Foundry 42 UK



Programming

The Gamescom demo premiered the initial implementation of the Star Map in-game. Based on the application already on the RSI website, the version we’ve been working on will match the UI and feature numerous functions. For example: you’ll use it to select a Quantum Drive destination rather than the current system in-game, which, while functional, is less than optimal when trying to pick out a specific destination from a POI cluster at long range. .

In addition, our FPS team has been refining and implementing new game modes for Star Marine. Since it will be a focused FPS experience with its own specific maps, we’ve tidied up a lot of the code and repurposed much of the CrySDK. We also fixed a nasty performance issue that was blocking 2.5.0 from going Live. The bug, a low level CPU instruction — specifically a memory alignment issue with atomic memory access, didn’t appear internally, and only showed itself once the servers were filled with players. Thus the benefit of backers helping us test PTU releases. After an extensive investigation, we identified the bug and squashed it with a one-line fix.

Art

There was a lot on the table in August, including props both large and small. Soon you’ll see stuff like spiral fruit appearing in shops. mobiGlas got another pass to provide flexibility with the characters and more customization options. We also pumped out ship sale brochures, worked on a new ship we’re all excited about!

On the weapons front, the Kastak Arms ballistic shotgun is in development and a K&W energy handgun is about complete. We also running a Knightsbridge Arms weapon through our streamlined ship weapons process. Hopefully, it’ll cut down the amount of work needed and increase the production rate for in-game items.

VFX

For the 2.5.0 release, our team fixed bugs and polished effects, which included a final pass on Grim HEX’s environment effects and the ARGO and Reliant thrusters/damage. We also improved the Aurora’s thrusters, and are steading working through all existing ships to ensure boost effects are consistent.

Our work was also all over the Gamescom demo. We created the burning effect on the Freelancer during atmospheric entry, polished all weapon effects seen, did a full flight/hover-ready pass on the Dragonfly, and made ship landing effects improvements. In addition to that, we added surface dust kicking up from the Ursa Rover, provided atmospheric effects (dust, steam, smoke) to Levski’s interior and exterior.

Environment Art

The Gamescom event showcased a number of cool environments, from the beautiful vistas seen when traveling from space to planet, to Levski’s interior. There was also a moon base of small compounds built out of temporary structures. This is an idea we’re excited to develop further with structures half-buried in deserts or engulfed by overgrown jungles. We also polished Grim HEX and continued steady work on Squadron 42.

Animation

When animators weren’t off sick, on holiday, or injured from crashing bikes, we’ve provided support to the AI teams, revisited the player animations (specifically fixing some of the aimposes, select/deselect animations, crouch movement and smoothed out the headcam when jumping) and did some previz explorations on new FPS (personal) weapons.

Design

2.5 and Gamescom allowed us to progress with some of the core systems in the game that needed some love: coming soon will be flight model improvements, the landing and take-off systems were tweaked to feel more intuitive, and the Cargo system has begun to come online with the first tier design being implemented.

The tech designers have been getting to grips with the conversion of all our existing ships to Item 2.0, which is a huge but super necessary task to add the layer of usability that Chris described at Gamescom. They also got the Argo and Reliant flight ready, and are pushing on with the Dragonfly and Ursa Rover among other things.

Focusing on future releases, our Star Marine designers have been working with the environment art team to craft some cool FPS levels, and for Grim HEX, we are working on a slalom race track that will be awesome for all the Dragonfly pilots. Lastly, we have been updating the Arena Commander maps as well as adding some cool new missions to SC Live.

Props

We dedicated some of our time to polishing up and bug fixing any assets that were being shown on stage and I believe only one bug made it through. Damn you, popping container!

Alongside Gamescom and 2.5 release, we spent some time investigating photogrammetry and working with the environment team on the procedural planet tech. We have shifted our focus back onto Squadron 42 and the CitizenCon demo, locking down the backlog and putting together a solid plan through CitizenCon and towards the end of the year.

We’ve also started developing the damage and destruction pipeline for the ship items. Ultimately we want to create a system so when you pop open the ship panels and see your items, we can visually represent damage so you know what’s gone wrong and what needs to be fixed.

Graphics

Last month the graphics team focused on polishing the Gamescom demo, as problems often arise in areas we don’t expect. We also began to work on tech to populate the universe with asteroid fields, gas clouds, lightning, and VFX on planets. This tech will allow us to seamlessly spawn hundreds of thousands of asteroids at once and have asteroid fields containing billions of asteroids in total. The current focus is on the placement algorithm and making sure it’s fast and visually pleasing. The gas cloud and lightning tech are both coming along well and should set the scene for spectacular dogfights!

We’ve also worked on low level tech, like adding the ability for the engine to render secondary cameras (for video comms, holograms and UIs), and adding LOD mesh merging support to the new ‘object container’ technology (which will enable us to load and stream such large levels).

Audio

Collectively we had Gamescom, 2.5 and our usual tasks for Squadron 42, but here’s an overview of what CIG Audio has been up to over the past month.

Bob Rissolo headed up the charge for integrating the dialogue into the Gamescom demo. Working with Phil Smallwood, they handled the dialogue support for our mission giver, landing coordinator and NPCs as well as the various soundscapes you passed through.

The whole team contributed to building the incredibly dense soundscapes for the demo, from the general ambience of the locations (Levski, the derelict ship, Olisar, etc.) to the specific (the Dragonfly, in-atmosphere wind-drag sounds, even footsteps).

Ross Tregenza and Sam Hall continued working on the music system and incorporating the various musical cues into the game. The big system they’ve been working on is the music logic system, which triggers dynamic musical cues based on your actions during the game, allowing the musical score to change based on your actions and the situation. It’s a tremendously exciting addition to see develop.

QA

We touched many new exciting areas in the Gamescom demo: procedural planets, AI Subsumption, HUD alterations, the Dragonfly and the Ursa Rover. We worked in tandem with the QA in Frankfurt, Austin and L.A. and learned many valuable lessons about cross-studio testing that will come in handy for CitizenCon and any future events.

We’ve also devoted a lot of time to Star Marine, headed up by our main FPS testers Mark Tobin and Nathan Rigby. They have been drafting test case documents and really getting into the nitty gritty of the Free for All and Team Deathmatch game modes. We are really looking forward to getting this into your hands, as free EVA offers new tactics and gameplay opportunities to FPS which you just can’t find anywhere else!