawyer and Brian Mazza for their outstanding dedication and burning the midnight oil to support our launch, as well as the strong support from our DevOps, IT and QA departments.
The team also continues to be busy working on tools to support our Peaceful NPC AI system. We will be wrapping up some heavy lifting on that early next year. Additionally, they have finished their backend implementation for a new Chat System, which they have begun testing themselves. Work will begin next year on the user interface for this system so that our QA team can get their hands on it. On top of all this, our server team has also been busy working on being able to invite other players to your hangars, working on our Process Manager, and investigating ways that we can increase player counts on our maps.
The PU Programming team has also recently added a new Senior Network Engineer to the fold: Jason Ely. Some of you may be familiar with his fantasy 2D MMO “Elderlands.” Jason also helped develop such titles as Ultima and the Crusader series. Jason has already proven to be a valuable asset to CIG, as he is the engineer that has been developing our incoming Chat System. The CIG Austin studio and PU Engineering Team is lucky and ecstatic to have Jason on board.
The PU Engineering Team would like to thank everyone for all of the outstanding support, and to wish everyone a great 2015! We’re looking forward to delivering some more great content to you all next year. See you then!
Live Operations:
QA:
During December the Star Citizen QA team focused on testing the Arena Commander v1.0 while also testing and deploying a new launcher update as well as Arena Commander patch 0.9.2.2. The entire QA team did a great job.
Andrew Hesse took the time to travel to our LA studio to sit with our technical designers for two weeks while they set up the new ships. He also was able to help with design by setting up the ship item tag system. Jeffrey Pease and his UK QA counterpart Geoffrey Coffin became our Lobby feature experts. They ensured that the lobby was continually tested over the course of the month and provided daily lobby hand-off emails detailing the feature’s progress. This was a very important task as the lobby system was the most at risk feature for Arena Commander v1.0. Jeffrey Pease also took on the task of generating the patch notes for the big v1.0 release.
Christopher Hill, Simon Ormiston, Liam Guest, Steven Brennon and Geoffrey Coffin provided detailed balance feedback concerning ship flight, systems and weapons. Melissa Estrada worked with her UK QA counterpart Andrew Nicholson to ensure v1.0 smoke tests were completed daily and the results were distributed to the team. Tyler Witkin continued working late and over the weekend assisting our server programmers while they addressed the issues encountered post launch.
This month, we were also able to roll out the first phase of the Public Test Universe. The community was incredibly helpful in our test of the PTU and we are very much looking forward to utilizing the PTU for future releases.
It has been a lot of work to ensure v1.0 could be released by our target date prior to the holidays. We are incredibly happy to finally share all the new v1.0 features with the community. QA is now setting their sights on testing the new features and releases for the new year including additional Arena Commander updates, an improved community bug reporting experience, FPS module and much, much more.
IT/Operations:
One thing about the IT team at Cloud Imperium Games is that they do not stop. No amount of challenge is too great when it comes to Star Citizen and this month’s 1.0 release is no exception.
This month, IT has been involved in every aspect of back end support required by the teams around the world. IT provided additional development systems and various upgrades for the developers who were burning the midnight oil. For QA, the IT team helped to provide a myriad of hardware to support compatibility and performance testing for 1.0 release testing.
Dennis, in Santa Monica, is one cool operator. He took charge of the multi studio live stream event and helped to coordinate our best live stream event so far. His hands were full too with a network outage right in the middle of the live stream which he fixed in less than 3 minutes moving right back to coordinating and supporting the live show without missing a beat. Hassan and Chris worked closely with Dennis to help setup cameras and demo machines at each studio which included lots of testing ahead of time to make sure everything would run smoothly between the multiple studio locations involved.
Austin IT pulled out the stops this month supporting many aspects of the live operation enhancements necessary to support the 1.0 launch. “Sniper” Picket expanded and enhanced our live server monitoring systems while at the same time developed a new suite of system performance reporting tools as well as the back end systems to collect and report all that data. These tools are already helping networking and server engineers to further analyze and tune our game servers faster than ever before. Austin IT also made major improvements to the build system and source control performance in support of the increasingly rapid pace of development. New servers were put in place along with some improvements to the publishing pipeline which further improve the rate by which we can deliver versions to the public. Our goal is to continually reduce the time it takes to publish and download patches and this month we made good gains in this area.
