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Star Citizen Monthly Report: March 2024

robertsspaceindustries.com Star Citizen Monthly Report: March 2024 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42

Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and merch, as well as all the community tools used by our fans.

Here's a "short" version, read the post for complete info.

AI (Features):

  • continued to fix bugs and make improvements to Human combat and other AI behaviors

AI (Tech):

  • focused on finalizing and polishing features for Alpha 3.23 alongside optimizations for existing systems
  • work on planetary navigation was completed allowing the team to generate navigation mesh over entire planets
  • continued to implement new rules and finalized synchronization between the server and clients for boids
  • iterated on new ship behaviors with Design, improvements to the aiming-control system for ships and turrets
  • load reduction to AI navigation system
  • improvements to Apollo tool

Animation:

  • team has been working on the “Space Cow”, a medium-sized bird, a predator wolf-like creature, as well as several new vehicles entrance animations

Art (Characters):

  • completed a range of branded racing flightsuits
  • continued working on outfits for the Headhunters gang
  • began exploring specialist armors and worked on handoff sheets

Art (Ships):

  • progress on the RSI Zeus (greybox was completed and all functionality has been validated)
  • Anvil Legionnaire is whitebox complete
  • work on the Resource Network began, 10 ships nearing completion
  • update work on a legacy ship continued

Community:

  • Community team support for the Overdrive Initiative and Stella Fortuna
  • banner design contest for the latter
  • spent time helping prepare the RSI Launcher 2.0 for live release
  • supported various community events

Core Gameplay:

  • Gameplay Features team successfully passed the go/no-go gates for procedural recoil, new scopes, dynamic crosshairs, and reload improvements
  • progress on ammo repooling
  • preproduction for base building
  • added different colored loot screens depending on whether the player is looting an enemy, friendly, or neutral entity
  • added a button to go from the inventory to the loot screen and a pop-up window when an item swap can’t be performed
  • allowed for separate loot-screen styles between the visor and lens
  • conversion of on-screen chat to Building Blocks was completed
  • converted more markers to the new system
  • unblocked animation content to support weapon customization and two-handed carry to work with the new EVA system
  • improvements to how shop items are highlighted when players look at them
  • completed buy and rent interactions for physical shopping
  • improvements to prone locomotion
  • improvements to aiming and targeting for the gunnery system for Master Modes
  • temporary solution for ship-hull penetration was added until Maelstrom is ready to support physical ship armor
  • optimized the dynamic room atmosphere system and made it network compatible
  • more work on cargo elevators and instanced hangars
  • updated radar zone queries to use new zone query time splice tech
  • work began on ‘signature categories’ (different signature detections based on emitters)
  • Arena Commander:
    • improve to multi-crew experience by adding access selection
    • refactored the team-balancing system
    • improved loadout definitions
    • support for the Engineering Experimental Modes and a selection of new maps and modes
    • support for a new system for Gun Rush
  • progress on reputation-based hostility
  • changes to the trespass behavior
  • UI:
    • work continued on the redesigned Contract Manager
    • completed payment validation for beacons
    • made Journal compatible with the new mobiGlas and updated the Home screen
    • support for the legacy Comm-Link and VMS Flash apps
    • visual updates to the Wallet and Assets apps
  • provided new data structure to Mission Design so they could start setting up hauling missions
  • progress on hangars, including the Instanced Interior Manager
  • improvements to the freight elevator and commodity kiosks

Economy:

  • continued rebalancing commodities
  • mission rewards are being rebalanced according to the difficulty and time required to complete them
  • team is involved in the design of reputation and org progression
  • starting to balance the time and cost of autoloading freight elevators

Graphics, VFX Programming & Planet Tech:

  • bug fixing the various deliverables for Alpha 3.23
  • added performance-scaling options to the water simulation
  • Vulkan team worked through several performance issues as they moved closer to matching D3D performance
  • reworking shaders to reduce the total number of PSOs (shaders) that need compiling when the game starts
  • work on Global Illumination continues
  • Planet Tech team started work on Planet Tech v5
  • VFX team continued with networking support for the fire simulation

In-Game Branding:

  • preparations for Invictus Launch Week
  • work for cargo containers and additional signage for various locations

Interactables:

Lighting:

  • worked on instanced hangars, freight elevators, distribution centers and Invictus Launch Week
  • supported the upcoming Character Customizer

Locations:

  • polishing content for Alpha 4.0
  • closed out the upcoming distribution centers
  • kicked off preproduction for new mandates officially beginning in Q2
  • Landing Zone team finalized art for instanced hangars

Mission Design:

  • Mission Feature team was restructured, becoming the Mission Design team
  • following feedback on the Overdrive Initiative event, the team is revisiting the standard data heist missions
  • progress on the upcoming cargo hauling missions (lawful stores across Stanton will not buy your cargo, got to use a fence if you want to sell them)
  • began working on wildlife related missions (Kill ‘X’ Amount, Clear Location, Kill and Collect)
  • some older mission modules were refactored
  • further testing of Blockade Runner

Narrative:

  • revising existing missions like the New Player Experience
  • outlining new missions
  • discussions with gameplay teams on ‘lorification’ of upcoming systems
  • various posts on the website and Galactapedia updates

Online Technology:

  • refactoring of social services backend
  • work to reduce EAC Anti-Cheat false positives in preparation of enabling sanction enforcement
  • finished off long-term persistence work for the Character Customizer

R&D:

  • work continued on the temporal render mode
  • supported the Gen12/Vulkan work

Tech Design:

  • support of preparations for Alpha 3.23 and beyond
  • support for hangars and ship flight
  • polish work on Master Modes

UI:

  • development of the new freight elevator kiosk, commodity kiosk, and item bank
  • preparing mandates coming later this year, including the Resource Network and jump points
  • added new player-facing UI, new mobiGlas
  • new visor and lens improvements
  • polished the new shopping UI and Character Customizer

VFX:

  • finished work on distribution centers and freight elevators
  • completed tasks for several upcoming vehicles
  • progress on jump point effect
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