The October CIG Monthly Report is a summary of material that is the intellectual property of Cloud Imperium Games (CIG) and it’s subsidiaries.
- Progressed on vehicles within Item System 2.0 and all it contains
- Delved deeper into Object Containers and Object Container streaming
- Accompanying bugs found and corrected
- Aided local engineers to implement Item System 2.0
- Constellation Aquila and Drake Herald brought closer to flight readiness
- Assisted global team with the bug queue
- The Character team grew while increasing character quality and deliveries
- Clothing and general pipeline improvements and progress were included
- Provided lore posts, Jump Point and captured content for 3.0 mocap shoot in London this past month
- Progress also made on 2.6 content, new component descriptions, the Galactapedia, and other unmentionables
- Vincent Sinatra played the Homestead demo at CitizenCon
- Tested Item 2.0 daily and supported LA Engineering
- Focus on upcoming landing zones
- Rob Reininger and Robert Gaither created blueprint level design docs for various shops and services in Crusader, microTech and Hurston
- These provide the basis to generate requests to other teams like clothing from Character artists so they can begin to populate these locations
- Peter Mackay working on ‘Trade Slayer’ which is and end-to-end economic model of how an item gets created from mining commodities, refined, manufactured and placed on store shelf
- He also aided UK design in balancing FPS weapons and items for Star Marine
- Finalizing first iteration of ‘Price Fixer’ which will generate in-game values based on characteristics and component costs for all ships and inform their pricing in PU
- Rob Reininger working with UI team on ‘Shopping Kiosk’ GDD to create mockups and how that system would interact, this will be passed to Engineering for implementation
- Josh Coons finished the Herald which is in QA testing and he’s moved to Cutlass variants refactor, already progressed the ship into Greybox phase
- Chris Smith completed final pass on Constellation Aquila
- Emre Switzer worked on lighting for Star Marine maps
- PU Animation Team tackled implementing a new set of background animations such as characters interacting with datapads, using PAW tool, getting in/out of bunks and eating at mess hall table
- These will be used in both SQ42 and PU and must work within parameters of Subsumption Usables(nodes that AI navigate to and interact with)
- Ship Animation Team supported animations tasks for Ursa Rover, Drake Caterpillar and Drake Herald while providing insight for ships like MISC Prospector and Drake Buccaneer
- Added ‘combat speed’ animations to Retaliator, Merling, M50, Scythe and Freelancer, these save time when entering/exiting a ship
- Jason Ely spent most of the month rewriting their Hub Server, this provides more scalability as the community and player base grows
- Jason will be working on grander changes within the backend infrastructure to better optimize services
- Tom Sawyer worked on optimizing the Lobby System, also as a part of their Frontend Refactor he wrote a new Leaderboard that allows it to display in-game instead of just the website
- Ian Guthrie at Wyrmbyte was busy creating admin tools for their servers
- These tools will give their Game Support Team more capabilities, such as reserving a game master slot on a server, providing slash commands to better identify specific player info and presence and allow for better instance controlled testing
- Don Allen and Todd Raffray spent September and October testing the Homestead Demo
- Andrew Rexroth and Tory Turner with support from Tyler T tested the Vertical Slice and provided SQ42 support
- Scott McCrea, Brandon Crocker and Matt Gant focused on Star Marine
- The team also tested and deployed multiple 2.5.0 builds for Evocati to test and provide initial feedback on ship-balance changes considered for 2.6.0
- Bryce Benton started rebuilding the QA documentation on server stability diagnostics and bugging
- With Katarzyna Mierostawska he also work with UK team to test and verify several new automation tests
- Jesse Mark assisted in building a new set of web dashboards for LiveOps and NOC teams
- Michael Blackard and Elijah Montenegro assisted Austin Animation Team with new ship enter/exit animations
- Provided onsite and home office support
- Spent a lot of time on Evocati Test Flight and doubled their size to over 800 people from 40 countries speaking 18 different languages.
- Evocati played a full game balance pass in 2.6.0
- Hired more folks and are working closely with Customer Service
- Plan to unify our teams for better and quicker service
- Cross-trained a ‘base’ team for the foundation that will be needed closer to launch
- All studios supported the CitizenCon show with prep work weeks prior and a week afterwards
- Thanks so much to the volunteers who provided tremendous support with its setup and teardown
- Supported Dennis Daniels, Mike Jones and staff in the building of matching computers for final development polish, testing and presentation
- Computers Used:
- ASUS X99-A Motherboard
- ASUS STRIX 1080 GPU
- Intel i7-5820 CPU
- 64 Gig Corsair Vengeance RAM
- Corsair H55 Cooler
- Intel 750 Series 1.2 TB PCI-Express SSD provided by Intel.
- Provided around the clock build and deployment support for CitizenCon
- Governed each branches build timings to prevent replication conflicts for the global dev teams
- Focused on live server infrastructure optimization and reducing patch sizes after CitizenCon
FOUNDRY 42 UK
- CitizenCon happened.
