Hey everyone! Given the sheer amount of data given to us within the schedule report for 3.0 i decided to spend a few hours tonight pulling out the most interesting parts be they backend systems or stuff we will physically see in the verse. Hope this can save some of you guys some time and also get the hype train chugging some more. I have highlighted some of the really interesting ones in green
everything else is still interesting .
Below you will find i have also done the same for patches 3.1&2 these will be clearly separated from 3.0
Graphics/GraphicsFPS/ performance:
FIELD OF VIEW SLIDER - About time.
RenderTarget refactor - This saves over 50% of video memory usage.
Texture memory usage reduced across the project
Massively improved LOD computation and average face sizes for ships
Shared hair assets (instead of bespoke asset per head) for character creation
Automated facial asset LODs, skinning algorithm per lod updated.
Reworked mesh setup of facial assets for optimal performance and reduced drawcalls.
Unified helmet and character mesh into singular render proxy for better performance and visuals.
Cloth and Clothing simulation on various assets old and new
Updated helmet interiors and exterior for updated art, FOV tech and standardization
ATMOSPHERIC ENTRY SUPPORT - Adding VFX and Turbulence to atmospheric entry
VOLUMETRIC FOG
GPU PARTICLES
ENGINE TRAILS & CONTRAILS
Game Mechanics/Features:
INVENTORY SYSTEM - Very closely linked to the cargo manifest App. This will be the place to look for you personal inventory.
CARGO - Commodities bought using the kiosk will be transportable in the cargo holds of vehicles, to be sold in another location.
PICK UP & CARRY - As we’re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships.
CHARACTER CUSTOMIZATION - Players will now be able to customize their characters heads, hair, eye color, and skin color
CARGO MANIFEST APP - After buying items at a Kiosk, players will be able to head to their ship and check their cargo manifest.
INSURANCE - This will be an alpha version of the insurance system where if your current ship becomes damaged beyond repair, you will be able to request a replacement ship (with basic loadout) from the insurance provider.
STAMINA - We are introducing the concept of stamina in to 3.0.0, this will mean that actions will have consequences. For instance, continuing to sprint will drain the stamina of your character, causing loss of breath and difficulty in aiming a weapon.
PERSONAL MANAGER APP - This App will allow players to review their inventory and customize various aspects of their suit and weapons
MISSION MANAGER APP - This is a redesign of the mission App that is currently available within mobiGlas and is the next step in allowing players more control over their mission tracking
MISSION BOARD APP - The mission board allows players to see the service beacons that have been set up around the universe by other players calling for assistance
STARMAP APP - The Starmap will be introduced to allow players to view the PU at large and select planets to QT to
SOLAR SYSTEM SHOP SERVICE - The Solar System Shop Service dictates what retail products, natural resources, and services shops are willing to buy and sell. It also decides their current level of inventory and prices, all of which may vary over time. It acts as an intermediary between the game and the back end simulation/rule set.
SOLAR SYSTEM MISSION SERVICE - The Solar System Mission Service dictates what missions are being offered at various locations and at what price. It is also responsible for specifying when and where dynamic content should be instantiated and how it should be customized. That way, the reality players see matches what it should in that area, based upon hints provided by the back end simulation/rule set. This service will split into two for 3.1, with the latter functionality becoming the responsibility of a dedicated Dynamic Content Service.
Technical:
Mega Map for Persistent Universe <-- very cool tech, anyone who isn't familiar with it basically cuts the time down for loading different game modes by huge amounts.
Subsumption - This is the initial release of the foundational technology that drives all of the AI, mission, dynamic content, and conversational logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically.
ITEM 2.0 SHIP CONVERSION – PART 1 - We are beginning the process of converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and also allow for expanded gameplay.
ITEM 2.0 Operator Seats/Radar System/Light Control System/Fuel & Refuel/Power Supply & Pipes/Quantum Drive.
COMMODITIES - Implementing items to represent units of tradeable cargo.
Crusader Converted to Object Container Setup - With the transition to Object Containers, the Crusader map was completely re-designed. Each Point of interest is now an object container laid out via the Solar System Editor. This is in preparation for Object Container streaming and seamless transitions from different POI’s and between Star Systems. Mission Flowgraphs are converted over to use Subsumption and the new Mission System
MISSION SYSTEM - The overall system that will be used to create mission flows when we start building missions like Patrol, Assassination, Smuggling, etc.
