SCUM - Development update #129 & Important announcement
[h3]Howdy ho fellas! Hope y'all had a wonderful weekend. It's time to keep you updated on what we have been up to so let's get right into it-> [/h3]
But before that an important announcement. As we have announced a new anti cheat system was supposed to release this month. As you can see by usage of the word supposed to, unfortunately more technical difficulties arose than we expected and to ensure it is tested properly we decided to postpone it for a couple of weeks. After all we all want this new anti cheat to work the best possible when it releases.


Our programmers have shifted their focus more on bugfixing and optimisation this time around, but that's not all. They are working on further imrpovements for overall lighting and reflections, debugging puppets, polishing NPC's and doing some tweaks to the clothes' wetness logic.

Besides doing bufixing, the level design team has also been delving into some bugfixing. Followed by, you guessed it - more bug fixing.

Our Animators have laid down their weapons and are now working on the new trailer, testing some new visuals for the male characters' locomotion and the fixing of the bugs, of course.
The Hard surface team is dedicated to optmising the query for the Big Raft, improvements for vehicle shapes and the quest book and also doing their part, when it comes to bugfixing.
Soft surface is working on cloth items making their mesh look better when they've been put on the floor while continuing to prepare assets for the trailer.

The sound team is doing some tweaks to the knockout and forest soundscapes, bugfixing.

The usual - hunting cheaters and bugs, testing, anything but resting.

The design team has been making some adjustments for the famepoint system. And we cannot forget to mention bugfixing too.
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Onto the next part, let's see your impressions from last week;

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This wraps up this weeks transmission. For more SCUM content, make sure to keep an eye out on the following platforms:
Facebook X/Twitter Instagram
-Perito
But before that an important announcement. As we have announced a new anti cheat system was supposed to release this month. As you can see by usage of the word supposed to, unfortunately more technical difficulties arose than we expected and to ensure it is tested properly we decided to postpone it for a couple of weeks. After all we all want this new anti cheat to work the best possible when it releases.


Our programmers have shifted their focus more on bugfixing and optimisation this time around, but that's not all. They are working on further imrpovements for overall lighting and reflections, debugging puppets, polishing NPC's and doing some tweaks to the clothes' wetness logic.

Besides doing bufixing, the level design team has also been delving into some bugfixing. Followed by, you guessed it - more bug fixing.

Our Animators have laid down their weapons and are now working on the new trailer, testing some new visuals for the male characters' locomotion and the fixing of the bugs, of course.
The Hard surface team is dedicated to optmising the query for the Big Raft, improvements for vehicle shapes and the quest book and also doing their part, when it comes to bugfixing.
Soft surface is working on cloth items making their mesh look better when they've been put on the floor while continuing to prepare assets for the trailer.

The sound team is doing some tweaks to the knockout and forest soundscapes, bugfixing.

The usual - hunting cheaters and bugs, testing, anything but resting.

The design team has been making some adjustments for the famepoint system. And we cannot forget to mention bugfixing too.
___
Onto the next part, let's see your impressions from last week;

- These are some nice ideas and we do want do make it possible to plant an apple tree here and and orange tree there eventually. These elements are pretty draining perfomance wise, though, which is why we'll be looking into that more after the full release.

- There will be some additions to the squad system, just not the ones you have suggested. The ideas are pretty good though and we might consider something similar, eventually.

- It's hard to say, due to the technical limitations that would pose a problem with implementing such a feature. For now we're focused on things we can deliver.

- Well, the Seaplane is already on its way to you and you can rest assured we will continue to support SCUM after the 1.0 release, which includes new content as well.

- Efficiency is key to survival and one cannot afford to waste recources like that if they intend to see the next day. The animation is also quite funny. The Trazan method is here to stay.
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This wraps up this weeks transmission. For more SCUM content, make sure to keep an eye out on the following platforms:
Facebook X/Twitter Instagram
-Perito