- Lots of artwork and designs produced for Polaris.
- Started work on new MISC ship.
- Started work on Banu archetypes.
- Wrapped up first round of Esperia Prowler.
- Finished Kastak Arms sniper rifle and pistol.
- Usual work on ship items and props.
- Environment Team worked on both Star Marine maps.
- Worked with Frankfurt to ensure art and engineering can make planets better and allow easier integration of assets.
- Planets must work well with continued work on landing zones – microTech, Crusader and Hurston.
- Frankfurt studio designers supported artists on surface outposts, modular space stations and satellites.
- These are main thing players will visit.
- All SQ42 levels are in final art and are gearing up to reveal the vertical slice.
- First true look at SQ42.
- Ship team working on Drake Herald and Vanguard Hoplite for 2.6.
- Both of these ships are flight ready.
- Also working on capital ships. Final phase of closing out Idris, Javelin and Bengal.
- Started development on Vanduul Hunter.
- Driller is wrapping up.
- Applying lessons from Driller to rest of Vanduul ships.
- Focused on several new features.
- Rotating asteroids; physically accurate spot light falloff; complex shader glow for alien ships.
- Started rework and unification of shadow systems.
- Will vastly increase number of simultaneous shadow casting lights.
- Also brings higher res shadows and improved performance.
- Last month was hectic and rewarding.
- CitizenCon highlighted areas where pipelines could be improved.
- Lots of work in SQ42.
- “Low tech” props set continues to grow.
- Converted older assets to new material system.
- Looks better and more efficient.
- Dressing asset library continues to grow.
- Destructible props being worked on.
- Exploding barrels, lights and windows.
- Setting up music log system.
- Cinematic cues for Homestead demo.
- Worked on ambience, scavenger voices, epic sandstorm and more.
- Star Marine music logic, ambience and SFX support.
- Grenade bounce work and bug fixes for SM.
- Refined various ships like Dragonfly and Caterpillar.
- Refactored Xi’An Scout engines.
- Improvements to quantum drive, ship weapons and player death.
- Music system reworked to support multiple concurrent music suites for seamless music.
- Cinematic flow node made more robust.
- Audio dynamic range changed to dropdown with three choices.
- Improved workflow and collision interpretation – different clothing, armour, weapon sounds when bumping/scraping.
- Focus on Star Marine.
- Control game mode put through paces.
- Tested music logic system – adds drama to experience.
- New ships tested – Hoplite and Herald.
- Sweeping balance changes for flight model, shields and ship weapons kept team busy.
- Cleanup and optimization of Arena Commander.
- Worked on Herald and Hoplite.
- Improvements on both ships and FPS weapons (including shader fixes).
- Worked on general ambient Star Marine VFX.
- Bug fixes and particle library/texture cleanup.
- For Homestead, supplied ship controls (driven by code/data), general ambient effects (sand, debris, weather), weapon improvements (incl. blood impacts), upgrades to Dragonfly explosions and Ursa Rover effects.
- Atmospheric VFX entry fully driven by code/data now.
- Continued R&D for automated VFX placement on planets.
- Large overhaul of camera system completed.
- Unified code between different modes – chase, orbit, passenger and spectator.
- More dramatic and cinematic cameras.
- Provides more control over DoF, FoV, operator shake, point of interest and zoom.
- Big changes to lobby UI.
- Can now change loadout without ever going to hangar.
- Investigating new “mega map” that allows switching between Arena Commander game modes and maps without having to load in and out.
- Lots of Star Marine work.
- Implementing loot animations for weapon pick-ups.
- Working on grenade functionality and visuals.
- Bringing legacy weapon reloads to current standards.
- General bug fixes.
- Captured assets for stealth kills from various angles.
- Combat ready AI responding to noises.
- Work done on general AI combat animation sets – focused on enter/exit cover, blind fire and under fire.
- Split between 2.6 and SQ42.
- Live Team added mission content for Crusader (incl. many secrets).
- New asteroid tech that improves ring around Yela.
- Tweaked station security.
- Improved wreck sites.
- Arena Commander upgrades – incl. persistent missile inventory between deaths, pickups and pirate swarm rebalance and improvements.
- SQ42 designers worked on vertical slice.
- Slice is selected as it contains almost all aspects of gameplay and avoids spoilers.
- Focus on this section is paying dividends in terms of issues being fixed.
- Some issues would usually persist late into development cycle.
- Team focused on HUD/UI needs for planetary demo showcased at CitizenCon.
- Since focused on UI for 2.6.
- Significant overhaul to front-end menu system.
- Affects game lobbies for Arena Commander, Star Marine and in-game leaderboards.
- Provides much needed visual update to main menu and pause screens.
- Should provide improved user experience (esp. for new players)
- Worked with Character Team on creating new first person helmets and HUDs that have unique look/feel.
