They are ACTUALLY making the skill system

In the latest monthly report, notable updates include the implementation of AI behaviors for transitioning between environments, progression in skill systems, improvements to animation and player interaction, advancements in ship design and gameplay features, and progress in mission design, narrative, UI/UX, and performance enhancements. Overall, there was significant progress made in various aspects of development, bringing the game closer to completion.

In the latest monthly report, there were several noteworthy updates and progress in various areas of development. The AI team implemented behaviors for AI to transition between different environments, such as entering and exiting ships. They also worked on 2D Boyd agents, like rodents, that can move within the confines of the navigation system. The animation team focused on improving reloads and takedown, as well as creating idle animations for weapons and knives. They are also working on player interaction improvements for immersion in specific environments.

The character art team continued working on outfits for Headhunters and dusters, which have been mentioned in previous reports. They also explored ideas for additional Headhunters outfits. Ship-wise, progress was made on vehicles like the RSI Polaris, Crusader A1 Spirit, and other unannounced variants. The team is focused on different stages of development, such as white boxing and final art, for these ships. They also worked on adding tertiary details, lighting, and dashboards to these vehicles.

In terms of gameplay features, the team experimented with skill progression, where players can improve their abilities by performing specific in-game actions. This includes building strength for carrying heavier objects and performing takedowns for quicker and quieter actions. The team also worked on mechanics like sliding into cover and made improvements to the flight experience, vibrations, and impacts. There were also updates on the new vehicle tractor beam and improvements to existing tractor beams.

The mission features team made progress on various missions, such as retrieve consignment and steel recovery cargo missions. They are also working on reputation-based systems, where NPCs will react differently based on a player’s reputation. The team also began work on global events, like Blockade Runner, and started planning cargo missions to improve the delivery and hauling gameplay loop. Updates and improvements were made to pyro locations, derelict settlements, and underground facilities.

Lastly, progress was made in narrative design, with dedicated designers refining NPC behaviors, mission givers, and population characters to make them feel more distinct and alive in different locations. In UI and UX, there were advancements in inventory ID features, navigation maps, and color pickers. Performance improvements were made in core technology and building blocks. The team also worked on an internal map system to assist players in navigating complex cities, planets, and capital ships. Overall, it was a substantial month with progress made on multiple fronts.