As the team continues iterating and testing on experimental while moving towards the upcoming stable update, We'll hear Lead Producer Brian Hicks discuss a bit of the methodology behind dynamic events and vehicle positions versus player spawn locations. As well, Lead Designer Peter Nespesny discusses ongoing testing work over on the experimental branch related to player data updates, and scheduling.
As well, we've tossed in some links to the Development Board entry for Hermit Playstyle enhancements, and their accompanying discussion thread on the Developer forums. Check the end of the Status Report for some heart pounding Player Vs Vehicle action outside the Veresnik Military Base.
I'm frequently asked about player spawns, vehicle spawns, and the mentality behind where and why they are placed. I thought I would take the opportunity this week to discuss exactly that.
For those aware of how DayZ Mod's gameplay flow operated - it was fairly simple. Players started along the coast - from Kamenka to as far as Berezino. Players progressed (for the most part) from the South - to the North. (For the most part, the North West) This gameplay required very little design side control to influence it. Natively the original Chernarus had very few buildings, and thus very few potential item spawn points (compared to say - Chernarus +). One of the initial goals of DayZ was to decentralize the flow of high value or required resources. Think medical centers, military installations, and so on.
When approaching player spawns - early on my approach was to try and replicate the familiarity of player spawns in the earlier versions of DayZ Mod. (DayZ Mod circa Summer 2012 was used as a touch stone) We quickly learned that this approach did not work with the massively altered layout of Chernarus. Not to mention some of the changes to key coastal areas. The next experiment we ran with player spawns was to flip the map of Chernarus, and look at the player progression as East > West. From a design perspective this approach seemed the most logical in how we wanted to layout the world, and seemed on paper like it should find strong success.
Never let it be said that nostalgia and familiarity has no merit.
Players were very vocal in their longing for the familiar DayZ spawn points, Chernogorsk and Elektrozavodsk especially. Internally we were very reluctant to change this up as the early loot spawning system did not allow us any region control, and the design of Chernarus was heavily leaning towards letting us use any building model we wanted, where it made sense. (Think Military Police buildings in Chernogorsk, Balota Barracks, etc) However, as early prototyping on a more robust control over where region-wise certain items spawned, the idea of spawning in some of those core DayZ Mod areas was revisited. Obviously some small changes would need to occur to the layout of the world, as the system would take a good deal of time to develop - so Balota and the Northeast Airfield both got a redesign - and spawns from Kamyshovo to West Chernogorsk were reintroduced.
As Dynamic Events, and Vehicles entered the equation their spawn placements were heavily influenced by where the existing player spawns lay, and how we wanted the flow of players across the map to operate. Obviously Dynamic Event types used to prototype the system were also used as a control point for "Very Rare" items - with the desired intent to ensure that in the final product, players could not farm one location across many servers to quickly gain an item the design team intended to be incredibly hard to find. (See: SVD)
Vehicles themselves followed a similar principle, as the prototype vehicle was a heavy vehicle designed to carry large amounts of both gear and players - the spawn positions for this were placed at the highest concentration in West / Northwest. As smaller, more civilian vehicles begin to be implemented we'll see more spawn types for them a bit closer to where player spawns are located.
I hope this brief look into the thought process behind these areas helps you to understand how they evolve a bit better.
See you all in Chernarus! - Brian Hicks / Lead Producer
As the team continues iterating and testing on experimental while moving towards the upcoming stable update, We'll hear Lead Producer Brian Hicks discuss a bit of the methodology behind dynamic events and vehicle positions versus player spawn locations. As well, Lead Designer Peter Nespesny discusses ongoing testing work over on the experimental branch related to player data updates, and scheduling.
As well, we've tossed in some links to the Development Board entry for Hermit Playstyle enhancements, and their accompanying discussion thread on the Developer forums. Check the end of the Status Report for some heart pounding Player Vs Vehicle action outside the Veresnik Military Base.
I'm frequently asked about player spawns, vehicle spawns, and the mentality behind where and why they are placed. I thought I would take the opportunity this week to discuss exactly that.
For those aware of how DayZ Mod's gameplay flow operated - it was fairly simple. Players started along the coast - from Kamenka to as far as Berezino. Players progressed (for the most part) from the South - to the North. (For the most part, the North West) This gameplay required very little design side control to influence it. Natively the original Chernarus had very few buildings, and thus very few potential item spawn points (compared to say - Chernarus +). One of the initial goals of DayZ was to decentralize the flow of high value or required resources. Think medical centers, military installations, and so on.
When approaching player spawns - early on my approach was to try and replicate the familiarity of player spawns in the earlier versions of DayZ Mod. (DayZ Mod circa Summer 2012 was used as a touch stone) We quickly learned that this approach did not work with the massively altered layout of Chernarus. Not to mention some of the changes to key coastal areas. The next experiment we ran with player spawns was to flip the map of Chernarus, and look at the player progression as East > West. From a design perspective this approach seemed the most logical in how we wanted to layout the world, and seemed on paper like it should find strong success.
Never let it be said that nostalgia and familiarity has no merit.
Players were very vocal in their longing for the familiar DayZ spawn points, Chernogorsk and Elektrozavodsk especially. Internally we were very reluctant to change this up as the early loot spawning system did not allow us any region control, and the design of Chernarus was heavily leaning towards letting us use any building model we wanted, where it made sense. (Think Military Police buildings in Chernogorsk, Balota Barracks, etc) However, as early prototyping on a more robust control over where region-wise certain items spawned, the idea of spawning in some of those core DayZ Mod areas was revisited. Obviously some small changes would need to occur to the layout of the world, as the system would take a good deal of time to develop - so Balota and the Northeast Airfield both got a redesign - and spawns from Kamyshovo to West Chernogorsk were reintroduced.
