Project Update: Legacy System Cleanup & Optimization
So… Let’s get right into it. In the interest of transparency:
We need to take the time to polish some legacy systems to properly take the next steps for Coop and roadmap items. This means the “foundation” has been neglected in some areas, and some older backend code needs to be updated/refactored.
To see whats currently on Experimental check out
https://steamcommunity.com/games/979640/announcements/detail/4513262258492539032
- New Abilities: Implementing new abilities is a chore and very likely to cause bugs due to its complexity.
- Minimap System: Needs optimization and conversion to a more efficient solution.
- Legacy References: We still have references in our code to Capture Zones, medical tents, and Ammo tents from the 2020 release. (Check out old footage from that year!)
- Command Bar: The bottom-right command bar needs a retooling to improve ability integration.
- Systemic Merges: We’re consolidating some disjointed systems that were built separately over time, making bug tracking and fixes quicker and easier in the future.
- Civilian/Enemy Group Spawning: Retooling how civilian groups and infected spawn, spacing them out over time instead of spawning in the same frame. This will prevent frame “hitches” and improve FPS significantly.
- World Partition Simulation: Adjusting simulations to work more like Kenshi, with areas managed more efficiently outside of CERC influence. This will provide a major performance boost, especially when working with World Partition.
- Map Merges: The merge to San Fran North and replacement map development will continue as planned behind the scenes so we can introduce a new open world map that replaces the current with the new areas.
- Character Models: New character models for our exit from EA will be shared on Discord and Steam, including the final CERC and Infected models. They will continue to be worked on and brought into the engine while we do cleanup.
What came in the last few updates:
Visuals for LCAC Garrisoning
New Spec Ops
New Assault
New Winters
New Sniper
New Engineer
Note: Builds on Experimental will slow down for 1-2 weeks while we clean up and modernize these systems.
We’ve been developing fast, creating prototypes based on user feedback and our roadmap, and we’re realizing it’s created systemic issues in our pipeline. I want to personally apologize for this oversight in design; as our first “live RTS,” we’re learning as we go and addressing scalability/performance issues that have emerged with the game’s growth and recent engine updates. Things that worked years ago just aren’t holding up with the game’s current scale.
In conclusion, this 1-2 week focus on legacy system cleanup will provide a stronger, more scalable foundation essential for Coop and future roadmap features. Although Experimental builds will slow temporarily, this will ultimately enable faster, more reliable updates, improve FPS, and allow for better overall performance. This is also done in the goal of allowing easier UGS(Modding) for new maps to streamline the process.
Project Director