Discovery Scanner: Synopsis

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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