Squadron 42 Monthly Report: September 2024

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Squadron 42 Monthly Report
September 2024
This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.

TO: SQUADRON 42 RECRUITS

SUBJ: DEVELOPMENT UPDATE 10:02:2024

REF: CIG UK, CIG DE, CIG LA, CIG TX,

FAO Squadron 42 Recruits.

Welcome to September’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including narrative scenes, zero-g traversal, and corpse details.

Thank you for your continued support of Squadron 42.

Sincerely,

CIG COMMUNICATIONS

AI Tech
Last month, AI Tech enabled the designers to set default schedule areas and tags on instanced NPC entities and then export them in object containers. This makes it easier for levels with preplaced NPCs, as information is no longer required to pass through scripting. Navigation cost volume can now also be enabled and disabled through flowgraph nodes and modify its initial cost at runtime.

On the performance side, further improvements were made to the vision, observable, and perception components. For example, update frequency was adjusted based on AI character LOD, so that closer entities are more responsive. The team also implemented lighter AI zone handling for observables, which will deliver significant improvements when zone queries are made by NPCs.

AI (Social Strike Team)
The narrative designers spent September working on key social scenes. On the AI side, the team polished locations and added additional life via utility behaviors – locations worked on include a ship's hangar, gym, bridge, barracks, bathrooms, and mess hall.

Animation
September saw the Animation team improving on the zero-g flow. They also adjusted weapon reloading, first selects, and how players interact with the environment to improve overall combat AI, while code was updated to fix various cover bugs.

The Facial team progressed through the remaining animations for the game, which is nearing completion. They will then transition to improving all facial animations, starting with the key cast characters.

The Mo-Cap team assisted the Gameplay team with Body Type 2 animations and captured additional data for various gameplay story sections.

Art (Environment)
Environment Art focused on key chapters, pushing the boundaries of art and lighting for a high-fidelity cinematic experience. They also looked at dynamic environmental destruction and continued to flesh out planet-side content for chapter seven.

Gameplay Story
Gameplay Story’s priority in September was supporting wider efforts to polish. Alongside this, they used new mo-cap to significantly improve two scenes in chapter four. The team also looked closely at chapter five, restructuring a complex scene featuring three characters meeting with variable timing.

“This previously looked a little disjointed depending on the timing of the meeting. However, following reorganization and new mo-cap, the scene is looking much better and is far more robust.” Gameplay Story Team

A number of scenes in chapter 13 were blocked by a problem with the level, which the devs solved by submitting a setup fix. Following this, numerous updates were submitted and resolved.

Gameplay Story continued making steady progress on additional scenes in chapter 15, implementing a significant amount of performance-captured data.

Narrative
Following improvements to the scanning mechanic, the Narrative team spent time fleshing out information for corpses that players will encounter during the game. This also exposed some improvements to how scanning information is applied so that it can be properly localized into other languages.

Additionally, the team had several meetings to perform a moment-by-moment analysis of one of the more narratively intense levels to refine the dialogue, environmental storytelling, and enemy behaviors to ensure that they all work together. This resulted in various adjustments, including the timing of specific dialogue triggers and the location of certain props.

The team also wrote several dialogue lines for automated systems that play in one of the chapters to contribute to creating the proper narrative atmosphere.

VFX
The VFX team continued working toward their current milestones, supporting the Cinematics, Gameplay, Locations, and Weapons teams with their content deliverables. The VFX team is currently working on optimizations to ensure the best experience for all players.

WE'LL SEE YOU NEXT MONTH...
// END TRANSMISSION
Geschwader 42 Monatsbericht
September 2024
Dies ist ein Querverweis auf den Bericht, der kürzlich über den monatlichen Squadron 42 Newsletter verschickt wurde. Wir veröffentlichen ihn ein zweites Mal als Comm-Link, damit die Community leichter darauf zurückgreifen kann.

TO: REKRUTEN DES GESCHWADERS 42

SUBJ: ENTWICKLUNG UPDATE 10:02:2024

REF: CIG UK, CIG DE, CIG LA, CIG TX,

FAO-Geschwader 42 Rekruten.

Willkommen zum Entwicklungsbericht für Squadron 42 im September. Anbei findest du Details zu den neuesten Fortschritten in der Kampagne, einschließlich narrativer Szenen, Zero-G-Traversal und Leichendetails.

Vielen Dank für eure anhaltende Unterstützung von Squadron 42.

