SCUM - Development update #112
[h3]Hey there, everyone! Hope you're all doing well! We have a new dev update to help ease those Monday blues. [/h3]
Be sure to check out last Friday's BTS video, featuring a duo consisting of one our programmers and one of our game designers!
[previewyoutube][/previewyoutube]
The programming team has been heavily invested in bug fixing. And when we say "heavily," we mean almost the entire team has been focused on it. What could that mean? Alongside bug fixes, work has continued on prisoner camouflage, puppet sleepers, and puppet encounters. The team is still hard at work on quest systems, NPC reload functionality, turrets, and vehicles. Did I mention bug fixing?
The level design team has doubled down on landscape reworks across multiple sectors, including C0, A3, Z0, Z4, D0, D2, and D3. With so much landscaping, the level designers could easily switch careers if they get tired of screen time! Additionally, they've worked on base-building destruction particles and further reworked the base-building elements themselves. Sawmill and quarry machines are complete, and work has started on material reworks for rocks and cliffs.
The animation team is finishing up malfunctions and is heavily focused on the new trailer. The dropship also received some attention over the week.
The hard surface team has been developing the new motorcycle and working on features related to the turret, like the aiming module. Progress continues on the sportbike, tractor, and dinghy, which will also make a return soon. They’ve also begun work on something exciting for the community that we’ll reveal soon. In the meantime, enjoy a sun-soaked look at the Dinghy:
The soft surface team has started testing and creating materials for painting clothes. They've also continued working on the trash ghillie suit, new male and female inmate shirts, and the NPC character. Work has begun on reworking backpacks and quivers as well.
The sound team has been busy with sound design for the trailer, along with turret and quest UI sounds.
Testing, testing, and more testing...it's as simple as that.
Our game designers focused on quests, tutorial development, and overall bug fixing.
Now that we’ve covered everything, here’s this week’s Q&A:
Be sure to check out last Friday's BTS video, featuring a duo consisting of one our programmers and one of our game designers!
[previewyoutube][/previewyoutube]
The programming team has been heavily invested in bug fixing. And when we say "heavily," we mean almost the entire team has been focused on it. What could that mean? Alongside bug fixes, work has continued on prisoner camouflage, puppet sleepers, and puppet encounters. The team is still hard at work on quest systems, NPC reload functionality, turrets, and vehicles. Did I mention bug fixing?
The level design team has doubled down on landscape reworks across multiple sectors, including C0, A3, Z0, Z4, D0, D2, and D3. With so much landscaping, the level designers could easily switch careers if they get tired of screen time! Additionally, they've worked on base-building destruction particles and further reworked the base-building elements themselves. Sawmill and quarry machines are complete, and work has started on material reworks for rocks and cliffs.
The animation team is finishing up malfunctions and is heavily focused on the new trailer. The dropship also received some attention over the week.
The hard surface team has been developing the new motorcycle and working on features related to the turret, like the aiming module. Progress continues on the sportbike, tractor, and dinghy, which will also make a return soon. They’ve also begun work on something exciting for the community that we’ll reveal soon. In the meantime, enjoy a sun-soaked look at the Dinghy:
The soft surface team has started testing and creating materials for painting clothes. They've also continued working on the trash ghillie suit, new male and female inmate shirts, and the NPC character. Work has begun on reworking backpacks and quivers as well.
The sound team has been busy with sound design for the trailer, along with turret and quest UI sounds.
Testing, testing, and more testing...it's as simple as that.
Our game designers focused on quests, tutorial development, and overall bug fixing.
Now that we’ve covered everything, here’s this week’s Q&A:
- All previously available vehicles will make a return to the game – including the chopper. The team has already worked on it, and it’s nearing completion. We appreciate your patience until it’s ready.
- There's currently a standalone grenade launcher in the game, but a grenade launcher attachment will not be available – at least by the time we reach 1.0. After that, anything’s possible.
- You won’t be able to put the MAC10 in the dedicated holster item, but you can place it on your back.
- Horseback riding has been discussed as an idea within the studio, and it would be really cool to have at some point. It won’t be out with 1.0, but it’s definitely something we’d love to explore.
- Oh man, wouldn’t that be awesome! Throwing them on unsuspecting enemies during base raids sounds really cool. It’s probably not in the works right now, but it’s worth passing on to the team.