SCUM - Development update #154
[h3]Hello Prisoners! We are back with another Dev Update to keep you in the loop on what has been happening lately. Here we go![/h3]


Last week the programming team was mostly focused on the inventory rework, with ongoing improvements and refinements to the system. The team also spent some time on code reviews and bug fixing, covering emblems, custom zones, loot puppets, idle animations for armed NPCs and smaller gameplay issues. In addition, there was work on PlaySafe, crash-related fixes and some business-side tasks.

The level design team was mostly focused on layout tweaks, environment polish, and bug fixing. They spent time working on police station assets, creating construction site blueprints, and testing house interior layouts. There was also work on modular architectural elements (walls, metal structures, construction details), plus materials and textures for buildings.

The animation team was busy with the Sidecar physics, Tommy Gun, NPC/puppet bugs, mounted weapon animations, plus some misc gameplay bugs and work on Dev blog stuff. Hard Surface focused on weapon and vehicle fixes and reworks, icon reworks, item art updates, general bug fixing, and art reviews. Soft Surface was mostly bug fixing and clean-up, while 2D worked on level design art and UI bug fixes.

The sound team focused on bug fixing and updating audio for the Sidecar engine, Tommy Gun and MAC-10 malfunctions, inventory events, and loot puppets, along with editing audio for video content.

The game design team worked on loot puppet packages, NPC loot along with bug fixing and additional tweaks for the Dinghy, Sidecar, and Tommy Gun, and updates to stacking items, trader icons, and custom zone tooltips.
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As you can see, the team's last week’s efforts went into bug fixing, polishing, and system improvements across gameplay, assets, and UI, including inventory and weapon progress, animation and audio fixes, and loot and NPC adjustments. That’s it for now, see you all next week!
-Somke


Last week the programming team was mostly focused on the inventory rework, with ongoing improvements and refinements to the system. The team also spent some time on code reviews and bug fixing, covering emblems, custom zones, loot puppets, idle animations for armed NPCs and smaller gameplay issues. In addition, there was work on PlaySafe, crash-related fixes and some business-side tasks.

The level design team was mostly focused on layout tweaks, environment polish, and bug fixing. They spent time working on police station assets, creating construction site blueprints, and testing house interior layouts. There was also work on modular architectural elements (walls, metal structures, construction details), plus materials and textures for buildings.

The animation team was busy with the Sidecar physics, Tommy Gun, NPC/puppet bugs, mounted weapon animations, plus some misc gameplay bugs and work on Dev blog stuff. Hard Surface focused on weapon and vehicle fixes and reworks, icon reworks, item art updates, general bug fixing, and art reviews. Soft Surface was mostly bug fixing and clean-up, while 2D worked on level design art and UI bug fixes.

The sound team focused on bug fixing and updating audio for the Sidecar engine, Tommy Gun and MAC-10 malfunctions, inventory events, and loot puppets, along with editing audio for video content.

The game design team worked on loot puppet packages, NPC loot along with bug fixing and additional tweaks for the Dinghy, Sidecar, and Tommy Gun, and updates to stacking items, trader icons, and custom zone tooltips.
___________
As you can see, the team's last week’s efforts went into bug fixing, polishing, and system improvements across gameplay, assets, and UI, including inventory and weapon progress, animation and audio fixes, and loot and NPC adjustments. That’s it for now, see you all next week!
-Somke

You know about 'elf on a shelf', but have you heard of a 'team on a machine'?
This is how you look at the kebab vendor at 4 AM after a bender - eyes on the prize!
What you say when you accept and invitation to a function you know you'll bail out on.
DJ Nighty Jones dropping some beatz!
Look at me! I'm the passenger princess now!
What airsoft bros think they look like when they drop a thousand dollars on their gear.
You miss 100% of opportunities you don't take...
Taking a breather after a raid.
When the flight attendant asks you if you're comfortable while flying economy...
Did you know that the tallest waterfall in the world is Angel Falls in Venezuela, with a plunge of 807 meters?!
You know some Eyes Wide Shut tomfoolery is taking place here.
Pineapple party went too far.
Cold-sensitive people as soon as November kicks in.
The Christmas spirit is strong in this base.
Wake the f*** up, prisoner! We have a base to burn!
All gathered up for the Holidays.
Black Friday hordes are getting worse each year...
When your kid's listening to so much of this that it seeps into your subconscious.
You know you're stopping at a fast food joint after a dinner party like this.
This base should come with a health warning before entering.