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SCUM - Development update #100/Devblog

[h3] Hello everyone! Happy Tuesday! Can you believe that, it is Dev update #100. And to commemorate that, you will get a long awaited Devblog instead. Check it out and enjoy!!! [/h3]


[previewyoutube][/previewyoutube]

Once again thank you all for your support and reading through all 100 of Dev updates, in whatever format they are. We will see you very soon!

Beda

SCUM - Development update #99

[h3] We're back on track with our Monday dev updates! The heat is on here in the studio - both in terms of the heatwave hitting us and because of something exciting that we're cooking up for you guys. Without further ado, let's get it started! [/h3]

As is already customary, we'll start things off with a reminder for our latest BTS video which features our senior game designer Frle talking about the intricacies of the new quest system. There's a lot of cool info thrown in there which is why we recommend you take a gander at it.

[previewyoutube][/previewyoutube]

And now, let's get onto the meat and potatoes of this update!






Our programming busy bees are still at it with bugfixing all across the board. However, that doesn't mean that our upcoming features are on a hiatus as NPCs are still being worked on extensively.


Our level designers are also keeping themselves quite busy with a wide variety of bugfixes, but they are also doing memory profiling and optimizations, as well as a variety of tasks regarding base building elements that include painting color tweaking, and destruction particles. Also, the team is working on reworking the castle ruins, tweaking the factory chimneys, and the passenger building on the airport POI. Here's a sneak peek into the new and improved castle:












Let's not forget about our hardworking art department. The animators are still working on overall bug fixing and the new quad animations, as well as the new trailer and general animation polishing. Their collaboration on something special with the CM/Marketing continues, and you'll be able to see the fruits of their labor quite soon!

The hard surface team is finishing the quad assets and has started to work on the Hellrider Rager variation. They are also still on the task of refreshing old weapons, while the soft surface guys are still focusing on optimizing clothing items.


Not much has changed for the audio team since the last week as they're still working on the new dropship audio, as well as overall audio mixing.


QA does what QA does best. Testing, more testing, and then some more testing.


Bugfixing did also not elude our game designers, but they are also putting the finishing touches on the quad, and are researching new ways to organize in-game assets.


And now for your Q&A

  • If you are referring to creating your own character, you can make one in the creator before starting the game. Play around with the presets and you'll come across the Asian characters. However, if you are referring to DLC characters, we're currently focused on delivering all the promised features for the 1.0 version of the game and there are no plans for any new DLC characters up until that point. However, after we get there, we'll see what the future will bring in that regard as we currently don't have anything new to share in that regard.


  • As you can see from the dev update, we're working on the armed NPC's which will find their way into the game down the line.


  • For now, only the quest functionality will be available on the mobile phone. However, your idea sounds like a great suggestion, which is why we'd like to kindly ask you to share it with the rest of the community in the ''suggestion'' forum on our Steam page. Our designers are combing that forum and they might just come across your idea :)


  • This is definitely one of our most requested features for quite some time now. However, we can't say anything more on this topic before we hit 1.0. What we can say is that it will not arrive before the end of our Early access run and that it will be taken into consideration after that. Sorry that I can't say more on this, but your voices on the matter are definitely heard.



See ya next week!

Fratman

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