Looking back, this year has been an amazing ride of constant improvements and exciting challenges but none of this would be possible without the amazing developers and more importantly, the support of the Star Citizen community. 2014 has been awesome and 2015 is going to be even more exciting.
Dev Ops:
The Star Citizen Dev Ops team has been busy this month improving the launcher, adding analytics to the client and server, and of course shipping a major game patch.
In December we released the 0.9.2.2 patch, then 1.3.6 launcher update, our first version of the PTU (Public Test Universe), and of course the 1.0.0 Star Citizen patch. On top of all this we also worked on stripping out certain unnecessary client assets to reduce our overall patch and game client size, continued implementing analytics in the client to give our devs better visibility on player behavior and balance, and improving our ability to deploy our Universe Cluster.
Patch 1.0.0 not only introduced new game features and content, but it also completely changed the backend of our Universe Cluster. We added a Friends, Presence, Persistence, and Party server to the already complex back end in support of the Lobby feature for Arena Commander. This complexity is part of the reason for the problems we saw directly after launching patch 1.0.0. After spending the weekend fixing issues our Network and Dev Ops teams have just about fixed all the communication and connection issues we saw. We will continue to improve the backend stability with hotfixes and future patches.
The Dev Ops team had a new member join at the beginning of December. Joseph Holley joins us with years of experience working at Blizzard on World of Warcraft and other Blizzard titles.
We have been training him up on the Star Citizen code base and server architecture; already he has made several very beneficial contributions. January 5th we have another new employee joining our team which will make 2015 a very productive year!
2014 has been quite a year, with many, many patches, features, improvements, bug fixes, and success. The Dev Ops team is looking forward to 2015 with optimism and excitement with the number of massive releases that are coming that will shape Star Citizen into the game we all want to play. Thank you so much for all your support during the rough deployments and server issues, we really appreciate your patience.
Hi Everyone,
Hope everyone had a good holiday! Last month was incredibly busy, but it was fantastic to get V1 out for everyone before the break. We worked on a bunch of Arena Commander tasks and issues and made great progress on Squadron 42, as well as all the ships, environments and character pipelines we are responsible for. I also personally managed a few days in the USA at the Austin office over the holidays, with Chris and Tony Zurovec, where we worked together on a plan for the year, and also agreed on and organised the tech, environment and Ship summits that are taking place now in the UK and then LA and Austin nest week.
Outside of that we closed the offices for a few days between Christmas and New Year’s so everyone could have a needed break. Now we’re back, refreshed and ready to continue hitting it hard… Watch this space. :)
Programming:
On the Foundry 42 Engineering front December saw a big bug-smashing push towards the Arena Commander v1.0 release. As well as bug squashing in several areas such as the new lobby system and HUD we squeezed in work on many new features including adding g-force pass out and recovery animations, ship self-destruction and new scoring additions. There was also more work done to the dogfighting cameras which largely focussed on the new cinematic spectator mode and rear-view camera. New localisation features were added and as usual ongoing improvements were also made to the controls and their customisation options.
In the world of Squadron 42 we continued development on the landing mechanic, and work began on AI landing and take-offs. Enhancements to the looting system have been made and work on the PAW started (that’s the Personal Arc Welder, not your canine space companion!). Furthermore, the conversation system has undergone an effects pass to add dynamic field of view and depth of field effects to give us a more cinematic feel.
On the tools and tech front more progress has been made on the switch to the Wwise sound engine and we have rolled out v1.0.0 of our DataForge data-editing tool. DataForge includes many cool features such as allowing the live editing of data in script files to multiple machines across the network, and more data validation which will stop bugs before they creep in. It also encompasses StoryForge, the tool we will be using to add dialogue into game, which is now ready for some alien languages! In addition to this a brief break in the release schedule post v1.0 allowed us to look at some performance optimisations, spring-cleaning of the code-base and error log, and gave us the chance to take down some mince pies and mulled wine!
