It’s a brand new week, and with it comes another look into what’s happening in the world of SCUM. If you’ve been watching this survival game, you know that the team behind it is always hard at work.
The programming squad is knee-deep in bug fixing. You know how when it rains in-game, everything looks kind of blah? Well, they’re working on sprucing up the rain effects and how terrain interacts with all that wetness. They’re also fine-tuning lighting probes, making everything shine a bit brighter. On top of that, melee combat for armed NPCs is getting some love, alongside reworking foliage to make those forest ambushes more visually appealing.
Programmers
The programming team is heavily focused on bug fixing, with an additional rework being conducted on the overall look of the rain and the look of the terrain affected by it. Further testing has also been conducted on the lighting probes as well. Also, work has continued on the melee combat functionality for the armed NPCs and on the rework of the foliage. Additionally, certain improvements have been implemented with regard to trophy and weapon rack snapping on loophole walls and hatch floors. Work has also started on adding health functionality for the garden so it functions as a proper base building element, meaning that it will be part of raid protection and will decay just like other BB elements.
Level Design
Now that the level design rework is almost completely finished, the majority of the LD team is bug fixing and testing what they’ve been working on. Apart from that, they’ve continued to rework the BB fortifications, as well as the Zeljava entrance, storage hangar, the airfield runway material, and river layers reworks.
Art Team
The animators are hammering away and are still exclusively focused on bug fixing.
The hard surface team remains focused and is working on the same features as last week, with an added emphasis on optimizing certain assets and UV maps, as well as retexturing existing models. Simply put, they’re ensuring the assets look just as good while using memory more efficiently.
The soft surface team is still helping out with environment rocks for level design, and they are still working on the improvised backpack and TEC1 NPCs. However, they’ve also worked on preparation for a lap dancer character for our animators!
It is also worth mentioning that our UI designer is working on a redesign for the mobile phone UI.
Sound
The sound team is working on a variety of weapon sounds and bug fixes – same as last week.
QA / CM
Catching cheaters, testing new features, finding bugs, and engaging with the community – same old, same old.
Design Team
Our game designers are busy making sure that the bugs on their side are adequately squashed.
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Now, let’s head over to the Q&A section of the dev update:
- Communication is key, on that we can agree! Unintentional and unnecessary rhyme aside, we want to have it in the game, and we’ll make sure to put it in the game sometime down the line after the 1.0 release.
- Additional map features are not off the table and might find their way into the game at some point after the 1.0 release of the game.
- The level design of the whole map will be overhauled, which also includes the interiors of houses. You’ll be very pleased with the work we’ve done in that regard.
- There’s no need to fret! The team is doing great, the features we’re working on are shaping up nicely, and we’ll make sure to iron out all the issues that might be present, further optimize the performance of the game, add some much-requested functionalities, AND support the game with a host of new additions even after its 1.0 release, which will further expand the SCUM experience.
- We’re very much aware of this, and you’ll be pleased to know that this will be tended to in the upcoming inventory rework.
If you’re eager for more details or want to read through the original update yourself, check out this link here: Original Source.