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SCUM - Development update #92

[h3] Hey hey everyone, happy Monday. Hope you are all good. As is foretold, it is time for yet another dev update check it out! [/h3]

To start things off we are trying out something new. We want to bring the dev team a bit more closer to you all. So we did a pilot episode of the new behind-the-scenes video (possibly a series). This one is with our very own QA lead Cheeseking. So check it out and let us know what you think!

[previewyoutube][/previewyoutube]

We will also switch things up a little in the dev updates. You already notice we have slowed down with our content releases and there is a good reason for that as we already explained, but let us recap. Giving us more control over quality and giving us enough time to look back and adjust more things before they go out. But since it slowed down the quick format of the dev update is no longer satisfactory as the end results are not quickly clear. So on things we can talk about, we will go into more detail to let you guys know what is going on. Let's get to it.





Bugfixing, bugfixing, and bugfixing. One of the advantages of our upgraded infrastructure ( mentioned in Dev update #90 ) is it allowed us to go back through our backlog and sort out duplicates and outdated stuff. This means our awesome programming team is now more focused on resolving present issues within the game. Other than bugfixing there are new features in the works such as the Questing system, Movement rework, and the dropship system. Unfortunately, I cannot share any more info at this time, but it is still something to look forward to. Work also started according to the BB elements feedback you guys provided to us on this post. One of them is BB painting. And last, for this week, work has started on a new modular vehicle part: the radio.




For our level designers not much has changed since last week. They are still working on distant LODs and optimizations for them. As you can imagine there are a lot of them so it does really take this amount of time to go through it.




Now it is time for the art department. In this, we include our 2D, hard surface, soft surface, animators, and much more.
So other than animators working on the trailer and resolving issues with the animations. We have hard surface guys doing a heavy pass of optimizations. The soft surface is doing optimizations as well both materials and textures. And the 2D peeps are creating new concept art and some 2d assets for what is to come.

No picture for them :(


Our lovely audio (btw a little bit back we have doubled it from 1 person to 2) is working on the game audio mix and looking into new methods that could provide better results for the game. The results of which remain to be seen.


And then we have the QA/CM/Marketing. The QA fellas you saw a snippet of in the video above, but as always working hard on getting those pesky bugs reported and working with all of you with all and any issues encountered. Here at CM, we have also responses to you guys but also doing a lot of background work. From working on new methods of connecting with you guys to revamping the old, and also some extra goodies that I won't spoil for you yet. And then we have the Marketing who asked me not to share their stuff but credit where it's due, are the ones bringing you the new behind-the-scenes snippets. Sorry Matofski and Darius, gotta snitch a little.


Last but not least the GD are still on Quest design. From working on actual quest content and rewards to getting ahead of all of you hoping to exploit something and farm rewards. Also a bit more, looking through the feedback of the BB post and categorizing it for the rest of the devs.

Hope you all enjoy the new format of the Dev update, let us know what you think. If you prefer the old short bulletin list or this one. Cheers till next time!

Beda

SCUM - Development update #91

[h3]Hello everyone, happy Monday! Let's break this heat wave with some cool Dev update. [/h3]

But first of all we want to thank you all for answering the call for the feedback on the BB elements you want to see. You gave us 1000+ comments and we are going through all of them setting a list and seeing what is possible for us and what are the most popular requests. So thank you all. If you have not already, leave your feedback there is still time:

https://steamcommunity.com/games/513710/announcements/detail/4191242835351556198

Now to the dev update:



  • Finishing infrastructure upgrade.
  • Working on the quest system.
  • Working on the dropship system.
  • Bugfixing.


  • Working on distant LODs. (Now with an extra optimizations spice.)


  • Working on the new trailer.
  • Working on weapon skins.
  • Working on morphs for armbands.
  • Optimizations.
  • Bugfixing.


  • Bugfixing.
  • Mixing new audio.


  • Responding to player inquiries.
  • Hunting and banning cheaters.
  • Steam general discussion and bug reports.
  • Testing of upcoming features.
  • Various bug reports.


  • Finishing the design of quests.
  • Designing rewards for quest completion.
  • Working on quest texts.

SCUM - Feedback wanted!

[h3]Hey everyone, hope you are all good! We have a question for you all so please have a look! [/h3]



Not the first time we ask and it won't be the last. The topic of this one is Base building. A lot of you have been requesting additional elements, especially since the last changes that had to be made. Now do keep in mind we will not be bringing back or putting in anything that makes the bases unraidable, that is not the point. But anything else, from new walls, decorations to something else like trap doors feel free to suggest. Submit your suggestions in the comments below!



Cheers all and till next time!

SCUM - Development update #90

[h3]Hey everyone, happy Monday! As is tradition here comes yet another Dev update! [/h3]

A bit different from the usual format as it was for us last week. And there is a good reason for that! So here is what's new with us. Starting last week we have started upgrading and switching to better infrastructure. It is a bigger undertaking and of course some issues arose, but it was something we expected and are working on them. This took most of our resources for the last week hence no regular dev update. But this is good news. As this means a step forward in our workflow, quality control and much more. It also has potential to resolve some of the issues but more on that later, when we test it properly and we are sure of it. Still wanted to keep you all informed.

Other than that here is what the rest of the team has been up to!



  • Upgrading infrastructure.


  • Working on distant LODs. (Yep still going on, we have a lot of them.)


  • Working on the new trailer.
  • Working on weapon skins.
  • Working on morphs for armbands.
  • Optimizations.
  • Bugfixing.


  • Bugfixing.
  • Mixing new audio.


  • Responding to player inquiries.
  • Hunting and banning cheaters.
  • Steam general discussion and bug reports.
  • Testing of upcoming features.
  • Various bug reports.


  • Finishing the design of quests.
  • Designing rewards for quest completion.
  • Working on quest texts.

SCUM - Development update #89

[h3]Hey everyone! Here's a brand new dev update to help you get through the Monday and to bring you up to speed on what the team is working on![/h3]



  • Working on loot cooldown system.
  • Working on a fix for runtime virtual textures.
  • Working on a fix for the encounters, sentries and dropship.
  • Working on an optimized NPC shooting system.
  • Code reviews.
  • Commit system migration.
  • Working on the movement rework.
  • Working on quest UI.
  • Working on telemetry.
  • Overall bugfixing.


  • Working on distant LODs. (The entire team is still on it as there's a lot to improve here.)


  • Working on the new trailer.
  • Working on weapon skins.
  • Working on morphs for armbands.
  • Working on a new short pants clothing item.
  • Optimizations.
  • Bugfixing.


  • Bugfixing.


  • Responding to player inquiries.
  • Hunting and banning cheaters.
  • Steam general discussion and bug reports.
  • Testing of upcoming features.
  • Various bug reports.


  • Finishing the design of quests.
  • Designing rewards for quest completion.
  • Working on quest texts.