Just some of the bits of this development update related to Alpha 3.0 set to release this summer. Full ATV, I think the UK studio update is really worth watching:
TL;DR of this UK Studio Update, was just resumed today:
Air traffic controller sprint: Initial groundwork complete and now moving on to more functionality including communication with ATC
Introducing a new hint system to make initial learning curve lower for new players
Changing how a player spawns into a level, removing a large amount of FlowGraph data and simplifies setup for the level
Continuing work for missions in 3.0 with progress on implementation of Mission Broker and Mission Manager
These determine how a mission and all objectives are presented to/given to the player to complete and also be tracking what missions a player already has/how far through objectives they are
AI locomotion: Refining the way Ai walks/runs around a level
Implemented a new path smoothing algorithm which makes AI traversal around corners more natural
Graphics team: Wrapping up/bug fixing major features such as lit fog, real time environment probes for planet lightings, etc
UK Animation team: Continued work on FPS weapons
Arrowhead now close to final with some minor polish work left
Takedowns gone from implementation pass to more refined animation pass
AI animation work ongoing with improvement to posing of enemy patrol states and reactions to sight/sound
Team helping to export remaining gameplay story cinematic scenes so Design can implement and better visualize the story within levels they're working on
Derby Animation team: Finishing off facial animations for 3.0 mission givers and Eckhart's body animation is being polished/implemented
Some of the team attended a PU audio/facial shoot in London
VFX team: Continued tests of new lightning entity focusing on smaller scale interior electrical effects
First Levski exterior VFX pass underway
Cutlass flight ready VFX including interior damage and thruster effects now done
Continued work on atmospheric flight effects with focus on play testing/bug fixing/testing new features provided by Graphics/Engineering teams
Ongoing polish for VFX for new weapons and reworked version is continuing up to 3.0 release
Art side: Origin 600i concept process now finished
Next ground vehicle moving along and about to kick off a whole new round of ships
Ship weapons they've take Klaus and Werner styling from FPS weapons and used it to influence worn on Klaus and Werner laser repeater
Looking at some cool looking MaxOx neutron repeaters
Art team: Working away at further Shubin Mining Station interiors
Continued work on providing infrastructure to habitation pods including comms arrays/water collectors/small deployable communication units
Space scenes getting facelift for 3.0 release, adding texture and visual interest to space overworld big priority for 3.0 release
Reworked some of the distant nebula in Stanton system
Working on large scale nebula rendering techniques using Pyro system as a test case, techniques will help create interstellar scale nebula
SQ42: Exploring the look/feel of the Coil using powerful fluid simulations to help achieve this look
Ongoing work for Truck Stop Stations materials
Work on solar panels
Rest of Truck Stop team are finalizing main hull pieces before proceeding to front/back sections of stations
Special consideration being made to ensure to nothing looks visually repetitive
Detailing areas around landing pad ongoing including adding more visual complexity to back of landing pad/around the borders on edge of the pad
Surface Outposts: More archetypal outposts have had a dressing and lighting pass including emergency shelter
As well as illegal drug lab which may/may not be on one of the moons
Planet integration materials for outpost exterior tested/tweaked for sand/ice biomes
Branding prototyping explored for procedural locations with Rayari brand as test case including main logos/text along with secondary logos, indents, etc
This would procedurally swap brands depending on ownership of the outpost
Ship team: Reclaimer work completed on drone room with focus on drone deployment/storage mechanism
Engine room also been completed making use of repurposed assets from Idris
Exterior damage setup nearing completion with internal geometry being built to be exposed when ship takes damage
Work on derelict ship/wreckage elements coming to end for initial batch
Support now in place for Design to create mission scenarios based on derelict ships in space/on planets
Material variations of each ship created so ships will look embedded to the surface type
All that's remaining are technical elements such as LODs, vis areas, collisions
Gladius cockpit revamped/relit for new cockpit experience
Art side it's been achieved by clearing a channel between top support screens to reveal Gatling gun on the nose, making a range of interactive buttons, remodeling throttle for improved functionality
Cockpit canopy extended for better clarity and new interior lighting added
Hull C exterior work on finishing landing gear mechanisms and detailing inner bay areas while creating initial animations and work towards final art
Front section of interior now modelling complete and getting a detailed lighting pass
Once complete tunnel section/rear engine room will be modelled and lit in same fashion
Live Design team: Moving ahead with content for PU, giving needed attention to existing Arena Commander and Star Marine maps
Dying Star had procedural asteroids added
Star Marine maps received balancing changes
Echo 11 some adjustments to capture points
UI front: New features making their way into mobiGlas
Progress on home screen functionality and displaying elements of actor status, atmospheric readouts, suit status readouts, personal overview
Player loadout management working as an app in mobiGlas
Working to get mobiGlas UI in general to be projected using new render to texture tech
Work on designing/implementing upcoming character customization menu on frontend which will be included in 3.0
Players will be able to create/customize various characters in PU
Audio team: Features for 3.0 release including Procedural Planet Ambience system
Refining approach on how to produce ship armaments and first person audio
Producing sound schemes for different kinds of diegetic user interfaces that will feature in 3.0
Preparation begun for foley session to ensure audio coverage for character clothing/armour and content to extend footsteps system further
