PU May Monthly report
AI (Tech):
Improving the collision-avoidance system to give better results when ground vehicles pass each other or NPCs.
Added support for driving along a predefined route
AI Tech begin investigating and implementing a solution for NPCs entering and exiting ships from EVA using the external doors of an airlock system.
Art (Ships):
An as-yet-unannounced ship moved through to greybox.
A new ground-vehicle variant progressed through the greybox stage.
C1 is almost greybox complete.
A1 has its LOD0 review scheduled for early June.
The MISC Freelancer’s component rework progressed through the final-art stage.
RSI Polaris preparing for whitebox.
Tumbril Storm approached the end of the greybox stage
Greybox on the Aopoa San'tok.yāi is mostly complete, with only dashboard work remaining
Approaching the end of the pass on vehicle tractor beams. This included work on the Origin 315p, Drake Caterpillar and Cutlass Black, CNOU Nomad, and MISC Hull C.
Engine:
Starting removing legacy Gen-12 code
Progressed with the work on StarBuild, adding the remaining Linux support.
Improved cloth simulation for better simulation results, updated the rope and pulley systems, and added cantilever simulation support.
Features (Arena Commander):
Beginning a full refactor of how the game-rules system serializes network variables and communicates with the server, which will make it compatible with Server Meshing
Initial work was completed on a new game rule difficulty module. (it will initially be used to allow the team to set varying parameters based on the selected difficulty mode)
Engineering began experimenting with increasing max server FPS, decreasing the actor delay buffer, and increasing packet rate in an effort to reduce latency and desync in Star Marine
Arena Commander’s Design team began converting the Theaters of War spawn screen to most other game modes. (what we saw in ISC)
Features (Characters & Weapons):
Features team worked on ammo re-pooling, which allows players to redistribute the ammunition stored in their suit and inventory to maximize the number of full magazines.
The team also explored a new negative actor status triggered by radiation. (When a character is affected by radiation, the protection of their outfit will start to decay. Once protection is gone, the actor will suffer radiation sickness and will need to seek medical aid to recover.)
Features (Mission):
The Mission Feature team continued to work on the ship escort, data heist, and consignment retrieval missions
Adding the finishing touches to a new unlawful salvage mission where a ship must be stripped of an incriminating paint job before law enforcement arrives.
A new lightweight PVP/PVE event set aboard a modified version of the Siege of Orison barge is being explored
Mission Features' ongoing work on Bounty Hunting v2 progressed well too.
The designers are currently working with Systemic Services and Tools to develop the systems required to have virtual NPC bounties traveling around the system.
Currently developing a method for pods to attach to points in the world so they can seamlessly enter and exit the game space
Locations:
Locations teams continued working on Pyro, making good progress on Ruin Station.
Sandbox team further developed planetary content for Pyro
Continuing to support the Montreal-based team on the new underground facilities.
Organics team created new fauna for Pyro
Currently reworking some of the upcoming system’s planets to bring them up to current expectations.
Narrative:
Recorded the first air-traffic-control assistant for cargo and will be looking to review and refine the wider experience in future months.
Systemic Services & Tools:
Working towards Bounty Hunting v2, finalizing work for bounty contract missions, a bounty-marker prototype, and connecting the NPC tracker service to the game server