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Forensic Friday 64: STARTING THE YEAR, FINISHING UP HIRING



Originally posted by Friday

Hey folks! David here, kicking off the first Forensic Friday of the year. We're pumped to share that our progress this week suggests we might just finish the game by the end of 2024 – fingers crossed! We're aiming to release it by 2025, and with 12 feature batches to go through in 52 weeks, the numbers are in our favor. Of course, delays can happen, but we're committed to giving it our all.

This week, our focus was on wrapping up the hiring process. The UI for viewing staff shortages is ready, and we've added the final touch – a shuttle bus to transport NPCs to and from the site. It works based on assigned schedules, ensuring NPCs get picked up and dropped off as per their timetable. No video yet, but stay tuned!

Can Erdogan, our fantastic composer, has blessed us with a draft for "Drafts in Motion," a contextual piece for building and constructing in the game. Can explains the creative process and plans for making it an extended track.

In other news, the Anomaly Poll winner is S-0200, "The Puppeteer." Big thanks to those who voted! Check out Mythos Monday for the case file and a new poll.

Wrapping up, it's been a steady start to the year, and we're optimistic about the game's release. Reflecting on four years of dedication to the project, we're considering a long vacation post-release. Let's file this case away and look forward to what's next!
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FORENSIC FRIDAY 63: HAPPY NEW YEAR, WELCOME 2024



Originally posted by Friday

Hey there! It's Dillan, and I just wanted to kick off the New Year by recapping some of the awesome things that happened in 2023 for Containcorp. We started the year with the CEO of War Crimes completing a merch trilogy – "mug," "shirt," and "sweatshirt." There was also a significant UI rewrite for Containcorp using React Unity, and Dr. Kleine Evengald dropped a game-changing anomaly document in January.

February saw the introduction of gunplay, and in June, after a 3-month hiatus, we launched a new website, wiki, and migrated Forensic Friday to a different platform. July was a big month with the arrival of Containcorp's Steam page, and we started delving into Utility AI in Forensic Friday 45.

August brought a Containcorp rework supporting modding, and Forensic Friday 50 released along with a recap. In September, things slowed down a bit due to holidays and Utility AI challenges. October marked a comeback with team growth, and November saw the addition of an official composer, Can Erdogan.

December brought changes like adopting Agile sprints and the exciting news that Mythos Mondays, led by our new head writer Ruckinator, would be making a return in the New Year. We're pumped for the growth of the Containcorp universe and grateful for the support from our Discord community.

Thanks to everyone who stuck with us in 2023! We're ready to make 2024 even more amazing. Stay tuned for the return of Containcorp development and Mythos Mondays. Happy New Year, and consider this case closed!
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Forensic Friday 62: IT'S CHRISTMAS OMG WOW



Originally posted by Friday

Hey folks! Forensic Friday 62 is out, and we're taking a Christmas break. David tackled a tricky game build, and we're almost there. Exciting news: you can now hire NPCs by putting in money and choosing candidates the next day. We're also working on features like performance checks and staff shortage menus.

In our fourth week with Jira, we've learned a lot. The first sprint went fast, and we're thinking of shorter sprints next year. Special kudos to Jason for diving into work. We're optimistic that 2024 will be the real year of Containcorp. Happy holidays, and see you for a New Year's Special next week!
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Forensic Friday 60



Originally posted by Friday

Hey there! It's been a minute since our last blog post (FF53), but we're excited to catch you up on our recent developments. Pipes got a revamp for better fluid flow, overcoming some challenges with tick rate optimizations. Meanwhile, David took control for a bit, highlighting the completion of Feature Batch 1, paving the way for Facility Raids and Hiring NPCs. We tackled pipes again, simplifying the logic and making them functional in real-time. Additionally, our wiki got some quality-of-life updates, like improved hazard sign navigation. David delved into pathfinding optimizations using a system of "Sectors" for NPC movement efficiency, and he polished pathing for smoother NPC navigation. The Experiment/Research system is now done, marking a significant milestone. We're looking ahead to adding finishing touches and diving into new features. Stay tuned for more updates as we continue our game development journey at Plasmarc Studios! Goodbye for now!
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Forensic Friday 59



Originally posted by Friday


Hey readers! Forensic Friday is fashionably late, blame it on HQ chaos. This week's highlight: Region Attended Events (RAE) and experiments. They can fail, and chaos ensues. Also, lakes are smaller now – groundbreaking, I know.

Experiment execution is the main dish. Successes level up NPCs, failures bring ominous notifications, and we're introducing NPC memory for bad experiences. Labs now analyze experiments with attributes like Research Speed and Modality – an optimization game.

And hey, a notepad feature is in – diegetic UI for tasks. Cool, right?

Tech talk might make a comeback in future blogs! Read this whole damn thing by clicking the button below!
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