Revamp of Power Plants / Shield Generators / Coolers and the Heat & Power System for improved gameplay and conversion to Item 2.0
Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more.
DOORS & AIRLOCKS - We are starting to update the doors and airlocks within the game to be more intelligent. In time, this would mean that the door would ‘know’ if a room beyond them is depressurised and would stay shut for safety
PERSISTENT DAMAGE, AMMO AND MISSILES - Persistence ensures that your vehicle state is saved between sessions.
INVENTORY SYSTEM SUPPORT - The inventory will offer a way to manage the cargo and commodities that are being carried by the ships a player owns.
KIOSK UI - Kiosk shopping will allow players to buy and sell various commodities with the gameworld to vendors throughout the universe
ITEM 2.0 MULTI FUNCTION DISPLAYS - MFDs are being converted to work in the new item 2.0 system to give pilots even more control of their ships
UI OWNER COMPONENT - This is an underlying framework that will be used for the player manager App, cargo, and the Kiosk
MOBIGLAS OVERHAUL (STRETCH GOAL) - The UI team are planning an overhaul of the mobiGlas system so that it better reads what the gamecode is doing. This change will make the mobiGlas system as a whole easier to maintain for the UI team
Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover
Various Performance improvements
Planetary Physics Grid to support orbiting and rotating planets
MFD implementation for Item 2.0 Components on ships
IFCS improvements to support AI & Takeoff System
Unified Visor for seamless Ship 2.0 / FPS transition
HUD/Visor integration for new Radar Databank
Vehicles No Longer Use Lua - This is a huge step forward on the code side.
Destructible component for items, props and environment assets
Physics simulation gravity vector now respects planetary gravity
KIOSK SUPPORT - Support UI on kiosks for buying and selling of cargo.
The Physics Grid for planets and the modular space stations.
REPAIR - Improvements to our repair system to support our persistence model.
CARGO UI - UI interface for the cargo system
Environmental/Planet environmental/locations:
The planet Delmar to be added with the Levski landing zone I have highlited this because some of us misunderstood the 3.0 schedule and thought all we was getting was the 3 moons. Very happy to find this.
Three moons Yela, Cellin, and Daymar along with surface outposts, mission givers & derelict ships
Cluster of Outposts ( no reference as to where so will be assuming planetside
Derelict ships in space including debris fields
Crash site mission - I believe this to be refering to the GamesCom javelin crash site mission.
New items/Ships
Armour:
Heavy Marine Armor
Explorer Suit Armor
Weapons:
BEHRING P8-SC
APOCALYPSE ARMS SCOURGE RAIL GUN - Highlited because who doesnt want a shoulder mounted rail gun?
KLAUS AND WERNER GALLANT RIFLE
ARROWHEAD SNIPER RIFLE
KSAR DEVASTATOR-12 SHOTGUN
Ships:
DRAKE DRAGONFLY
DRAKE CUTLASS BLACK REWORK
RSI CONSTELLATION AQUILLA
RSI URSA ROVER
MISC PROSPECTOR
Okay now i am moving on 3.1:
Environmental/Planet environmental/locations:
Modular Space Station – Truckstop
Arc Corp / Area 18
Game Mechanics/Features:
Female character - Space boobs
Criminality System
Service Beacon v1
Repair and Restock System
Item Degradation/Failure/Luck
Technical:
Object Container Streaming Core Engine Support
Spectrum Integration in game - I know a lot of people don't like spectrum but it will be a great improvement over what we have in game now.
Game persistence
Room System v2 (Physical Depressurization)
Fuel (Item 2.0)
ships:
MISC Razor
RSI Aurora (Update)
ANVIL Terrapin
MISC Hull C
DRAKE Cutlass Red
DRAKE Cutlass Blue
AEGIS Vanguard Harbinger (Variant)
Okay now i am moving on 3.2:
Environmental/Planet environmental/locations:
Hurston - Why u no 3.0
MicroTech (Stretch Goal)
Game Mechanics/Features&Technical:
Ship to Ship Refuel System
Breaching
Object Container Streaming
Gadgets (drones / shields)
NPC Generation (Archetype)
Interaction System – Useables
Radar System (Item 2.0)
Cargo v2
Service Beacon v2
StarMap v2
Gas Giant Tech
Security / Access Control
ships:
RSI Constellation Pheonix
RSI Constellation Taurus
MISC Freelancer MAX
AEGIS Vanguard Sentinel (Variant)
MISC Freelancer DUR