This post is a summary of the July 2016 Monthly Report, material that is the intellectual property of Cloud Imperium Games (CIG) and it’s subsidiaries. INN is a Star Citizen fansite and is not officially affiliated with CIG, but we reprint their materials with permission as a service to the community. INN edits our transcripts for the purpose of making the various show participants easier to understand in writing. Enjoy!



Engineering

John Pritchett has been working on Atmospheric flight.

David Bone Gill from the UK flew over and assisted in creating multiple solutions to make the process more efficient.

Work on converting assets over to ItemSystem

The team’s focus has been on stabilizing SC Alpha 2.5.0

Tech Design

Matt Sherman has been setting up several ships that are in progress such as the Reliant Kore.

Calix Reneau has been hammering out Salvage design for code and implementation.

Team has been working closely with John Pritchett, Chris Roberts, Todd Papy, and others on Atmospheric flight.

Art

Drake Caterpillar is finishing up on the art side.

Cheyne Hessler has been working on more clothing for 2.5.0

Omar Aweidah has been working on getting marine suits into a playable state.

Narrative

More free time has allowed the team to focus on News Updates, Jump Point, Starmap and Ask A Dev thread.

In the last days of the shoot the team recorded some sample lines for specific PU characters.

Quality Assurance

Focus on new skeleton and animation changes.

Development

He’s been exploring aspects such as resource matter states, rarity, base value, mass and locking down general workflow for designers to setup resource distribution

Separate approaches will be established for procedural planet entities, one for asteroid fields, one for dust/gas nebula and a final method for dealing with persistent/static entities/areas

Designer Pete Mackay has been drafting the GDD for Resource Spawning that will determine several methods of distributing resources throughout play spaces

Rob has been further establishing the design for Purchase Kiosk

Established inventories and whitebox setup for new shops in the upcoming 2.5.0 release

Rob Reininger and Jr. Technical Designer Robert Gaither have been supporting LA Engineering team in setting up the new Item 1.0 elevators to work in Grim HEX Station

Focused on establishing various aspects of upcoming landing zones and points of interest

Art/Animation

Emre Switzer has been iterating on feedback for final lighting passed on both Levski and Grim HEX

Chris Smith wrapped Final Art PAss on Hornet F7A and moved on to revamping Constellation variants to match quality of the Andromeda, currently focusing on the Aquila

Josh Coons still working on Drake Herald, the cockpit and ensuring it matches metric set out by Ship Animation Team

Daniel Craig ensured the Argo MPUV animations requirements complied with ship geometry since the interior required character to crouch in certain situations

Jay Brushwood working out animation requirements for Drake Dragonfly

They wrapped up reauthorized combat speed enter/exit animations for Anvil Hornet and Super Hornet based off data from mo-cap shoot, now turning attention to reauthoring the M50 and Gladius next

PU Animation Team working on polishing NPC animations for use in NPC AI Subsumption system

Bryan Brewer working with Design to solidify enter/exit metrics, creating helper files and reviewing female skeleton

Backend Services Team headed up by Jason Ely focused on new services for future releases

Tom Sawyer and Ian Guthrie at Wyrmbyte spent half the month fixing bugs related to the Persistence Cache and players being able to log in on multiple machines with the same account