Progress on foundational audio tech such as dynamic bank loading/actor status system/audio propagation system/music logic system/content production for derelict ships/bespoke 3.0 location sound design and more
Comments
Introducing a new hint system to make initial learning curve lower for new players
Changing how a player spawns into a level, removing a large amount of FlowGraph data and simplifies setup for the level
Continuing work for missions in 3.0 with progress on implementation of Mission Broker and Mission Manager
These determine how a mission and all objectives are presented to/given to the player to complete and also be tracking what missions a player already has/how far through objectives they are
AI locomotion: Refining the way Ai walks/runs around a level
Implemented a new path smoothing algorithm which makes AI traversal around corners more natural
UK Animation team: Continued work on FPS weapons
Arrowhead now close to final with some minor polish work left
Takedowns gone from implementation pass to more refined animation pass
AI animation work ongoing with improvement to posing of enemy patrol states and reactions to sight/sound
Team helping to export remaining gameplay story cinematic scenes so Design can implement and better visualize the story within levels they're working on
Derby Animation team: Finishing off facial animations for 3.0 mission givers and Eckhart's body animation is being polished/implemented
Some of the team attended a PU audio/facial shoot in London
VFX team: Continued tests of new lightning entity focusing on smaller scale interior electrical effects
First Levski exterior VFX pass underway
Cutlass flight ready VFX including interior damage and thruster effects now done
Continued work on atmospheric flight effects with focus on play testing/bug fixing/testing new features provided by Graphics/Engineering teams
Ongoing polish for VFX for new weapons and reworked version is continuing up to 3.0 release
Art side: Origin 600i concept process now finished
Next ground vehicle moving along and about to kick off a whole new round of ships
Ship weapons they've take Klaus and Werner styling from FPS weapons and used it to influence worn on Klaus and Werner laser repeater
Looking at some cool looking MaxOx neutron repeaters
Art team: Working away at further Shubin Mining Station interiors
Continued work on providing infrastructure to habitation pods including comms arrays/water collectors/small deployable communication units
Space scenes getting facelift for 3.0 release, adding texture and visual interest to space overworld big priority for 3.0 release
Reworked some of the distant nebula in Stanton system
Working on large scale nebula rendering techniques using Pyro system as a test case, techniques will help create interstellar scale nebula
SQ42: Exploring the look/feel of the Coil using powerful fluid simulations to help achieve this look
Ongoing work for Truck Stop Stations materials
Work on solar panels
Rest of Truck Stop team are finalizing main hull pieces before proceeding to front/back sections of stations
Special consideration being made to ensure to nothing looks visually repetitive
Detailing areas around landing pad ongoing including adding more visual complexity to back of landing pad/around the borders on edge of the pad
Surface Outposts: More archetypal outposts have had a dressing and lighting pass including emergency shelter
As well as illegal drug lab which may/may not be on one of the moons
Planet integration materials for outpost exterior tested/tweaked for sand/ice biomes
Branding prototyping explored for procedural locations with Rayari brand as test case including main logos/text along with secondary logos, indents, etc
This would procedurally swap brands depending on ownership of the outpost
Ship team: Reclaimer work completed on drone room with focus on drone deployment/storage mechanism
Engine room also been completed making use of repurposed assets from Idris
Exterior damage setup nearing completion with internal geometry being built to be exposed when ship takes damage
Work on derelict ship/wreckage elements coming to end for initial batch
Support now in place for Design to create mission scenarios based on derelict ships in space/on planets
Material variations of each ship created so ships will look embedded to the surface type
All that's remaining are technical elements such as LODs, vis areas, collisions
Gladius cockpit revamped/relit for new cockpit experience
Art side it's been achieved by clearing a channel between top support screens to reveal Gatling gun on the nose, making a range of interactive buttons, remodeling throttle for improved functionality
Cockpit canopy extended for better clarity and new interior lighting added
Hull C exterior work on finishing landing gear mechanisms and detailing inner bay areas while creating initial animations and work towards final art
Front section of interior now modelling complete and getting a detailed lighting pass
Once complete tunnel section/rear engine room will be modelled and lit in same fashion
Live Design team: Moving ahead with content for PU, giving needed attention to existing Arena Commander and Star Marine maps
Dying Star had procedural asteroids added
Star Marine maps received balancing changes
UI front: New features making their way into mobiGlas
Progress on home screen functionality and displaying elements of actor status, atmospheric readouts, suit status readouts, personal overview
Player loadout management working as an app in mobiGlas
Working to get mobiGlas UI in general to be projected using new render to texture tech
Work on designing/implementing upcoming character customization menu on frontend which will be included in 3.0
Players will be able to create/customize various characters in PU
Audio team: Features for 3.0 release including Procedural Planet Ambience system
Refining approach on how to produce ship armaments and first person audio
Producing sound schemes for different kinds of diegetic user interfaces that will feature in 3.0
Preparation begun for foley session to ensure audio coverage for character clothing/armour and content to extend footsteps system further
Progress on foundational audio tech such as dynamic bank loading/actor status system/audio propagation system/music logic system/content production for derelict ships/bespoke 3.0 location sound design and more