PU Monthly Report: June 2024
Welcome to June's PU Monthly Report! Many teams progressed with their final tasks toward Alpha 3.24, while others are forging ahead with work on exciting features and content for Alpha 4.0 (and in some cases beyond). Read on for all the details, and we'll see you again this time next month.
AI (Features)
The AI Features team improved behaviors of grouped NPCs for more consistent combat experiences. They added an object representing groups to share perception information about targets at appropriate times. This allows designers to tailor combat experiences by deciding who is drawn into combat when it starts. It also allows "cheating" behaviors for situations where communication between group members would be expected, preventing NPCs from doing full first reactions when they would already know about a fight.
This initial implementation will be playtested and balanced to present a realistic but understandable challenge. Without it, perception and entering combat would be more haphazard across different scenarios.
AI (Game Intelligence Development Tools)
A new Game Intelligence Development Tools (GIDT) team was created within the AI group. They are evaluating and improving tools and processes, including enhancing the Apollo Subsumption editor with improved UX. A new visual paradigm called Apollo StarScript is being implemented in-engine.
Other improvements include a tool to group/ungroup task functions automatically and visualize comments when collapsed or expanded. The team is also implementing service solutions for long-term AI functionalities like the Quantum simulation, Battle System, and Commentator model.
AI (Tech)
The AI Tech team optimized parts of the NPC Vision system, moving some visibility check computations to the client. This will improve reaction time and frame rate with multiple players on a server.
They investigated better ways to synchronize AI data between servers and clients for Server Meshing, allowing smoother transitions when NPCs move between servers. As a test, more data was serialized into AI components.
For ship AI, functionality was added for point-defense cannons to track and shoot missiles. NPC formation following was improved using a PID controller for matching leader speed and adjusting roll.
The AI Tools team began unifying functionality and fixing bugs to prepare for the Apollo UI redesign.
Animation
The Animation team continued fixing technical issues with the kopion, animating assets, and creating new animations for numerous creatures.
Art (Characters)
Character Art progressed on three specialist armors, finalized the utility armor update, and supported Character Customizer requests. Art debt for looting items was also worked on.
Character Concept Art explored utility armor designs and completed handoff sheets for specialist armors. The Hair team started work on new beards and hairstyles.
Art (Ships)
The Ships team made progress on the RSI Polaris, nearing completion of the interior for greybox review. The exterior is approaching final content with parallax occlusion mapping and lighting completed. The RSI Zeus Mk II is also nearing final content review.
Seven unannounced vehicles were worked on, with four approaching whitebox review, two nearing greybox review, and one almost finished.
Community
The Community team kicked off June with May's PU Monthly Report and the Drake Ironclad Q&A. They supported Alien Week and the return of XenoThreat, publishing a New Player Guide and two contests.
The team is preparing for the Alpha 3.24 release as well as upcoming Foundation Festival and Ship Showdown events. The Bar Citizen World Tour continued with team members visiting local events.
With CitizenCon 2954 approaching, the team is working to deliver an exciting event. The CitizenCon Cosplay Contest is also returning.
Core Gameplay
The Core Gameplay team made progress on several fronts:
- Maelstrom destruction system improvements, including a new unified mesh format and tools to link gameplay events with destruction sequences
- Started implementation of the transit refactor
- Enhancements to the Radar & Scanning systems, including FPS ping updates, new vehicle brackets, and Delta Signatures
- Arena Commander frontend restyling and FPS horde mode development
- Improvements to the badge system
Economy
The Economy team worked on Pyro shop setups, implemented an effort-vs-reward algorithm for mission balancing, and supported upcoming cargo changes. They rebalanced prices for vehicle components, FPS items, and commodities.
Ongoing work includes a new economy for quantum and hydrogen fuel and creating player profiles to understand how different careers use resources.
Graphics, VFX Programming & Planet Tech
The Graphics team improved Vulkan stability, performance and memory usage. Global Illumination saw various enhancements including radiance cache resolution improvements and rough-specular support.
New features were added for gas clouds, jump points, and fire hazards. Work continued on creature visuals, GPU terrain generation, and planet queries to support location scattering.
In-Game Branding
The In-Game Branding team created new navigational signage for Pyro and graffiti for Ruin Station. They also started work on a new location with the Landing Zone team.
Interactables
The Interactables team finished liquid containers for upcoming Blockade Runner missions and progressed on hazardous containers of all sizes.
Lighting
Lighting focused on Alpha 4.0 tasks including the new acidic cave archetype, Pyro station modules, and outpost locations. They are finalizing unique atmospheres for all of Pyro's planets and moons.
Locations
The Landing Zone team fixed cargo bugs and added variety to Pyro station modules. The Organics team created assets for new planet biomes and completed the acidic cave archetype.
Narrative
Narrative supported upcoming cargo gameplay with new mission text and worked on content for Star Citizen 1.0, including expanded Social AI. They began building lore for a future large-scale event mission and provided company bios to the Branding team.
The team published new Galactapedia entries and an Alien Week story about Banu Divestment.
Online Technology
Online Services overhauled Social Services backends to improve performance and scalability. They integrated a new version of Easy Anti-Cheat and progressed on potential Alpha 4.0 features like mission/marker system overhauls and player trading.
The Networking team continued work toward Server Meshing, testing mesh configurations and cloud infrastructure while optimizing performance.
Tech Art/Animation
Technical Animation made progress on the 'Put On, Take Off' initiative, finalized creatures for Alpha 4.0, and enhanced the Character Customizer with new heads. They continued collaborating with SST and Cinematics to ensure high-quality animation implementation.
VFX
The VFX team supported work on Alpha 3.24 and 4.0 deliverables including the RSI Zeus Mk II. They also worked on new biome archetypes like acidic caves, Pyro modules, and upcoming features such as fire hazards and the resource network.
The 30K.fun Star Citizen Adventure
Captain Zara stood on the bridge of her trusty Constellation Andromeda, gazing out at the vast expanse of the Stanton system. She couldn't help but chuckle as she recalled how she'd first joined the 30K.fun Star Citizen Referral Club, a group dedicated to finding humor in the face of bugs and glitches.
"Hey Cap, we've got a newbie on comms asking about what code to use for their first pledge," her first mate, Jax, called out.
Zara grinned. "Tell them about the RSI Referral Code Club. It's a great way to get started."
As they chatted with the newcomer, the ship suddenly lurched. Red warning lights flashed across the console.
"Uh oh," Jax muttered. "Looks like we've hit a 30K."
Instead of panicking, the crew burst into laughter. This was exactly the kind of situation the Star Citizen Referral Code Club had prepared them for.
"Quick!" Zara shouted with a grin. "Everyone pose for a screenshot before we disconnect!"
As the ship faded from existence, Zara made a mental note to share their hilarious 30K moment with The Star Citizen Referral Code Club later. After all, finding fun in the face of adversity was what being part of the 30K.fun community was all about.
Another Star Citizen Fan Fiction from 30KFUN Accessible Gaming Community!
| ← Previous Article | Next Article → |
|---|---|
| Star Citizen July 2024 Subscriber Promotions | Server Meshing: The Future of Star Citizen's Persistent U... |
