Below are a brief set of notes which taken by the ever vigilent StuartGT on Reddit in relation to last night’s stream, which you can see here.
Piers Jackson, Game Director
- Joined the Elite team around 16 months ago
- Talked about the challenges of the UK’s COVID lockdowns and how the devteam adapted
- Some elements are now really streamlined, but the organic elements like personal collaboration, tactile holding tablets/notepads and discussing together, are missed
- He and the team are looking forward to getting back into the office
- Alpha phases are focussed on testing key areas: servers, new mechanics, stability, interfaces, etc. method behind the madness
- Phase 4 is about testing the migration of players’ accounts, that all the player data/info transfers over okay, and test more equipment and gameplay styles to try to break/exploit things for fixing
- Only a small subset of the content being seen/tested, the alpha isn’t the full game present even now
- Alpha build was branched from the main development trunk roughly two weeks prior to Alpha starting.
- The alpha branch has been receiving fixes for high-priority bugs that heavily impacted CMDRs, much more narrow focus.
- The content that’s been injected into the alpha has been specifically selected for things they want to try
- The main trunk has a lot of churn, been receiving 1000s and 1000s of fixes since, ready for release.
- Trunk and branch have diverged quite dramatically
- Trunk has the much wider range of content in it, named/shown examples being weapons, settlements, planetary tech
- Swarming of players by NPC AI has been reduced/balanced, was fine inside buildings but could be overbearing outside
- NPC use of grenades has been improved, with throw into cover and onto roofs if NPC has lost sight of player
- A notable fixed exploit includes CMDRs clipping into stations while armed, while CMDRs flying ships into NPC-troops-being-dropped is being looked at
- Improvements to room occlusion system so AI don’t get triggered by you being in a different room (i.e. seeing through some walls)
- New tutorial coming for Odyssey’s mechanics at launch.
- CMDR will be taken on a mission, stepped through the various gameplay mechanics via a flashback narrative.
- All CMDRs can play through the tutorial, not just new CMDRs.
Dr Kay Ross
- Optimisation being done: some occlusion systems weren’t in place for the branched alpha, to avoid pop-in
- Will see performance improvements when Odyssey releases
- Alpha contains many placeholders of the new planetary tech
- New tech will enable identifying areas and features of planets, the type of terrain, basins, craters, etc from orbit/space
- Blending distinct regions together: flat areas and mountainous areas
- Planets now use a mix of procedural features and pre-baked, hand-crafted assets, all blended together
- Scatter system for rocks, flora, etc will now be more systemic and deterministic for each planet, so that assets are in more of a natural place
- Multiple geomes now supported, so planets can have mixed-combinations of surfaces: dusty, rocky, icy, snowy, etc.
- Most of the game has has graphical changes, which includes the stars
- Use of the new Physically Based Rendering system throughout the game gives stars a new “light”
- Different planets’ atmospheres will have different colours based on their primary composition
- Example images of atmosphere colours/types shown: red, yellow, green, blue, lots of shades
- Raleigh scattering for light refraction based on the the star light’s wavelength and planet atmosphere density
- Mie scattering for light absorption based on atmosphere elements and composition
- Oxygen, Argon, Neon, etc absorb light differently
- All produces a huge variety of visual possibilities
- Hints at more landable planets to come, only tenuous atmosphere planets have been unlocked for Odyssey’s launch
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