Star Citizen Monthly Reports gives us an overview of the work that has kept developers at Cloud Imperium Games busy over the past month. Here’s what we remember from this month of May 2022.
Artificial intelligence (content)
The team felt that the visual rendering of the characters’ movements did not live up to their expectations. It appeared to them as “vital” that combine secondary animations with motion animations. So they created 40 new animations secondary (such as scratching the head, stretching or breaking the fingers) that will be combined with the non-player character going.
Dynamic call technology begins to be used in three situations: four-person tables in the mess, places where non-players are waiting, and arcades. We will soon be able to see the non-player characters there start conversations between them.
Artificial intelligence (technology)
Non-player ships can now accelerate while warming up their quantum engine before taking a trip of the same name. This feature will be able to used for missions.
Several test scenarios have been activated, which will allow better discover the consequences of changes made by other teamson targeted functionalities.
Improvements have been made to Subsumtion (the action planner for the non-player character), especially for coordinated conversations and activities.
The ability of non-player characters to push carriages continues to evolve, with one better control of the force exerted and one detection of blocking situations.
Non-player characters can now receive a mission from defend an area. As an example, this will allow designers to define areas where guards need to patrol.
Non-player characters take better account goals take coverageallowing them to save ammunition in certain situations.
Different character fractions may now have different considerations when it comes to friendly fire. For example, a “malicious” gang will only seek to preserve the lives of its members, while a “nice” group will also try not to harm civilians.
Artificial intelligence (vehicle functions)
A tool now makes it possible to assign multi-ship scenarios. For example, this allows a group of fighters to carry out a diving attack on a main ship.
News emotes is in preparation.
The team was working on a new one missionary.
Of facial animation for salesmen and workers were created.
The team is working on armor for the second quarter, and on border outfits of the Pyro system.
In preparation for recycling gamesa damage visual update was performed all vessels.
An undiscovered land vehicle has moved into the final art.
A new ship has entered the gray box phase.
Merchantman is on its way through its gray box phase with a focus on the exterior.
The SRV has gone into production and will soon end its whitebox phase.
The corsair advances, especially the inhabited towers, the quarters of the crew and the captain, the cargo hold, the entry airlock.
The systems of pulley with rope can now be simulated by the engine.
The transition to Gen 12 continues, with several new pieces of code completed.
Optimization has been made of the game engines.
Features (Arena Commander)
The team is working on both scans improvements and correct bugs affecting Arena Commander and Star Marine.
Improvements to ship racing will be implemented in an upcoming patch.
Features (characters and weapons)
The team is working on the foot scanner, with one scan wave and one highlight detections. Between these, interactive objects and critical points of interest for mission progression will be highlighted.
The scanned objects will bring more information. For a door we can see its status or if a hack is in progress. For a body we can see the cause of death.
As part of the recycling, the position of the damage to a ship has been exchanged between the server and the clients. optimized.
Great progress has been made in terms of the functionality of boost for quantum travel. [Note du rédacteur : cette nouveauté a été évoqué à quelques reprises par CIG depuis un an, mais n’a pas été expliquée en détails] Developers aim to provide a great experience when acceleration and stay the course. This feature will take into account points of interest, allowing pilots fly to the targeted destinations.
Work is ongoing persistence technologies.
A pass was made to balance the durability of the item in an attempt to prevent ships from staying knocked out by explosions.
A balancing of Starfarer’s supply capacity is underway.
That ground vehicle physics inspection is soon ready to be put into play.
Work continues on the ship damage layers. Developers ensure that debris falls off a ship maintain damage they had before they left.
Progress has been made with Gen12 and Vulkan.
The reclaimer wrecks in space and the camps built around the earth’s wreck of this ship are being completed. This first attempt at camping around an abandoned or crashed ship will assess whether depth can be added, with new modules, missions, gameplay and stivariations.
Camps in the wrecks of the 600i and Mercury, which will be found on Daymar, have progressed well this month.
The Lorville redesign enters the pre-production phase.
That building interior go into the concept phase.
The work continues new missions with new archetypes.
The team also seeks to facilitate the introduction of new players.
Mighty Bridge integration until the editor is finished. Its first application is as a tool for location of vegetation without collisions, to be used for campsites in wrecks. The next application is a tool for creating craters around shipwrecks.
The tool off procedural creation of sites progress well. Basic layout has been created and the team now tackles single or looped corridors as well as site models (stations, caves, underground facilities, etc.)
The team continues to improve internal development tools beforeincrease productivity for developers and artists.
Some of the code was rewritten in preparation for persistence technology arriving 3.18.
The work has started for renewal of quantum travel began. The developers have described the gameplay needs at the different stages: engine warm-up, start and end.