Hey hey everyone, happy Monday. Hope you are all good. As is foretold, it is time for yet another dev update check it out!
To start things off we are trying out something new. We want to bring the dev team a bit more closer to you all. So we did a pilot episode of the new behind-the-scenes video (possibly a series). This one is with our very own QA lead Cheeseking. So check it out and let us know what you think!
We will also switch things up a little in the dev updates. You already notice we have slowed down with our content releases and there is a good reason for that as we already explained, but let us recap. Giving us more control over quality and giving us enough time to look back and adjust more things before they go out. But since it slowed down the quick format of the dev update is no longer satisfactory as the end results are not quickly clear. So on things we can talk about, we will go into more detail to let you guys know what is going on. Let's get to it.
Bugfixing, bugfixing, and bugfixing. One of the advantages of our upgraded infrastructure ( mentioned in Dev update #90 ) is it allowed us to go back through our backlog and sort out duplicates and outdated stuff. This means our awesome programming team is now more focused on resolving present issues within the game. Other than bugfixing there are new features in the works such as the Questing system, Movement rework, and the dropship system. Unfortunately, I cannot share any more info at this time, but it is still something to look forward to. Work also started according to the BB elements feedback you guys provided to us on this post. One of them is BB painting. And last, for this week, work has started on a new modular vehicle part: the radio.
For our level designers not much has changed since last week. They are still working on distant LODs and optimizations for them. As you can imagine there are a lot of them so it does really take this amount of time to go through it.
Now it is time for the art department. In this, we include our 2D, hard surface, soft surface, animators, and much more.
So other than animators working on the trailer and resolving issues with the animations. We have hard surface guys doing a heavy pass of optimizations. The soft surface is doing optimizations as well both materials and textures. And the 2D peeps are creating new concept art and some 2d assets for what is to come.
No picture for them :(
Our lovely audio (btw a little bit back we have doubled it from 1 person to 2) is working on the game audio mix and looking into new methods that could provide better results for the game. The results of which remain to be seen.
And then we have the QA/CM/Marketing. The QA fellas you saw a snippet of in the video above, but as always working hard on getting those pesky bugs reported and working with all of you with all and any issues encountered. Here at CM, we have also responses to you guys but also doing a lot of background work. From working on new methods of connecting with you guys to revamping the old, and also some extra goodies that I won't spoil for you yet. And then we have the Marketing who asked me not to share their stuff but credit where it's due, are the ones bringing you the new behind-the-scenes snippets. Sorry Matofski and Darius, gotta snitch a little.
Last but not least the GD are still on Quest design. From working on actual quest content and rewards to getting ahead of all of you hoping to exploit something and farm rewards. Also a bit more, looking through the feedback of the BB post and categorizing it for the rest of the devs.
Hope you all enjoy the new format of the Dev update, let us know what you think. If you prefer the old short bulletin list or this one. Cheers till next time!
Beda