Graphics Programming:
“Over December the graphics team were kept very busy, and our time was split between support for the v1.0 release of Arena Commander and on-going feature development. We’re now starting to refine the new ship damage shader so that we can get different visual feedback from each weapon. For example a ballistic weapon will dent the metalwork and often puncture holes, lasers will scorch the surface and leave a burning edge that will continue to eat through some of the metal work over the following seconds, and explosions will create a visible ripple that travels across the hull as the metalwork is bent and scorched.
We’ve also close to completing a new distant star shader that will allow our artists to quickly populate the galaxy with stars of any colour, intensity and distribution they choose. The shader supports over 1 million individually visible stars at once, each of which can be zoomed into without losing any detail which is crucial for our Squadron 42 cinematics where extreme close-ups would otherwise expose any lack of detail in the stars.
We’ve also been spending a lot of time researching and planning some of the new engine features we’ll be implementing in the coming months. Some of the most important are these relate to performance and how we plan to vastly reduce the number of ‘draw calls’ which tends to be the limiting factor for our frame-rate. Draw-calls are the number of individual meshes that need to be rendered each frame, and we need to find ways to combine meshes while maintaining the flexibility and simple workflow for the artists, keeping the same visual quality, but also not costing far more memory (which is the tricky part!).”
Design:
December was a busy month in the Design department. Although not entirely V1 focused, as I’m sure you can imagine that we spent a lot of hours fixing bugs and working on the tech setup for the new ships. All of the maps were worked on and got varying amounts of extra polish. The new scoring system was implemented, we spent a lot of time with the Engineers working on the camera system, particularly the “Cinematic Spectator” mode which is looking better and better every day.
The Arena Commander tutorial is underway and will hopefully be ready soon. Also, we are urgently looking at countermeasure and scoring balancing.
As far as Squadron 42 is concerned, we actually managed to keep some designers from V1 and we progressed well with Episode 1. We have had various mechanics, now getting more code support, that are becoming more final and useable in our play-throughs, which really helps the flow of the levels . The script work came on really well, with us actually doing our first motion-capture shoot for the intro sequence and the vertical slice.
All-in-all we had a great month and it was fantastic to see V1 go out before Christmas. We will keep listening to you and keep pushing to make this the game we all want it to be. Thanks again for your amazing support!
Art Team Report.
Concept:
A lot of time and effort has gone into wrapping up the characters needed for Sq42 and next year we’ll be showcasing some cool models in 2015. Additional work completed for the Vanduul Kingship bridge along with the Vanduul boarding ship and Starfarer.
Ships:
We have a strike team working on the Retaliator, which is looking more and more beautiful by the day. It’s getting closer to Hangar ready every day.
Once the Retaliator is Hangar ready, we are going to focus on the Idris and Javelin.
We had the live-stream event, and now you are probably aware we are going to produce these 2 Capships in tandem more or less, since they are made by the same manufacturer.
We are planning to give these ships the attention they deserve, so you guys can enjoy them as fully immersive and convincing environments for you to roam in – they are floating multiplayer levels after all!
We also are producing the full Vanduul fleet here in Manchester, as well as the Starfarer, the new Cutlass , the new Avenger and the Argo Utility vehicle.
Characters:
Last month we began to work with 3Lateral to add facial animation to our new scanned base male head and refining the updated base male body to work well with rigging and animation. We have also been exploring the female characters and we are working towards a full body and face scan of two females next week.
We have a new member of the character team, Seth Nash, who will be creating our base quality asset. This character will define our pipeline and quality expectations for the rest of the project. It’s an exciting time for the character art team and we are making great strides towards a final production pipeline that can deliver the quality characters star citizen deserves.
