This lives as a layer between the items and its physical proxy, interfacing how the physics mode of an object is changed (enabled, static, rigid, ragdoll, etc.).Įngineer Mark Abent has been industriously creating parameters for ammunition. With many of our systems moving away from strict XML and moving towards our own internal data management system, there’s a need to convert projectiles to this new management system. While outwardly, this will have no visible impact on the game itself, it changes how the parameters are loaded and allows us to move away from the XML project path.Īssociate Engineer Chad Zamzow has been working on changes on how shields function. #Archeage map shipyard generator#īy making higher levels of shield health better at preventing damage, well-managed shields should provide a positive benefit over poorly/improperly managed shields – with the end goal of making lasers increasingly effective at depleting shields the more damage a shield takes and providing interesting decisions for players balancing regeneration speed, sheer strength, and signature in their shield generator options. The new Interaction system has been worked on by our Engine Programmer Allen Chen, changing how interactions function. The current “Use” function in-game prevents us from adding more than one action to a single interactable object. Allen has completely decoupled the interaction logic to allow multiple actors to interact with a single object simultaneously. “Ships galore!” should be the slogan for the CIG LA Tech Design team this month. With so many ships in the pipeline, it is difficult to decide where to start from. One of the most anticipated ships so far, the 890 Jump, has just had its technical design documentation completed by Matt Sherman. Creating technical design documentation for the ship provides the artists with a template of specifications. Requisite information such as dimensions, hard points, internal volume, and various functionalities will ensure the artists are incorporating all of the necessary design elements.įurther development on the Xi’an Scout has reached the ‘grey box’ tech design phase. While the technical design documentation is akin to a “letter of intent” in that it is providing an idea of how the ship will function, the grey box stage is where the nitty gritty details of the ship begin to take shape. Lead Tech Designer Kirk Tome has given the Scout its overview such as its variants, characteristics – a comparison of various aspects of performance based on other ships of similar mass and design – and an idea of how the ergonomics of the cockpit will be laid out. While Kirk continues with his design work on the Scout, he has also taken on the hefty task of refactoring the mass of every ship in-game. #Archeage map shipyard how to#ĭefinitely not a job for the faint at heart, Kirk has researched how to properly calculate the mass of our ships, and is now looking to apply these findings. With functional realism an end-goal of Star Citizen, we want to make sure all ships are using calculations ideal for the kind of materials our universe will contain.
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