3.0.0 and Global Progress Watch - Update 2017-10-27
Welcome to the Progress Watch, CitizenCon Edition!
And what an awesome event it was! If you haven't seen it yet, you can find the full recap here. The new format was really great to watch, and the quality of the show has really improved.
Now back to our Progress Watch. The new format CIG is giving us has a LOT more information that it initially appeared. The "tasks" part has actually been replaced with a complete list of every single item CIG has worked on during the week, and is planning to work on next week.
That's a lot to analyse, and since it's all text I'll have to do it by hand. No more spreadsheets on that, although I'll continue with the bug counting part. To help simplify the spreadsheet, I've hidden all old schedule information since it won't be updated anymore. If you're interested in the data, just unmask the rows, everything is still there.
And about those bugs, we're still on our way toward the next phase for Evocati PTU. This week's report gives us 17 bugs remaning, although we've added 2 more blockers. On the overall 3.0 bug fixing part, we're still right on average with 46 bugs fixed this week.
Now to the interesting part. Here are some highlights of what CIG's been doing during the week :
- Set up missions to guide players to the mission givers. Miles Eckart is a busy man, so getting his missions isn't going to be just walking to him and saying hi. You'll have to work to earn his trust first!
- Updated Engine trails and contrails on all Aurora variants. / Tweaks to Aurora QT effects. We've seen the result of that at CitizenCon, and it looks really great! Let's hope all ships get this treatment for 3.0.0
- Nearly implemented all parallelisation optimizations. Chris said it, more cores is always better, and with that task we can hope that the "core 3 only" bug will soon be over
- Developed several breaching features. Getting in via destroyed turrets is the new hot thing, as we learned with the ship matrix, but it seems it won't be the only way to get in
Coming up next week, we have :
- Enabling airlock doors to open automatically when approached. A small thing, but always appreciable
- Work continued on glass shader. Will we finally get anti-reflects glass for our cockpits?
- Implementing distortion and UI integration are in progress. Some love for the SuckerPunch
The Global Schedule is still there, completely frozen in it's time frame. Let's see what it says this week :
- Security & Access Control (Gameplay)
- Transport Mission (AI)
That's if for today, see you next week!
Posted Oct 28, 2017, 9:31 AM UTC