Animation:
December was a mix of vertical slice planning and meeting up with Steve Bender our new animation director, he and a few others captured some motion sets at Imaginarium which will be implemented once the new character skeleton is ready. We also provided additional support for Arena Commander V1 (button presses, passing out animations across all ships – rough but being improved on for 1.0.1)
Environment Art
We have been continuing to Greybox the Shubin Interstellar interior building set, all the major components have been fleshed out and now we are really starting to dial into the details – everything from wall panels to handles. The shape language for Shubin Interstellar has been defined so the player will be able distinguish its architectural style from other corporations within the Star Citizen Universe; the upshot of this is that the Shubin universe is now taking on its own personality and life – watch this space :)
VFX:
Damage, damage and more damage! :)
Specifically, major update of all ship damage effects, including improved fire and smoke, sparks and power plant explosions, missile effects overhaul, including jets, trails and impact explosions. Finally, we’ve started plans for a major overhaul of the VFX pipeline and data structure, to allow for the vast quantity and (and high quality!) of effects that will be worked on in 2015.
That’s all for now folks, 2015 will be a hugely busy year with some massive challenges! Oh, and if you are looking for a job as an Environment, weapon, character or lighting artist, then please apply to the UK!!!! :D
Audio:
“December was almost entirely dedicated to the v1.0 release of Arena Commander for us in audio; for us it represented the last hurrah for working in FMOD, as we now look to transition to Wwise which will be taking up our time solidly over the next couple of months. This should free us up to make the core assets sound much better, and tie them into the game more effectively. It’s kind of the sound equivalent of rewiring the entire house however, so it’s a bit of a challenge.
For AC v.1.0 we had new ships to cater for, UI, weapons systems, ship computers. Some elements of the thrusters etc. were re-worked. To be truthful we’re not totally satisfied with what we managed to do in the time we had – some weapons we know need revised for instance. We’re going to use the move to Wwise as a convenient point for us to revise and review, well, everything! It’s the first step to looking to make our toolset far more robust, which should then improve our implementation methods and ensure we’re not spending too much time simply getting sounds working at all, which has been an issue up to now. Interactive score is another element that we’ll look to take up several notches with the Wwise move.
As you may have seen on the forums, we’re starting to co-ordinate source material gathering sessions, starting with a trip up the road to the Runway Museum in Manchester. Check out the photo of an interior of Concorde – life ambition fulfilled! ;) Our ships have a lot of switches which we’ll be gathering source material for, and also we hope to capture the characteristics of aeroplane interiors via recording impulse responses. These, we hope to map to our ship interiors to increase the sense of being in a proper enclosed space; our tech will reverberate your own voice to match the reverb characteristics of the sounds in the ships. It’s an approach we’ll look to extend to other in game locations too.
Finally, we’re currently demoing some monitors (speakers, rather than visual screens!) that we have on loan from http://pmc-speakers.com/ – which we’ve all been very impressed with so far. We’ve also got in some great SFX library material from http://www.prosoundeffects.com/ which we’ll be bringing online any day now. Great tools only improve things and we’re always looking at new tech and techniques to ensure the audio experience is maximised.”
Cheers
Greetings Citizen
In December, a lot of efforts were spent on V1.0. The team worked hard on the lobby system, the controller customisation system and to make sure that all the new ships load in your hangar. At the same time, much effort was spent on the upcoming milestone for the Persistent Universe. We all hope you enjoyed flying the new ships over the Holydays.
DESIGN
We have been hard at work on designing and building planetside locations as well as supporting the art team in making them extra pretty and engineering team in making it functional. Keep in mind that the long development process for those locations will speed up next year. Making the primary assets, prototyping and putting together systems that allow for procedural generation and dynamic changes takes time and a great deal of effort. Nevertheless, once it’s done and proven solid, the next planetsides will be developed much faster.
Some shops are now partly functional. Through the mobiGlas, you’ll be able to access the shop’s inventory two ways: A catalog view allows you to browse the entire shop inventory, and in augmented reality mode you can browse the products directly in the shop. Both modes have their perks. Shopping questions also brought us to think more seriously about the player’s Inventory System, which we have started to tackle with the help of the other studios.
As always, some work has been done on the Flairs. At his point in time you may have received your happy new year gift! As you might have noticed, subscribers got a random gift out of a collection, not everyone has the same one. This mechanic was put in place with our partner in crime Turbulent and will allow us to do cool stuff in the future, like Takuetsu Mystery boxes for example :)
Another challenge this month was….elevators! Yes, we’re putting together an elevator system to rule them all. Basically, finding the metrics and mechanics to support all the various types of gameplay and locations in Star Citizen (which is a lot!). The first iteration is to allow going from your hangar to a planetside location, and vice versa. You’ll also use the same lifts to access your friend’s hangar…if they invited you of course.