Mit freundlichen Grüßen,

CIG COMMUNICATIONS

AI Tech
Letzten Monat hat AI Tech es den Designern ermöglicht, Standardzeitplanbereiche und Tags für instanzierte NSC-Entitäten festzulegen und sie dann in Objektcontainern zu exportieren. Das macht es einfacher für Levels mit vorplatzierten NSCs, da die Informationen nicht mehr über das Skripting laufen müssen. Das Navigationskostenvolumen kann jetzt auch über Flussdiagrammknoten aktiviert und deaktiviert werden und seine Anfangskosten zur Laufzeit ändern.

Was die Leistung angeht, wurden weitere Verbesserungen an den Komponenten Vision, Observable und Perception vorgenommen. So wurde zum Beispiel die Aktualisierungshäufigkeit auf der Grundlage des LOD der KI-Charaktere angepasst, damit näher gelegene Objekte schneller reagieren. Das Team hat außerdem eine einfachere Handhabung von KI-Zonen für Observables implementiert, was zu erheblichen Verbesserungen bei Zonenabfragen durch NSCs führen wird.

KI (Social Strike Team)
Die Narrative Designer haben im September an wichtigen sozialen Szenen gearbeitet. Auf der KI-Seite hat das Team die Schauplätze aufpoliert und zusätzliches Leben durch Hilfsverhalten hinzugefügt - zu den bearbeiteten Schauplätzen gehören der Schiffshangar, die Turnhalle, die Brücke, die Kaserne, die Toiletten und die Kantine.

Animation
Im September hat das Animationsteam den Zero-G-Flow verbessert. Außerdem wurden das Nachladen der Waffen, die erste Auswahl und die Interaktion der Spieler/innen mit der Umgebung angepasst, um die Kampf-KI zu verbessern, während der Code aktualisiert wurde, um verschiedene Fehler in der Deckung zu beheben.

Das Gesichtsteam hat die verbleibenden Animationen für das Spiel bearbeitet, die kurz vor der Fertigstellung stehen. Danach werden sie sich daran machen, alle Gesichtsanimationen zu verbessern, angefangen bei den Hauptdarstellern.

Das Mo-Cap-Team unterstützte das Gameplay-Team bei den Body Type 2-Animationen und erfasste zusätzliche Daten für verschiedene Abschnitte der Gameplay-Story.

Kunst (Umwelt)
Das Team Environment Art konzentrierte sich auf die Hauptkapitel, wobei es die Grenzen der Kunst und der Beleuchtung für ein originalgetreues Filmerlebnis auslotete. Das Team hat sich auch mit der dynamischen Umweltzerstörung befasst und die Inhalte auf der Planetenseite für das siebte Kapitel weiter ausgearbeitet.

Gameplay Story
Die Priorität der Gameplay Story lag im September auf der Unterstützung der allgemeinen Bemühungen um den Feinschliff. Außerdem wurden zwei Szenen in Kapitel vier mithilfe neuer Mo-Caps deutlich verbessert. Das Team nahm auch Kapitel fünf unter die Lupe und strukturierte eine komplexe Szene um, in der drei Charaktere mit unterschiedlichem Timing aufeinandertreffen.

"Zuvor sah das Ganze je nach Zeitpunkt des Treffens etwas zusammenhanglos aus. Aber nach der Umstrukturierung und dem neuen Mo-Cap sieht die Szene jetzt viel besser aus und ist viel robuster." Gameplay Story Team

Eine Reihe von Szenen in Kapitel 13 wurde durch ein Problem mit dem Level blockiert, das die Entwickler/innen durch die Einreichung eines Setup-Fixes gelöst haben. Im Anschluss daran wurden zahlreiche Updates eingereicht und behoben.

Gameplay Story machte in Kapitel 15 weiterhin stetige Fortschritte bei zusätzlichen Szenen und implementierte eine beträchtliche Menge an leistungserfassten Daten.

Erzählung
Nach den Verbesserungen an der Scanning-Mechanik verbrachte das Narrative-Team Zeit damit, die Informationen zu den Leichen, auf die die Spieler/innen im Laufe des Spiels stoßen werden, zu ergänzen. Dabei wurden auch einige Verbesserungen an der Art und Weise vorgenommen, wie die Scan-Informationen angewendet werden, damit sie korrekt in andere Sprachen lokalisiert werden können.

