Aside of yesterday's roadmap on the SP campaign of SC:
The monthly report of its development has been posted, by area. The newsletter was way too big posting in multiple posts below:This month, Ship AI’s focus was on optimizing the Tactical Point System. They now have multiple queries bundled together in a batch from different threads, which allows more control over the cost of the overall system. They submitted several optimizations for the character movement system, which can now update all the components in a multithreaded batch approach and will utilize the maximum the CPU resources during the game update. A pass for thread safety of several subsystems was performed, including the attention target component and communication system. This is required to eventually move the Subsumption component update to the multithreaded batch update step.
In FPS Combat, the ‘Defend Area’ assignment was introduced; correctly achieving this behavior requires monitoring the mastergraph transitions to evaluate if the recipients of the Subsumption event can actually process it. In the Defend Area example, they might be executing any regular behavior when receiving the assignment. If the behavior can handle the request in a specific way, great. If not, then the mastergraph takes care of selecting one that can. Alongside this, they’re adding new behaviors to improve combat and patrol to respect this assignment.
New behaviors and functionality to support stealth gameplay were implemented, with new audio and visual stimuli being added to allow players to draw the attention of guards, prepare traps, and open up otherwise blocked paths.
Work also continued on the bartender for Lorville. To achieve several functionalities of his behavior, they implemented the first pass of UseChannel routing and are continuing to expand the usable functionalities.
The Usable Builder Tool received a new feature too: it’s now able to correctly preview different characters using different usables so that designers, animators, and programmers can easily test and verify the content as it’s delivered.
On the Story front, the Animation kicked-off production passes on a handful of Squadron 42 scenes. They’re also working to finalize the Armorer character for SQ42 - itself a large and intricate task.
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Audio worked closely with the SQ42 composer Geoff Zanelli to establish themes for the game’s different races and important characters. This, combined with the second round of music implementation, allowed the team to better support pacing and overall development.
The Dialogue Team worked to ensure animation and design had all the assets required to successfully implement their conversations, comms, and cinematics. |
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Character Art
Cinematics
The Cinematic Animation Team carried on with regular scene work. Having completed first passes for much of the game’s narrative, they transitioned to scenes where a full implementation pass with a state machine is required. They also supported the engineers working on key workflow tools.
Along with navspline improvements, new functionality was added to allow the team to edit multiple cinematic sequences at once. Previously, TrackView only supported a master and child sequence and didn’t allow editing of the master if the child was edited, or vice versa. Some SQ42 scenes feature characters on capital ship bridges reacting to things they see through windows, which requires the team to split sequences between interior and exterior. The new multi-sequence workflow allows multiple sequences to be open and active at once and syncs the timelines for both the master and child.
Engine Tools
They also made the execution of ray collision checks and the defragmentation of grids run concurrently. This achieved a 30-50% speedup for physics planet terrain computation, reduced the number of cell queries on planets, and improved proxy mesh generation of terrain ground volumes.
Terrain rendering improvements were added (glow forward pass) as well as fixes for water volume and ocean rendering. The existing hair shader was improved, and a new depth of field algorithm was created to improve quality, performance, and fix halos around silhouettes.
Part of the team worked on additional culling refinements in the zone system to submit fewer objects to the renderer, as well as various low-level optimizations to reduce load on the render thread.
Engineering
Pickup and Carry was finished off, including the solving of an issue when interacting with items in EVA.
Developments on the female character continues. Because of her different sized skeleton, the team implemented animation-driven inverse kinematics to allow her to reach a ship’s controls without the need for new animation sets.
Progress has been made on the usables builder tool, which allows the content creators to drop in a character and play all the related usable animations, move locators around, and generally test a setup without having to go into the game.
As part of comms, a ‘Tannoy’ system can now pump audio to multiple parts of an environment. For example, an announcement to a single ship’s hangar or a more global ship-wide announcement.
The ship AI Team helped out with the new Intelligent Flight Control System (IFCS), tweaking ship behavior to better utilize these new flight controls for a better dogfighting experience.
