The Monthly Report is deranged as always. Some highlights include...
- Two transit strike teams. (One to fix the current system, and another to build the new one...)
- A Mission Refactor summit to be held in Manchester
- The Core Gameplay team mainly working on bugs...
- Pyro performance being poor due to entities in the sun...
- A plan to make more entities persist for longer...
- The inventory UI is getting another rework...
Some proper Groundhog dev in there.
AI (Content)
AI Content continued updating the broken air traffic controller behavior throughout the main landing zones, with fixes entering the QATR process for validation, stress testing, and to ensure they don’t break other areas of the game. Once successful, the team will begin scheduling it for inclusion in an upcoming patch.
In new initiatives, the team began looking into improvements to the dogfighting experience based on discussions with the Design and Missions teams.
AI (Features)
Additions were made to Subsumption behavior scripting [hmm]
AI (Game Intelligence Development Team)
In February, the Game Intelligence Development team continued to fix StarScript crashes reported by the designers and QA testers. Due to the increasing number of users, the main priority is to stabilize the tool as quickly as possible. [Struggling to scale]
The team also began analyzing the ongoing mission system refactor in preparation for a summit held in the Manchester studio.[] Topics include the declarative model, tag system, and the self-validation tool.
AI (Tech)
Last month, the AI Tech team progressed with work that will allow them to voxelize huge areas for 3D navigation. This will be used to create paths for AI ships and EVAing NPCs. [More ship pathing work?]
Planetary navigation mesh was extended to receive further information about tall buildings to give a more efficient evaluation of the terrain altitude while keeping track of manually placed object containers. The system to generate navigation for multiple agent types based on those present in the world, such as different-sized creatures and vehicles, was also extended.
A lot of time was also dedicated to adding improved views and functionality to the Subsumption tool. [Hmmm]
Art (Characters)
In February, the Character team kicked off a new creature, continued to work through StarWear art debt
Core Gameplay
In February, the Core Gameplay team (one of the primary drivers behind the stability and quality-of-life initiative) continued fixing numerous bugs.
+
Progress was made on base building, with the devs identifying and fixing various bugs, particularly in the client-server flow. Validation for buildings placed on land claims began and localization strings were implemented.
+
A strike team was formed to deal with underlying issues affecting the transit system, while another continued with the ongoing refactor toward the new ‘transport system.’
+
The Core Gameplay team is currently investigating poor performance in Pyro, which is caused by entities ending up at the center of the system
+
Core Gameplay also began work to allow vehicle interior components to be detectable and started a minor refactor of how nearby influencing signatures are handled.
+
Maelstrom movement constraints progressed too, which allows the devs to limit how far broken-off pieces can move.
+
The inventory UI rework progressed with new concept art. [lol another rework?]
+
Core Gameplay wrote various technical design documents in February, including for a new mission giver and a new mechanic to communicate mission progress via the comm-calls system.
Mission Design
Mission Design focused on updating some old missions that weren’t included in the recent refactor.
The team also began technical conversations with the ongoing prioritization of mission quality. These discussions are about how to improve the audio pipeline to get voiced missions and begin pushing higher-production-value events.
Narrative
A major highlight for Narrative in February was the recent performance-capture shoot focused on adding new narratives and characters. Thanks to ongoing refinements to the capture workflow, players should start seeing these narrative moments in the next few patches.
Additionally, the team began planning and writing scripts for the next shoot with the overall goal of greatly increasing the amount of dialogue in the ‘verse, both in and out of missions.
For Alpha 4.0.2, the team dedicated themselves to content and bug fixing, including the new resupply missions. Additionally, further missions are in progress for the rest of the year, including new standard-issue missions, special events, and more involved narrative-focused missions.
Online Technology
The Online Technology team began the year making tweaks and fixes to enable more in-game items to persist long-term.
For the ongoing mission system refactor, the team worked to allow missions to communicate between distributed locations.
The team also started finalizing the analytics endpoint rewrite, making improvements to network-error messaging to make them more descriptive.