Außerdem traf sich das Team mehrmals, um einen der erzählintensiveren Levels Moment für Moment zu analysieren und die Dialoge, die Umgebungserzählung und das Verhalten der Gegner zu verfeinern, um sicherzustellen, dass sie alle zusammenpassen. Dies führte zu verschiedenen Anpassungen, einschließlich des Timings bestimmter Dialogauslöser und der Position bestimmter Requisiten.

Das Team schrieb auch mehrere Dialogzeilen für automatisierte Systeme, die in einem der Kapitel spielen, um die richtige erzählerische Atmosphäre zu schaffen.

VFX
Das VFX-Team arbeitete weiter an seinen aktuellen Meilensteinen und unterstützte die Teams für Cinematics, Gameplay, Locations und Weapons bei ihren inhaltlichen Aufgaben. Das VFX-Team arbeitet derzeit an Optimierungen, um das beste Erlebnis für alle Spieler/innen zu gewährleisten.

WIR SEHEN UNS NÄCHSTEN MONAT WIEDER...
// ENDE DER ÜBERTRAGUNG
Squadron 42 Monthly Report
September 2024
This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.

TO: SQUADRON 42 RECRUITS

SUBJ: DEVELOPMENT UPDATE 10:02:2024

REF: CIG UK, CIG DE, CIG LA, CIG TX,

FAO Squadron 42 Recruits.

Welcome to September’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including narrative scenes, zero-g traversal, and corpse details.

Thank you for your continued support of Squadron 42.

Sincerely,

CIG COMMUNICATIONS

AI Tech
Last month, AI Tech enabled the designers to set default schedule areas and tags on instanced NPC entities and then export them in object containers. This makes it easier for levels with preplaced NPCs, as information is no longer required to pass through scripting. Navigation cost volume can now also be enabled and disabled through flowgraph nodes and modify its initial cost at runtime.

On the performance side, further improvements were made to the vision, observable, and perception components. For example, update frequency was adjusted based on AI character LOD, so that closer entities are more responsive. The team also implemented lighter AI zone handling for observables, which will deliver significant improvements when zone queries are made by NPCs.

AI (Social Strike Team)
The narrative designers spent September working on key social scenes. On the AI side, the team polished locations and added additional life via utility behaviors – locations worked on include a ship's hangar, gym, bridge, barracks, bathrooms, and mess hall.

Animation
September saw the Animation team improving on the zero-g flow. They also adjusted weapon reloading, first selects, and how players interact with the environment to improve overall combat AI, while code was updated to fix various cover bugs.

The Facial team progressed through the remaining animations for the game, which is nearing completion. They will then transition to improving all facial animations, starting with the key cast characters.

The Mo-Cap team assisted the Gameplay team with Body Type 2 animations and captured additional data for various gameplay story sections.

Art (Environment)
Environment Art focused on key chapters, pushing the boundaries of art and lighting for a high-fidelity cinematic experience. They also looked at dynamic environmental destruction and continued to flesh out planet-side content for chapter seven.

Gameplay Story
Gameplay Story’s priority in September was supporting wider efforts to polish. Alongside this, they used new mo-cap to significantly improve two scenes in chapter four. The team also looked closely at chapter five, restructuring a complex scene featuring three characters meeting with variable timing.

“This previously looked a little disjointed depending on the timing of the meeting. However, following reorganization and new mo-cap, the scene is looking much better and is far more robust.” Gameplay Story Team

A number of scenes in chapter 13 were blocked by a problem with the level, which the devs solved by submitting a setup fix. Following this, numerous updates were submitted and resolved.

Gameplay Story continued making steady progress on additional scenes in chapter 15, implementing a significant amount of performance-captured data.

Narrative
Following improvements to the scanning mechanic, the Narrative team spent time fleshing out information for corpses that players will encounter during the game. This also exposed some improvements to how scanning information is applied so that it can be properly localized into other languages.

Additionally, the team had several meetings to perform a moment-by-moment analysis of one of the more narratively intense levels to refine the dialogue, environmental storytelling, and enemy behaviors to ensure that they all work together. This resulted in various adjustments, including the timing of specific dialogue triggers and the location of certain props.

The team also wrote several dialogue lines for automated systems that play in one of the chapters to contribute to creating the proper narrative atmosphere.

VFX
The VFX team continued working toward their current milestones, supporting the Cinematics, Gameplay, Locations, and Weapons teams with their content deliverables. The VFX team is currently working on optimizations to ensure the best experience for all players.

WE'LL SEE YOU NEXT MONTH...
// END TRANSMISSION

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Published
1 year ago (2024-10-09T18:00:00+00:00)