With Shiver's return, quality returns to Relay's Podcasts!
Ended last week week with 1 critical must fix issue for Evocati
Started with two must fix issues
Resolved one by just disabling the fatal error
Todd is compiling feedback for the shopping, commodities and cargo gameplay loops
The "go/no go" decision was "no go" (Sean Tracy's fault apparently)
Five must fix issues
Graphics guys fixed issue with the new build in the morning
QA reopened the 30007 disconnect issue again: Clive and Chad are on it
Two must fix issues
Still tracking the root cause of the disconnects
Carlos, Spencer, Chad, Paul, and Zane working on insurance issues
The "go/no go" decision was "no go"
The "go/no go" decision was GO!
At the time of filming they are at zero must fix issues for traversal
Now moving on to improved shopping which has 17 must fix issues
Hitting targets with turrets was quite unsatisfactory in the past and improvement of that was their goal
They imported the old system in for set designer freedom of control, to hook it into the new pipe system properly, and adapt it to a new aiming system
Aiming improved by increasing turret rotation dependent upon distance to target and faster response to player movement as well as decreasing of freelook area
Though they plan to eliminate the dash-pip, there are several that enable better aiming that also include the circle-pip and crosshair-pip.
They also included IK to allow the player to see their body and G-forces along with gimbal ship compensation to increase fun along with accuracy
Simultaneous turret seat movement and rotation was accomplished in animation and involved bones and timing in states
One problem encountered made the player dizzy from the snapping of rotations and animations
Another problem entailed the player starting out by facing the wrong direction once loaded into the turret solve by allowing rotations to be defined in DATAForge
This also allowed for the player entering at odd angles
The most challenging aspects dealt with converting what the player wanted to do as far as their aiming input
Another fun feature added is alternate fire mode allowing for all guns blazing or sequential fire for better targeting
Another issue was setting limits so that a player didn't shoot their own ship when an enemy target dove below them
Though they lost some things in the Item 2.0 conversion for turrets they are working to retrieve them and add even more to the UI for better enemy awareness
Some possible improvements include the sharing of target and radar information between multiple crewmembers
Much of the most important improvements were made simply through trial and error