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SCUM - Development update #96 and a bit of an Q&A

[h3] Hey hey everyone, happy Monday. You already know it is time for another Dev update! [/h3]

Before we begin, as per usual, go check out the latest BTS video to see the crew in action!

[previewyoutube][/previewyoutube]

Now down to the dev update. Unfortunately I have no sneakpeaks for you this week other than the text. The heat has taken it's toll on the team and quite a number of them passed out





As is the usual we start with the programmers. They continue on integrating the new BB elements to the BB blueprints. If you want specifics right now the focus is on setting up vaulting points so the elements can actually be vaulted over. Not glamorous but has to be done. Then ofcourse we have a ton of bugfixing. Progress is going on with the NPCs as well. Still working on their aiming and shooting capabilities. Loot spawning rework as well. And end it with new FTUE features. It seems small but it is a lot of work that goes into it.


Level design been reworking, well, everything. With optimization being the key focus point here. Almost all of the POIs are getting treatment. Factories are getting their treatment from workshops, hangars to silos. The brick factory is getting its treatment as well.


Art team keeping up the same work from last week as well. Including foliage, optimizations and everything. Do not really have much to tell you this week.


Well you can see the progress of the audio team in the video above but just to recap a complete overhaul of audio mix is in the works.


QA are still at it with sniffing out bugs and reporting them further on. As for CM/Marketing, just as it is in the video, I am not telling.


Game designers are a bit rude last week as they have provided me nothing. So do not yell at me, yell at them.

Now for a bit of Q&A from the last week post! Got some of the most repeated questions from that post and will do my best to answer them here:

  • Well as mentioned this is WIP. Just showing you the progress so those are not the final product. Now for those 2 examples fireplace and such, they require much more work and support than it seems. Fireplace would require support of making it both a heat and cooking source on top of modeling it from scratch, and then implementing chimney design and blend in with other BB elements. This does not mean it is a not, just that it will wait a bit.
  • No DLC needed! All you will need is a good wall and a spray can.
  • Good question I believe it is TBD, but if it is possible might be a setting. We already have the setting for you to choose whether you want the new UI stuff or not.
  • To be honest it is 50/50 if they will be also implemented next or if they will need to wait a bit. Snapping is the issue currently.
  • Unfortunately not, due to technical reasons it would not end up well.
  • Sure here it is. We have a 2 pronged attack strategy if you would regarding the hordes. First one is resolving issues with the hordes. Bugs and unwanted spawns that are hitting it. The other one is giving players more tools and methods of dealing with hordes, or how to prevent them. Will speak more on it in the future but do know we have a dedicated team on it.


Until next time,

Beda

SCUM - Development update #95

[h3] Hey hey everyone, happy Monday. We have another Dev update for you with another round of sneak peaks! Check it out! [/h3]

As is tradition right now, we have another Friday BTS video, this time with our animators Stella and Lea, our newest CM Fratman and yours truly. So make sure you check it out as well!

[previewyoutube][/previewyoutube]

Now down to the dev update.





Programmers are still on more or less the same stuff from last week. Just comes to show how much time it goes into it. So we have progress on new BB elements (maybe a lil sneak peak below), heaps of bug fixing, continued work on movement rework and of course the dropship and encounter system. You saw that peak last week. The peak for programmers this week will be the changes that have been going on with the UI. There will be several so I managed to get a WIP peak on one of them.



One of the goals is to keep the UI from feeling like just an addition and have it more immersive. So we are tuning it to be a bit more in the background and highlight when it is something you need to pay attention to.


Level design doing the same good stuff from last week as well. But I finally manage to snag some WIP from them on some new BB elements. So check these out!



These are the first concept of new furniture that you requested. Now do note it is concept not final form, so there might be changes when it finally arrives.


Art department busy as well. Work continued on new foliage you saw last week, animators are still working on the new trailer and work has started on animating new NPCs as well.

Hard surface have been hitting weapon models and weapon attachments as well. From new scopes to optimizing and reworking old weapon textures.

Soft surface is still on reworking clothes and new clothes as well.


Audio team has finally finished their research and have started on new overall game mix. What that means exactly, I will let you know what that will mean once I manage to catch them and have it explained to me first.


QA are still at it with sniffing out bugs and reporting them further on. As for CM/Marketing, just as it is in the video, I am not telling.


Game designers are on it implementing the new BB elements functionality, and they have also provided some sneak peaks for you guys as well. So yeah more elements. They also asked that you guys let us know what you think in the comments!







Until next time,

Beda

SCUM - Hotfix 0.9.538.73922

[h3]Hello all, enjoy this heatwave with an even hotter hotfix! [/h3]



  • Fixed the issue where canabis plant did not have a texture.
  • Fixed BB element duplication exploit.
  • Fixed the issue where flamethrower flame did not have a texture.
  • Fixed the issue where keycards would show wrong expiration time on pickup.

SCUM - Development update #94

[h3] Hey hey everyone, happy Monday. You already know it is time for another Dev update! Check it out! [/h3]

Seems you guys can't get enough of these, so it's become a regular thing now. Check out the last Friday behind the scenes video featuring Ismir and Sara!

[previewyoutube][/previewyoutube]

This week on the dev update we will be showing you guys some WIP stuff as well, as promised. So you can see what we've been talking about all this time.





As always we start with the programming squad. They continue their work from last week hammering away at that keyboard. For this update I even manage to get some sneak peak for you guys.

Here we can see a young dropship hatching on the test level, observed by mama crow in the background.

As you can see still very much a WiP as is everything in this post, yet progressing nicely.
Other than the Dropship system we have progress on BB elements, movement rework, virtualization etc. and of course even more bugfixing. I wish I had more to say on this but it is more or less the same thing from last weeks post.

Will let you know when I can share more so enjoy the sneakpeak for now.


Optimizations are progressing well. This not only helps us save on memory space but it also allows more options such as the new BB elements being implemented. Other than that work has resumed on reworking the POIs, not just from the optimization standpoint.




We have something to show from the art department! Work is being done on new foliage, and the way foliage is rendered. It is still very early to tell but it looks promising.

Right the snow biome is being done.

Before After

Again noting this is still early WIP, you can see more details in the environment. Not only that but trees will change as well. All of our trees are naked at the lower end like the ones in forward placement in the picture but we are adding diversity by having some of them branching out lover as well. So hiding in the woods will very much be a viable tactic. Improvements are being made in the distance as well, and we are hopeful we can bring back distant foliage so you do not stick out like a thumb in the distance.


The audio team is still at it with the new audio mixing methods. Nothing much to say here, for now.


QA guys have been really busy with not just the testing but managing the new anti cheat methods that have went live with the hotfix. So look carefully you might see them on the server lurking. As for CM/Marketing we've been busy with a lot of stuff that I cannot even mention at this point, but I can say you have a lot to look forward to in the future.



Game designers are still on it with sorting the feedback out and converting it to future features., and also sorting everything out for the next update. So same as last week. Literally.


Hope you like the sneak peaks and we will see you next time!

Beda

SCUM - Hotfix 0.9.537.73638

[h3] Hey everyone hope you are all good, we are releasing a small hotfix concerning some of the bigger issues, so check it out! [/h3]



  • Fixed the issue where drones destroying fortifications would sometimes cause a client crash.
  • Fixed the issue with the server crash that sometimes occurred.
  • Fixed the issue with the bunker door exploit.
  • Fixed the issue with the trader exploit.


  • Implemented new anti-cheat methods.