Environment Art
Lighting focused on the Javelin found in an early campaign level, taking into account the emphasis on making one key light do more of the work. This new approach looks great and is less demanding on the engine too. Tweaks to a control room seen close to the end of the campaign progressed, with the aim being to set the correct tone for the narrative and gameplay moments that spread from it.
Props seen throughout the campaign (including monitors, screens, wiring looms, hatch covers, ropes, destructible lights, and pressurized items) all received attention, this time to determine how they break or deform when damaged. Several key events take place where these assets need to react correctly to gravity, decompression, damage, pulse, etc.
The vast Shubin mining station gained more detail to the supporting structures around it. Development of the facility's Bridge (as first seen in the CitizenCon 2948 trailer) continued, which comes in at around three times the size of a Bengal’s.
Gameplay Story
Graphics
Performance was also a focus, with most attention on the low-level texture and mesh streaming systems to help squeeze as much content in with as little performance impact as possible.
Level Design
“It’s all going well and now that we have almost all the scenes in the levels you really get a great feel for the story flow and pacing.”
Cockpit scenes are coming to life thanks to ‘Render to Texture’ technology, while the new IFCS system is fully implemented into SQ42 and making a huge difference to dogfighting. Regular feedback and suggested improvements mean spline technology and flight controls are constantly refined.
Narrative
Props
System Design
Dialogue wildlines for the ship/FPS/social AI were reworked to unify them within the same overall structure. Collaboration with the audio & writing teams ensured the system works properly for all systemic dialogue in the game. The team is also working to develop tools to automate the setup of dialogue lines.
Stealth gameplay elements continue to be developed, which require the AI perception to be upgraded to cater for peripheral vision, as well as various audio events and stimuli from environmental sources, such as throwing a pebble to distract enemies.
Tech Animation
Some much-needed toolsets for authoring skinning data on the many different costumes were finished. Used in conjunction with the existing toolsets, these will make skin authoring a more efficient process.
An interesting dilemma was presented recently, whereby the team needed to show some sort of fluid dynamics, which usually require intensive calculations The Technical Animation department came into its own and used the existing physics solution to create a dynamic yet economic fake for the various glasses & cups in the bar scenes.
Multiple animations for cinematics and gameplay were added, as were several new tools to the animation pipeline along with bug fixes and additions to existing tools. Time was also spent fixing several smaller bugs like animation compilation errors, missing integrations, weapon entities, and DBA setups.
Tech Art
The team also worked on the asset authoring tools and pipeline for the new cloth/softbody solver, which was first showcased at CitizenCon. Optimal simulation mesh topology and vertex density are key to making it work efficiently and fast enough while yielding high-fidelity visual results. Another important factor is creating the best possible binding between the high and low res simulation mesh - this can only be fully automated for simpler cloth asset types and requires artistic ‘guidance’ and fine-grained control in more complex cases. The team went to great lengths to ensure the authoring tools provide this capability in a convenient, easy-to-use way.
UI
Another major feature worked on is the area map. Pre-visualizations of how the map could be were built procedurally using existing underlying systems, such as the room system. This informs not only the overall layout but also how it becomes more defined as the player traverses the environment for the first time.
Vehicle Features
VFX
Thruster improvements were made to more closely match the VFX. They gained new effects and functionality including damage, overheat, and misfire options.
R&D for a Xi’an missile launcher kicked off too.
Weapons
https://mailchi.mp/cloudimperiumgames/squadron-42-update-141433?e=e8196f7ac6
You stay sassy!
I don't care if there is a new in game towel or if my character can now have thin or thick lips. I just want to play the thing before Luke Skywalker dies... well.. at least before Mark Hamill does.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Based on their latest schedule, Alpha should launch early 2020. But as of February 15th update, most of the Squadron 42 stuff they scheduled for Q4 2018 is still unfinished, so we know RSI is late from that schedule.
Maybe you'll get to play in 2021 if everything goes well, maybe not.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
"More female animation sets are currently in development and will now always be worked on alongside the male version. Currently, they’re starting with base re-targets from the male source and then replacing them with female-specific assets."
"Heh....they said 'ass-'ets...heh...(in my best Beevis voice)"
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon