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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.

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.