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March 12th 2020
Attention Recruits,
What you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).
Operatives around the world collected the intel needed to provide you with this progress report. As a result, we now have key information on the methodology behind cinematics, approved unique UI designs, and how to make a perfect head of hair.
The information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.
UEE Naval High Command
Ship AI completed the first iteration of the full 3D navigation system for NPC ships. The system is currently with QA for testing before it’s integrated into Alpha 3.9. This is an important step as it offers new opportunities to implement more diverse missions not limited to open-space environments. Thanks to dynamic collision avoidance, they were able to remove the current speed limits on all AI ships. Instead of a capped standard combat mode (SCM) speed, NPCs can now set their own according to the desired relative goal velocity.
Social AI continued polishing vendor behavior, readying it for use in the bar setups and shops. Last month’s focus was preparing and delivering drinks and cocktails – a multi-disciplinary effort that will define the pipeline for all future social environments work in the PU. When finished, the team will be able to generate content and create templates for multiple layouts much quicker. Currently, the vendor can pick up and deliver anything that already exists in the world, such as a bottle of beer, and prepare many things that don’t, such as a cocktail. They’re also working on other social behaviors, such as fitness and janitor activities. Both leverage the in-development ‘path scripting’ functionality. The purpose of this is to use the environment to define the AI’s possible options, such as cleaning and patrolling, and can be used to simplify the scripting of story scenes. It works by allowing a designer to lay down paths in the environment, create branches for each vertex, and define which subsumption logic can be executed and which conditions should be met.
Several new weapons reached Tech Animation, while the Social AI Team was supported with new usables for sitting, standing, exercise spots, and the bartender. They also worked with Props to solve problems with their rigger tool and fixed bugs for Design, Animation, and Art.