Additional optimizations were made to the territory-assignment algorithm to improve robustness, while changes were made to how entities are bound over the network to lay the groundwork for use in a fully dynamic server mesh.
Tech Design
“Usually, this kind of work could only be done by engineers, but our code-savvy tech designers have become proficient at creating new gameplay triggers. This allows us to create new gameplay with better player-facing feedback for the content teams to use. For example, easier ways to dynamically enable VFX and SFX and expose ways for the designers to apply effects to players within an area.” Tech Design Team
I liked this one:The Monthly Report is deranged as always. Some highlights include...
- Two transit strike teams. (One to fix the current system, and another to build the new one...)
- A Mission Refactor summit to be held in Manchester
- The Core Gameplay team mainly working on bugs...
- Pyro performance being poor due to entities in the sun...
- A plan to make more entities persist for longer...
- The inventory UI is getting another rework...
Some proper Groundhog dev in there.
AI (Content)
AI Content continued updating the broken air traffic controller behavior throughout the main landing zones, with fixes entering the QATR process for validation, stress testing, and to ensure they don’t break other areas of the game. Once successful, the team will begin scheduling it for inclusion in an upcoming patch.
In new initiatives, the team began looking into improvements to the dogfighting experience based on discussions with the Design and Missions teams.
AI (Features)
Additions were made to Subsumption behavior scripting [hmm]
AI (Game Intelligence Development Team)
In February, the Game Intelligence Development team continued to fix StarScript crashes reported by the designers and QA testers. Due to the increasing number of users, the main priority is to stabilize the tool as quickly as possible. [Struggling to scale]
The team also began analyzing the ongoing mission system refactor in preparation for a summit held in the Manchester studio.[] Topics include the declarative model, tag system, and the self-validation tool.
AI (Tech)
Last month, the AI Tech team progressed with work that will allow them to voxelize huge areas for 3D navigation. This will be used to create paths for AI ships and EVAing NPCs. [More ship pathing work?]
Planetary navigation mesh was extended to receive further information about tall buildings to give a more efficient evaluation of the terrain altitude while keeping track of manually placed object containers. The system to generate navigation for multiple agent types based on those present in the world, such as different-sized creatures and vehicles, was also extended.
A lot of time was also dedicated to adding improved views and functionality to the Subsumption tool. [Hmmm]
Art (Characters)
In February, the Character team kicked off a new creature, continued to work through StarWear art debt
Core Gameplay
In February, the Core Gameplay team (one of the primary drivers behind the stability and quality-of-life initiative) continued fixing numerous bugs.
+
Progress was made on base building, with the devs identifying and fixing various bugs, particularly in the client-server flow. Validation for buildings placed on land claims began and localization strings were implemented.
+
A strike team was formed to deal with underlying issues affecting the transit system, while another continued with the ongoing refactor toward the new ‘transport system.’
+
The Core Gameplay team is currently investigating poor performance in Pyro, which is caused by entities ending up at the center of the system
+
Core Gameplay also began work to allow vehicle interior components to be detectable and started a minor refactor of how nearby influencing signatures are handled.
+
Maelstrom movement constraints progressed too, which allows the devs to limit how far broken-off pieces can move.
+
The inventory UI rework progressed with new concept art. [lol another rework?]
+
Core Gameplay wrote various technical design documents in February, including for a new mission giver and a new mechanic to communicate mission progress via the comm-calls system.
Mission Design
Mission Design focused on updating some old missions that weren’t included in the recent refactor.
The team also began technical conversations with the ongoing prioritization of mission quality. These discussions are about how to improve the audio pipeline to get voiced missions and begin pushing higher-production-value events.
Narrative
A major highlight for Narrative in February was the recent performance-capture shoot focused on adding new narratives and characters. Thanks to ongoing refinements to the capture workflow, players should start seeing these narrative moments in the next few patches.
Additionally, the team began planning and writing scripts for the next shoot with the overall goal of greatly increasing the amount of dialogue in the ‘verse, both in and out of missions.
