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SCUM - Development update #98

[h3] Hello everyone happy... Tuesday!? It might be a day late but it does not stop us from giving you another dev update with a bit of an Q&A as well. [/h3]

Once again before we begin, remember to check out last week's BTS video. On this one we have a triple! First up we have another one of our programmers, Mihaaaaajloooooo. And our sys admins the grand wizard Tomislav himself and his apprentice Martin.

[previewyoutube][/previewyoutube]

Now down to the dev update.





Programmers had another week of heavy bugfixing. Dead honest here, the report is just bugfixing after bugfixing again. Other than that we have some QoL additions for server admins, further work on NPC aiming and shooting and setting up new BB elements so they replicate on the server.


My predictions came through. Level design is now on bugfixing as well. With that they are still on massive level optimizations.


The art department been busy this past week. Animators working on new quad animations, new trailler and general animation polishing. They also been busy working with the CM/Marketing guys on something new, but in due time on that.



Hard surface finishing the quad assets and refreshing old weapons, while soft surface still on optimizing all clothing items.


The audio team continues their work with new audio mixing and has started implementing new dropship audio.


QA doing what QA does. Testing, both new features and processing bug reports.


Game designers are still on categorizing new quad parts. Making sure they are ready to both spawn and available at traders.

And now for your Q&A

  • Everything will be explained sooner than you think. On all those points.


  • Now for obvious reasons I cannot directly answer this one, even though we see these questions pop out constantly. One being NDAs the other being I like to keep my job thank you very much. It is reasonable not to write business practices on a public forum after all. What I can say is we do have high autonomy and most of the communication changes you see is from us. So I will take that compliment.


  • I like the respectfully though in the end, just so we know it was respectful. We answer what we can and how we can. There are obviously things moving behind the scenes which not yet to be shared. Why not? Well we want to avoid any potential broken promises, or false statements. Let's say I share the plans we decided on this week, even though I say potential majority takes it as a promise. Just the way internet works. And through development things change every week/day/month depending on what/if problems occur in the process. Now you can say this is again not a straight answer, but it is as straight as it can get at this point in time.


  • What we know for sure is that there are no plans before 1.0, after full release is ready and shipped we can look into it.


  • As for the inventory rework, it is still planned and will be released when ready. It is a complex system though and not many can actually work on it, so our top guys are currently prioritized on other things such as the loot cooldown improvement. BB elements are implemented sooner since a lot of them that were requested turned out to be easier to implement.



Till next time.

Beda

SCUM - Development update #97

[h3] Hey hey everyone, another Monday, another Dev update. This one will be a bit shorter but still worth the read. Check it out! [/h3]

Once again before we begin, remember to check out last week's BTS video. This time we have another one of our animators Domagoj and an all-familiar face, the one you love xKickx!!

[previewyoutube][/previewyoutube]

Now down to the dev update.





Programmers had a heavy week of bugfixing. Looking at the report I think their leads cracked down on them last week that they needed more bugfixing and oh boy did they oblige. No, honestly I would show you the report but I believe that it would technically be doxxing as full names are shown. Other than that we have some more work on vaulting on BB elements and NPC aiming.


Level design has been busy as well. Not with bugfixing but I am sure they will have their hands full with it soon as well. Their work continues on optimizations and new BB elements, same as before.


The art department is still on the same stuff. Rome was not built in a day after all. From new foliage and new trailer, work continues on optimizations and setting up vehicles to bring back those that are missing. Some new things that have started are new animations for puppet hits reactions.



There is also work on weapon animations and their look. The animation part is important as it is a step forward to resolving issues and bringing back weapon malfunctions.


The audio team continues their work with new audio mixing and has started implementing new dropship audio.


Other than feeling each other's arms as shown in the video, QA has been incredibly busy with more and more new feature testing, while still maintaining their regular duties. CM/Marketing guys have their own set of tasks which I really cannot speak about as I would like to keep my job. But you will see the products quite soon.


Game designers started implementing the modular parts for the vehicles coming back and setting them up in the game itself. And a little bit of new BB elements implementation as well.

That is all for now, will try to bring you more visual snippets next time. Next week we will do a little more of a Q&A as well so make sure you leave your questions in this post as well. Of course, all of your questions will be peaceful and polite, of that I have no doubt.

Beda

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.