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SCUM - Development update #93

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

In case you missed it there was another behind-the-scenes video on Friday, this time with 2 of our shy boys Dave and Brane (and kudos to Darius for getting them to be in front of the camera). Get a snippet of what is going on in video format here:

[previewyoutube][/previewyoutube]





Starting off with our lovely programmers. They've been some busy bees. Work continues on getting systems in place for the new BB elements from your feedback. Hopefully, we will have some shareable results soon. Work has resumed on movement rework as well. Showing them right now would just be lines of code and I've been told I will get in trouble with the legal if I showed it. We have virtualization of the favorite subject, the encounter manager. Giving us more options with it and it is crucial with the implementation of the dropship system. We are also looking into some new player experience improvements, so we are experimenting with new player protection. Now we want new players to have a chance but we are wary of some bad actors and are keeping watch on it. To top it all off we have tons of bugfixing, code review, and also working on persistent collisions. What this will hopefully give us is a reduction if not complete removal of situations when vehicles fall through terrain. And ofc the vehicle radio part.


Level designers finally have something new to tell. They started on optimizations on specific POIs these include Samobor city, trainyard, fish factory and many more. Optimization is a priority as well as you already know, we already pushed UE4 to the brink so we need to lighten the load. They are also working on the new BB elements for you lot.


Not much changed for the art department. Which shows the amount of work it takes for these.

Animators are still working on the new trailer and resolving issues with animations, both hard and soft surface are on optimizations. There is some new farming content on the way, and the quad modular parts are progressing nicely.

The audio team is working on new audio mixing methods, to elevate the sound and resolve issues that can sometimes take you out of the game.


QA/CM/Marketing time. The QA guys are looking into issues as always and resolving issues with the master server over the pond. With that, they are constantly on the lookout for cheater reports and deal with them as soon as they can. They are also testing the new anti-cheat measures. CM has been communicating with you guys and also cooking some things you will see this week, so keep an eye out! And marketing is also cooking some materials and helping the CM team with the future things, big things.


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.


A bit shorter list this time as it's been hectic all around. But it was lovely to see all of your feedback on how you like the new format. I will try and run around to get you some visuals for the next week as well. Have a nice rest of the week everyone and talk to you soon!

Beda

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.