- Game-mode specific UI should function properly and be consistent with rest of game.
- Finally supported environment team with ambient screen assets/animations – gives live/movement to environments.
FOUNDRY 42 FRANKFURT
- Focused on coding for CitizenCon and the global road map
- Work done on ecosystems, vegetation, object spawning and terrain blending
- Vegetation rendering CPU performance was improved
- Cloud models and shading received some attention as well as ocean rendering
- Physics and occlusion optimisation work with local grids
- Internal Planet tools were worked on in conjunction with the Environment Art Team
- Facial rigs and wrinkle map triggering/blending accuracy improved
- Focus on Squadron 42 AI
- Primary and secondary sub-activities for Subsumption were implemented
- NPC personal logger used to help debug their state and behaviour decision process
- Subsumption combat behaviour given first pass
- Cover system work
- Navmesh for characters was refactored to allow the AI to identify possible shortcuts
- Improvements were also made to the collision avoidance code and also allows AI to identify a player as an entity
- The pseudospeed calculation was reintroduced to NPC characters to Animators and Designers can select the right animation
- for the right speed
- An emotion component was added that will affect NPC character’s behaviour
- AI pilots can now directly use quantum travel and afterburners as well as be triggered by Designers
- The entire team travelled to the U.K. last month to help out with CitizenCon
- The Landing System was refined for docking, landing and how it looks in game
- Work was done on a space station locations for 3.0 release
- Much progress has been made designing the modular building system for space stations
- Continued work on planet outposts and modular satellites
- The resource compiler process, which takes the most time when in the build process was optimised.
- This system will be hooked up with the new patching system/launcher when that is complete
- Most of the team spent their time generation the ecosystems shown at CitizenCon
- Five systems were created in total over a short space of time
- Working with Engineers in the U.K. to create additional assets and terrain
- Work was finished for the camera path in the CitizenCon demo
- In-cockpit and in-helmet comms were readied for Squadron
- Ongoing research with the goal of making Look IK and AI locomotion blend fluidly out of captured story scenes
- A small side project for the Star Marine release was also completed
- The focus was mostly on missiles this past month
- Existing missile assets were optimised and polished with a small amount of variants added
- The FPS team were busy with grenades and grenade variants
- The Behring P8 weapon family iron sights were worked on
- After testing Squadron and Homestead demo for CitizenCon regular test activity resumed
- Testing Star Marine and engine features
- Gravity boxes and areas ragdolls as well as checking zone transition changes to the interior physics grids
- An internal playtest of Star Marine’s current state was completed and feedback gathered
- Focus on effects for the CitizenCon demo and Squadron 42
- Environmental effects like clouds, heat refraction and sand blowing in the wind were completed for the demo
- Many of the effects achieved in the demo were done while working closely with the Cinematics and Animation departments
- Focusing on upcoming milestones.
- Lot of effort showing diversity of the universe.
- Variety of different climates, architecture and story of different locales.
- Going to show progress of Stanton landing locations.
- Desert mining world controlled by powerful corporation.
- Life is harsh.
- People are like indentured servants.
- Architecture exhibits wear and tear.
- Daily life constantly monitored.
- Arctic environment.
- Domed cities constructed to avoid natural hazards.
- Inside it is very clean, lots of technology and simple elegance.
- Transparent glass is prevalent building material.
- Reinforces architectural themes with interactive tech and view matching environment colour scheme.
- Gas giant with city in clouds.
- Multiple floating platforms, long and slender.
- Ships traverse between buildings.
- Structures have varying elevations.
- Breathtaking vistas surprise players between silhouettes.
- Revealed Spectrum at CitizenCon.
- Designed to integrate forums, chat and other features into streamlined platform.
- Initial launch will be a web application.
- Future releases have more functionality, including game integrated overlay and voice chat.
- Polaris went on sale at CitizenCon.
- Many ship packages made available.
- Backer-only free-fly for all ships happened.
- Followed by free-fly to everyone.
- Newsletter saw an overhaul.
- More curated content and community information.
- Recaps subscriber updates, current promotions, top pilots, fan creations and sometimes new content.
- Had an unforgettable time meeting people at TwitchCon Bar Citizen.
- Support from CitizenCon was great.
- Meeting everyone gives the team a big boost.
- Community in Germany hosted their own CitCon event.
- Staff from Germany showed up and had a blast at the event.
- Becoming difficult to keep up with streamers and podcasts.
- Good to see veterans helping people out.
- MVP is difficult to pick with the great content.
- Continuing to work hard on Squadron 42, SC Alpha 2.6, Alpha 3.0 and beyond
- Star Citizen Anniversary Livestream in two weeks to focus on our ship pipeline
This is a transcription of material that is the intellectual property of Cloud Imperium Games (CIG) and it’s subsidiaries. INN is not affiliated with CIG in any way.