Jump to content

Guest - Member Global Message

This is the Header Alert Global Message description. This message can be changed in your themes acp.

Tactical Advance
MyImageName

Banner 1 Title


MyImageName

Banner 2 Title


MyImageName

Banner 3 Title


Akanoes

Around the Verse - Upgrading Ships to Item 2.0, Part 2

Recommended Posts

Chris Roberts and Sandi Gardiner host today's episode, which features a UK studio update and part two of our feature on how Item 2.0 affects ships.

 

Highlights

Studio Update

U.K.

  • 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 (Ex: if a component is added to a bed it will be assumed the player will need to be attached correctly to it and play the normal lie down/idle animation correctly), this removes 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
    • Currently working on making reaching that point and going into whatever animation required seamless as possible
  • Graphics team: Wrapping up/bug fixing major features mentioned in last update such as lit fog, real time environment probes for planet lightings, etc
    • Tweaks to lighting model to improve appearance of ground reflections of the sun on planets at sunset/sunrise
  • UK Animation team: Continued work on FPS weapons with previous complete for Gemini L86 ballistic pistol
    • Arrowhead now close to final with some minor polish work left for reload states
    • 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
    • Testing features in new particle system as provided by Graphics team including better trail options and depth buffer based collisions
    • 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
    • Last Stand and Demien added a new EVA route from Marine spawn zone to Landing Pad B
  • 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, should easily carry over to handle ship loadout customization as well as is currently in Arena Commander frontend menu
    • 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/ship damage effects/audio support/ship improvements/etc

Ship Migration, Part 2

  • Seats
    • the original seats were part of the vehicle system and controlled enters, exits, etc.
    • 1.0 seats turned them into a more generic system but they couldn't play animations on the vehicle
    • ended up with two systems vehicle seats for single seaters and 1.0 seats for multi-crew
    • 2.0 seats solved this by creating seat, seat dashboard and a seat access items
    • 2.0 seats required them to break out all the assets into different items and animations into different states
    • had to do it ship by ship: all ships are very special snowflakes
  • UI
    • 1.0 seats used an ISeatHost structure which many systems, including UI, hooked into
    • the UI was listening to all these crazy events and had to rely on the seat host
    • if the seat host disappeared but didn't unregister it could crash or cause all sorts of problems
    • 2.0 infrastructure relies on the item components rather than the seat or vehicle
    • currently have to maintain 1.0 and 2.0 system until they can switch off the old system
  • Events
    • the original events system sent an event to the vehicle which dispatched it to every item
    • the issues were every item got every event, they got them immediately and it ran the main thread
    • replaced it with a multi-threaded event system: items have their own event system and can link to each other
    • items process pull down and process events during their batch update then dispatch events to other items
  • Controllers
    • with the old system each item would handle it's own full set of logic
    • 2.0 introduced the new concept of a control manager, controllers and subitems
    • player connects to the control manager (e.g. ship) which connects to controllers (e.g. power) which connects to items
    • now items have very specific logic and the controller takes the input from the user and translates it for the items
    • call it a control hierarchy

Courtesy of Relay 

Edited by Akanoes

Share this post


Link to post
Share on other sites

I thought Sandi was wearing a negligee at first.

She makes some interesting fashion choices, but she tends to get away with it since she happens to be pretty hot.

Soooooo glad that Alexis from the Citizens of the Stars doesn't try to pull off the same outfits...

Share this post


Link to post
Share on other sites

I thought Sandi was wearing a negligee at first.

She makes some interesting fashion choices, but she tends to get away with it since she happens to be pretty hot.

Soooooo glad that Alexis from the Citizens of the Stars doesn't try to pull off the same outfits...

I liked the outfit, although the excessive amount of blush was extremely distracting.. The entire time I was like, "Why are your cheeks so excessively pink?"

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

MyImageName

Image Description 1


MyImageName

Image Description 2


MyImageName

Image Description 3


×