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Relay Replay: October 2-6 Written Sunday 8th of October 2017 at 12:00am by Erris

The Replay is back!

With Shiver's return, quality returns to Relay's Podcasts!


3.0 ETF is go!

Burndown

  • Ended last week week with 1 critical must fix issue for Evocati

  • Monday:

    • 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)

  • Tuesday:

    • 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

  • Wednesday:

    • 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"

  • Thursday:

    • 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

Turrets

  • 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


Erris

Founder

Erris is Canadian. He does some random things for Relay, no-one really knows what, but still they're stuck with him. He’s also written one Young Adult novel that he can’t stand, which can be found here.

You can find him on Twitter too, if you want.