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SCUM - Development update #148

[h3]Happy Monday, Prisoners! We’ve got a fresh batch of updates on our teams’ progress. Some of these you may have already heard about and are still actively in development, while others are brand new, so let’s dive in![/h3]





The programming team has been focused on the ongoing inventory UI rework. In addition, they’re working on official mod support, as well as a system for saving destroyed trees and bushes. Improvements to NPC movement are underway, aiming for more advanced and balanced behavior. Other ongoing tasks include quest UI animations, a weapon station for the sidecar bike, bug fixing, and helmet penetration setup.



The level design team has been fine-tuning the main menu level for Halloween and creating modular elements for new industrial buildings. New concepts for BB elements are in progress, along with a master shader for clothing items that will showcase a new damage look.



The art team has been busy with the gameplay/cinematic trailer and adding some finishing touches to the Tommy gun. They’ve also been working on the Halloween and Winter main menu rework. Hard surface artists continue work on the Zundapp, AK15 rework, and fixing bugs where magazines were still paintable. They’ve also been updating weapon paint UVs. Soft surface artists are working on new clothing items. The 2D team is creating level design concepts and supporting the inventory rework.



Audio designers are busy with sidecar and dinghy engine sounds, Tommy gun continuous fire design, bug fixing, and attenuation tweaks.



The design team is focused on NPC upgrades, bug fixing, armed NPCs, and developing future design concepts and ideas.

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As always, the team is hard at work fixing bugs, continuing the inventory rework, adjusting NPCs, and working on new concepts for clothing items, BB elements, and other gear. All of this is part of our focus on delivering the next update.

Somke