CONCEPT
Artists have been hard at work on the Nyx concept, refining the interior of the station and large mining facility in the backdrop. We have also been working on a new Mustang mousepad! Keep an eye out for in the the shop!
ART
Our art team has been hard at work finishing up two new shops: Astro Armada and the Medical Unit. The biggest challenge this month was to find the right balance between reusing assets and creating new ones.
Also, more work was done on Terra to setup the space for the future shops and just bring the whole map to the next level.
We optimized and fixed lighting bugs in the Hangars. Finally, we finished our January Flairs.
PROGRAMMING
This month, we’ve worked on adding more options to Control Customization. We’ve added the possibility for a player to have control of the sensitivity and deadzone of certain control inputs as well being able to import and export control settings. We’ve done a very big push on the Lobby and Contacts functionality that players will be able to enjoy in the Arena Commander V1.0 Release. Players will now be able to seamlessly organize matches and play with their friends.
We’ve also started to build Tools for the Game Designers so they can start designing Artificial Intelligence “Archetypes”. These Archetypes will then be used to give activity schedule to some of our AI NPC you’ll see in different planeside locations. Also, we’ve done a lot of work in regards to preparing the Hangars to become Multiplayer Hangars. This functionality will allow players to invite other players into their Hangars to show off all their cool ships and Flairs.
Speaking of Flairs, this month we’ve worked on the Mustang Alpha and Delta Miniature Ships which were released last week. We’ve also put in some work on a cool new January Subscriber Flair which will be revealed …. In January :)
Last but not surely not least, we’ve been hard at work on polishing the mobiGlas shopping experience as well given support to the Visor Development.
UI
December was an intense month! A lot of focus was spent on getting the first iteration of the contacts list and the Arena Commander Lobby up and ready for public release. Last minute bugs and unforeseen issues kept things exciting for the last few days leading up to the holiday break.
We’ve also been making steady progress on mobiGlas easyShop app, which has become our visual benchmark for future mobiApps… it’s looking pretty sweet! We are looking forward to getting it into your hands and getting your feedback once it goes live in the not-quite-so-distant-future. :)
Happy New Year Citizens!
We hope you all had a great holiday season… and played lots of Arena Commander while you were at it. While most of the team here took some time off to visit with their families in December, they still got lots of good work done over the last month.
Engineering
The engineering team has been super busy implementing new features, and also helped squash a few bugs in Arena Commander. The HUD code was unified for ships and FPS, you may have noticed this while looking at your character in 3rd person. Work continued on the zero gravity push & pull system, which allows you to move around by grabbing and pushing off of surfaces. Game rules were implemented for FPS elimination matches. The burst cannon weapon has been hooked up in game. The system for going prone and entering vents was also finished, although we do still have some bugs to address. Lastly, the laser pistol was implemented in Arena Commander… which you all seem to be having a good bit of fun with.
Animation
The biggest piece of news concerning animation is the mocap shoot that took place in mid-December. During this shoot, all new animations were captured including everything FPS. Once the mocap data has been solved, the animators will begin implementing all of the new animations which should be a huge improvement over what was seen at PAX Australia. Until that happens, the animation team continues to work on block out temporary animations for the new features that have been coming online.
Art
The artists have been busy finishing all of the remaining props for the Gold Horizon station. This mostly included some gym equipment, wall decorations such as clocks, and some smaller mess hall items. Concept work was completed for a zero gravity specific level a sniper rifle and a grappling attachment for a pistol. Modeling work has now started on those assets as well. Our Lead Artist also worked out a way of placing vents and crawlspaces into environments that fits the tier system which is already being used to create levels. The HUD and UI artwork is also an ongoing task that will continue into next month.
Design
The design team has been working on blocking out the first few levels for the FPS module release. Two levels will be completed by early January and then it will up to the artists to make them look amazing. Our Lead Designer put together documentation for weapon attachments, a grappling hook and also created a tool for easily balancing weapon metrics. This should help us to tweak weapons quickly in the future for fast iteration and play-testing.