For Alpha 4.0.2, the team dedicated themselves to content and bug fixing, including the new resupply missions. Additionally, further missions are in progress for the rest of the year, including new standard-issue missions, special events, and more involved narrative-focused missions.
Online Technology
The Online Technology team began the year making tweaks and fixes to enable more in-game items to persist long-term.
For the ongoing mission system refactor, the team worked to allow missions to communicate between distributed locations.
The team also started finalizing the analytics endpoint rewrite, making improvements to network-error messaging to make them more descriptive.
Additional optimizations were made to the territory-assignment algorithm to improve robustness, while changes were made to how entities are bound over the network to lay the groundwork for use in a fully dynamic server mesh.
Tech Design
“Usually, this kind of work could only be done by engineers, but our code-savvy tech designers have become proficient at creating new gameplay triggers. This allows us to create new gameplay with better player-facing feedback for the content teams to use. For example, easier ways to dynamically enable VFX and SFX and expose ways for the designers to apply effects to players within an area.” Tech Design Team
The ongoing work on ground-fog rendering mentioned in last month's report was temporarily put on hold to allow the team to focus on improving gas cloud detail rendering for a higher fidelity appearance.
I'm curious if the SQ42 monthly report is similar in nature.
The SQ42 monthly report is now a glossy tri-monthly opportunity to buy $12 stickers. So guess we'll never know![]()
I liked this one:
So basically they stopped working on something no-one asked for so they could work on something different no-one asked for. No churn detected.
Territorial predators that use vibrations to hunt, valakkar will respond to the distressed cries of a juvenile valakkar from great distances. Apex valakkar will even attack and destroy buildings and settlements if provoked.
Maelstrom movement constraints progressed too, which allows the devs to limit how far broken-off pieces can move.
...so, correct me if I'm wrong here, but they are devoting a team to fixing a system just prior to throwing it away...The Monthly Report is deranged as always. Some highlights include...
- Two transit strike teams. (One to fix the current system, and another to build the new one...)
- A Mission Refactor summit to be held in Manchester
Yup. Any day now. Just after they've redesigned and replaced much of the core tech to get things actually working. Oh, and redone the UI. Then it's just a dab of polish and we can move right ahead into pre-beta.Game must be ready to launch then, right? Right?!
But as they fix current issues, they will make more issues for previous fixes, are you sure that SC is able to go into pre-beta stage?Yup. Any day now. Just after they've redesigned and replaced much of the core tech to get things actually working. Oh, and redone the UI. Then it's just a dab of polish and we can move right ahead into pre-beta.
SC has no stages, just crappy, broken stuff on top of other crappy, broken stuff.But as they fix current issues, they will make more issues for previous fixes, are you sure that SC is able to go into pre-beta stage?![]()
Yes, true but I'm still spending money to at least reach High Concierge rankSC has no stages, just crappy, broken stuff on top of other crappy, broken stuff.
Yes, true but I'm still spending money to at least reach High Concierge rankand then make a big refund in front of their eyes, may this make some regrets for them
![]()
But no one said it's impossible, paypal has some power
But no one said it's impossible, paypal has some power![]()
I think that the issue is in money we give to them, if people begin massively refunding their game packages and upgrades, I think they will change their mind and work more effectively, by looking at current and previous issues, to avoid more issues with upcoming updates (in general they needs a giant push), not funding.Yeah chargeback is possible for sure. (Although with some time limits etc)
(Not sure why you'd risk it though? CIG have been on a belt-tightening run for a while now. The odds of them resisting wherever possible are on the higher end currently)
EDIT: God I'm failing at links today. Fixed...
I think that the issue is in money we give to them, if people begin massively refunding their game packages and upgrades, I think they will change their mind and work more effectively, by looking at current and previous issues, to avoid more issues with upcoming updates (in general they needs a giant push), not funding.
Oh, sweet summer child…I think they will change their mind and work more effectively