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.|
|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.