VFX
On the VFX side, all of the current weapon FX are being revisited and polished to a sheen. A first pass on all of the new weapon FX is also in progress, along with FX for the grappling device as well.
That’s all for now Citizens. We hope you had a happy New Year and we can’t wait to show you more of what’s currently coming online in the near future!
Happy 2945, Citizens!
Platform Team here reporting from colder-by-the-minute Montreal.
Man what a month! Throughout December, our whole team has been fully dedicated to one simple goal : give Arena Commander V1 a proper welcome to the Project. A new home, the Contact List, new ships, weapons, supercharged leaderboards, easier introduction to new players… we’ve been working around the clock to make sure that this release would be as much packed with new features and improvements on the website as it is in the game.
New Website
The new home layout is here, now featuring our prime content right from the beginning. It also serves as an introduction to newcomers who can get a glimpse of the project and explore it further through the Game Pillars page (“about the game”). And it all comes with a brand new top-menu that brings together the old site map with brand new functionalities like the Contact List. Implementing this new design was (and still is, we’re not done!) pretty crafty from our team here : RSI is a big platform by common web standards, and has grown so much in just two years that any small change often has countless impacts, so you can imagine what a partial redesign like this one implies. We’ve also taken this occasion to make the site a bit more mobile-friendly. This will of course be an ongoing project as we keep revamping the rest of the site, but we’re really happy to see the fans response that you are much happier with our new mobile rendering.
The website also presents a new interaction with Arena Commander V1 : the Contact list that carries over into Arena Commander to allow match requests in the new Lobby System. And this new system is off to a pretty good start, with over 60,000 contacts created in the first week. With one user (a Super Hornet pilot who will remain unnamed) pushing the limit with 248 contacts! We’re really happy that we were able to work conjointly with CIG to bring this level of interaction between Platform and Game. As the most crowdfunded project in history, Star Citizen deserves an unprecedented level of immersion on all fronts, and that includes the website.
Leaderboards
We didn’t really make any announcement about it, but the Leaderboards got upgraded as well for V1! We’ll let you explore them on your own, but they’re now chock-full of data : about players, their style, their Orgs… We’re positive that they should become yet another recruiting tool for Orgs in the very near future. Just remember! Any game you play only contributes to your Main Org at the time of the game! Switching over to a new one won’t transfer your past glory to them.
Paving the way
We said it last month, we’re saying it again. All of this is just a first step towards what this coming year will be. The Home will lead to the Community Hub, Game Pillars will lead to the Career pages. Contact List will evolve into a full-blown Friendship system in- and out-of-game, and Leaderboards are bound to settle in everyone’s Citizen Dossier for detailed personal stats. And if you tuned into the Livestream, you know we’re also preparing something big for the web-side Starmap. So stay tuned, and we shall deliver!
See you all in the ‘verse!
Greetings Citizens,
The release of Arena Commander 1.0 was the major focus of December, so we were expecting to spend a lot of time on it. But in the end, we were quite pleased that there were relatively few AI issues to deal with, which allowed us to get a lot of work done for Squadron 42 and the persistent universe. With the Christmas break looming at the end of the month, we knew we had less time than normal to get things done, but that didn’t stop us getting quite a few cool features implemented.
As this year comes to a close, I think we’re all quite pleased with what we’ve achieved in 2014, and with just how far the AI has progressed over the last year. We’ve now got a pretty good foundation for authoring interesting AI and we’re excited about all of the features we have lined up to work on in 2015.
But before we put on our 2015 hats, let’s have a quick recap of what Moon Collider did in December.
DESIGN
We look forward to visiting the other teams and having the opportunity to share ideas with them, and the UK summit this month was perfect for that. Unfortunately, with so much to get done this month, we were only able to send one person. As always, it was a really productive visit, and in particular gave us the chance to refine priorities on various features that we’ll be working on in the next few months. With the different modules being developed in parallel, it’s a challenge to make sure each one has the AI features they need for each of their milestones, so getting everyone together in the same room to work this out is really useful.
