TO: SQUADRON 42 RECRUITS
SUBJ: DEVELOPMENT UPDATE 06:01:2022
REF: CIG UK, CIG DE, CIG LA, CIG TX
AI (Content)
Last month, AI Content’s main focus was on adding background life to Shubin station. Part of this involved motion-capturing actor performances for the commuter behavior.
“We captured people patiently waiting for a tram to arrive and getting frustrated when it didn’t come on time, sleeping across benches, and falling asleep in their seats. These are all things you might expect to see on a subway.” AI Content Team
They then wrapped up work on the arcade machine, which was reviewed to ensure the team were happy with the amount of animation variety.
AI (Features)
For Human animation, the team continued to iterate on the pistol animation set using the overlay approach, which is already seeing benefits to memory, iteration time, and effort.
AI (Tech)
The internal representation of the GUID and SuperGUIDs was improved too.
Animation
They also worked on AI pistol animations, making overlays that will properly work on the stocked base-set to more efficiently produce pistol gameplay. They also converted the male spec-ops assets to female versions.
On the gameplay side, Animation progressed with various social AI aspects, including beds, the chow-line, arcade machine assets, female characters sitting on bar stools, standing console updates, drinking in various useables, and more. AI locomotion progressed too, with the team testing overlays on the base cycles so NPCs appear to think about what they’re doing rather than just moving forward.
Art (Characters)
Character Art spent May working on UEE Navy outfits and Screaming Galson armors. They’re also working alongside the Graphics team on the final version of the hair shader.
Engine
On the core engine, various improvements were made to the profiling system to better analyze fibers and their preemption to track callers of semaphore waits and file reads… Also, power scaling is now disabled for all threads the engine spawns with normal or time-critical priority, which helps thread scheduling (main, render, physics, batch worker, etc.) and improves performance. Additional optimizations were made, including removing the final lock in the background job manager, checking authority requirements when activating component updates based on ECUS events, and skipping updates of hidden entities. Lastly, improvements were made to reduce the size of Windows executables and their symbol files.
Gameplay Story
A technically challenging scene involving two characters unloading crates from a spaceship was finished and is looking great in-game.
They also delivered a substantial new scene for chapter five that features the player getting into an elevator.
Graphics & VFX Programming
The team also continued improving shaders with experimental improvements to the hair-color model and Wear v2, including the addition of primer/compliment in LayerBlend v2.
UI
New door panels were created that will be used throughout SQ42, while the programmers developed AR boxouts – popup information that floats over the game screen to give more information about selected things.
VFX
They also continued work on a highly complex destruction sequence, which is progressing well.
Finally, the VFX Tech Art team reviewed the gas cloud setup to ensure it’s still functioning as expected and investigated cross-team options for in-game destruction.