One of the most important features still missing from Kythera is a proper ability to define and work with groups. Up to now we’ve been able to get by dealing with AI entities on an individual basis, but the opportunities have been steadily increasing where we can do more interesting things if the AI can share information with each other and coordinate their actions. While this may sound simple, there are a lot of details that need to be taken into account, and so we spent some time designing our group system this month. We focused on working out the different types of groups we want to support, how they can be defined, and how AI in groups can safely and efficiently share information. It was also important to make sure designers can easily define groups and then reference them later when they want to make a group do something or find out some information about that group.
We also did some more work this month refining how level designers for Squadron 42 can assign different tasks to AI, and how to make the AI nicely switch between doing interesting things when they haven’t yet spotted the player, and entering combat tasks once the player has been detected. We’re working towards a system where designers can be specific about what they want the AI to do under certain circumstances, but can depend on them to act sensibly the rest of the time without having to explicitly cater for every possibility.
ENGINEERING
We spent some time this month in preparation for the Arena Commander 1.0 release, mostly playtesting Vanduul Swarm and doing minor tweaks to AI behavior. We also did some general bug fixes and support, in particular some improvements to AI avoidance, so they are now less likely to collide with the player.
There was a lot of work done on character combat AI for Squadron 42. As a follow up to last months improvements to their use of cover, we did various tweaks and refinements to this to make them behave more sensibly. One funny issue we started seeing was that the AI would be leaning out of cover to shoot at the player, then they would go back behind their cover to reload their weapon, and promptly forget about the player! It turned out that our implementation of how AI remember targets wasn’t coping very well when they lost sight of the player for a few seconds. We dealt with a similar issue last month with ships losing their targets when they go behind an obstacle like an asteroid. So now the AI can tell the difference between losing sight of their target for a short time, and losing sight long enough that they should either start searching for the lost enemy or find a different target.
We also did some work on allowing AI to defend areas better. Up to now, our character AI has been very aggressive, always working their way towards the player via cover fairly quickly. But quite often we want some of them to hang back and find some good defensible positions to protect some area of interest. We’ve now added that capability in, and so designers can start assigning roles to characters in Squadron 42 which will make the combat there more interesting and challenge the player to think through their attack strategy a bit more.
For the persistent universe we continued building up the core framework that allows NPCs to perform tasks in the world, with a lot of work done in particular on how those tasks are selected. Part of what makes this really interesting is that our AI ultimately perform actions by running behavior trees, and to allow NPCs to perform different tasks in the PU we have added the ability to dynamically add and remove chunks of behavior tree from the tree they are currently running. The end result of this is that it becomes much easier for designers to add new activities into the world for NPCs to perform since they only need to specify the behavior differences that make the new activity unique, with the knowledge that the NPC will continue to handle all the other interactions it might need to do.
We mentioned last month that we wanted to improve our super handy AI Recorder tool to allow people to share recordings of AI around. That work was done this month and now designers and testers can manage their recordings in various ways through our Kythera Inspector web interface, such as renaming and deleting, but most importantly they can export them to a file that can be shared around. So now when a strange AI behavior is seen, they can send us a recording of it for us to debug, rather than having to try and document an exact use case for us to try and reproduce. This should really help solve those tricky intermittent bugs that sometimes show up and are a real pain to solve.
Having mentioned the groups design work we did above, we also did some of the implementation of these designs. We still have more to do on this next month, but we got some of the core features in place.
Finally, we made some important improvements deep inside or navigation system, relaxing some restrictions on the maximum dimensions our navigation meshes can have. These we put in place for performance reasons, but now that we need to support larger levels we needed to change the system to allow for larger navigation meshes, while minimizing the impact on performance that this requires.
THANK YOU
We would like to take a moment to recognize the QA and engineering staff who worked tirelessly to fix a series of major bugs that appeared the night of the 1.0 launch. Staff volunteered to go above and beyond for the project, sacrificing their time off to make sure everyone could enjoy Arena Commander over the holidays. The entire Star Citizen team salutes you!
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- 11 years ago (2015-01-09T00:00:00+00:00)