As Dynamic Events, and Vehicles entered the equation their spawn placements were heavily influenced by where the existing player spawns lay, and how we wanted the flow of players across the map to operate. Obviously Dynamic Event types used to prototype the system were also used as a control point for "Very Rare" items - with the desired intent to ensure that in the final product, players could not farm one location across many servers to quickly gain an item the design team intended to be incredibly hard to find. (See: SVD)
Vehicles themselves followed a similar principle, as the prototype vehicle was a heavy vehicle designed to carry large amounts of both gear and players - the spawn positions for this were placed at the highest concentration in West / Northwest. As smaller, more civilian vehicles begin to be implemented we'll see more spawn types for them a bit closer to where player spawns are located.
I hope this brief look into the thought process behind these areas helps you to understand how they evolve a bit better.
See you all in Chernarus! - Brian Hicks / Lead Producer
This week we're switching over to a new Status Report format, and merging in some of the community focused features from the dev hub into a single weekly report. We'll need to work a few kinks out over the coming weeks, so bear with us as we get this new format to the structure we want. 0.56/0.57 Development continues over on the experimental branch - the team is rapidly approaching a candidate ready for a stable branch update.
This weeks Status Report features info on E3, goals for the 0.56/0.57 stable update, and some outstanding charity efforts by DayZ community members.
And remember - the latest news and info on DayZ development is always available via the Dev Hub.
Those watching the experimental branch over the last few weeks have seen a high frequency of updates, configuration changes, and restarts as the development team ramped up volume and stress testing in preperation for the stable branch update. Strong gains in server side performance were made, and thanks to player stress testing on experimental branch - critical issues were identified in the performance of infected AI. With the gains in over all performance (server side) with player and simulation handling, we were able to isolate and identify the AI related issues - and the gameplay programming team is hard at work on resolving those issues.
In the mean time, as development continues - a firm red line on server side performance for stable branch has been established. This is to ensure an enjoyable experience, as well as reduce the amount of noise to signal ratio on the feedback tracker, and greatly improve the quality of repro steps, and critical identified issues coming in from that branch. Over all, we expect that the experience will be significantly more enjoyable than 0.55 (but not where we want it to be for the release from Early Access)
In the interest of getting an update to stable branch as soon as possible, work on the programming side will continue internally on several key issues identified by players on that branch in 0.55 / 0.56 experimental.
- Intelligent spawning per building / Item per building capacity limits - AI Performance costs (Infected - Animal)
As these systems are actively being worked on by the gameplay programming team - the stable branch update will have the spawning of infected, and the persistence disabled on stable branch servers. This is only a temporary measure while these two issues continue to be worked on, and we'll see both base building, and infected return with a vengeance as soon as possible.
DayZ Lead Producer Brian Hicks will be speaking about modding, and DayZ server hosting at the AMD PC Gaming Conference Tuesday June 16th.
Hosted by Sean 'Day[9]' Plott, the PC Gaming Show will take place at the Belasco Theater in Los Angeles on Tuesday, June 16, 2015. In partnership with Twitch, the PC Gaming Show will be streamed live, and feature new game reveals, updates on beloved series, and perspectives from key PC developers.
Youtuber The Running ManZ encounters Twitch streamer Always_OnTour in this short but exciting Solnichniy encounter. If you haven't checked out either of them - now is the time!
This week we're switching over to a new Status Report format, and merging in some of the community focused features from the dev hub into a single weekly report. We'll need to work a few kinks out over the coming weeks, so bear with us as we get this new format to the structure we want. 0.56/0.57 Development continues over on the experimental branch - the team is rapidly approaching a candidate ready for a stable branch update.
This weeks Status Report features info on E3, goals for the 0.56/0.57 stable update, and some outstanding charity efforts by DayZ community members.
And remember - the latest news and info on DayZ development is always available via the Dev Hub.
Those watching the experimental branch over the last few weeks have seen a high frequency of updates, configuration changes, and restarts as the development team ramped up volume and stress testing in preperation for the stable branch update. Strong gains in server side performance were made, and thanks to player stress testing on experimental branch - critical issues were identified in the performance of infected AI. With the gains in over all performance (server side) with player and simulation handling, we were able to isolate and identify the AI related issues - and the gameplay programming team is hard at work on resolving those issues.
In the mean time, as development continues - a firm red line on server side performance for stable branch has been established. This is to ensure an enjoyable experience, as well as reduce the amount of noise to signal ratio on the feedback tracker, and greatly improve the quality of repro steps, and critical identified issues coming in from that branch. Over all, we expect that the experience will be significantly more enjoyable than 0.55 (but not where we want it to be for the release from Early Access)
In the interest of getting an update to stable branch as soon as possible, work on the programming side will continue internally on several key issues identified by players on that branch in 0.55 / 0.56 experimental.
- Intelligent spawning per building / Item per building capacity limits - AI Performance costs (Infected - Animal)
As these systems are actively being worked on by the gameplay programming team - the stable branch update will have the spawning of infected, and the persistence disabled on stable branch servers. This is only a temporary measure while these two issues continue to be worked on, and we'll see both base building, and infected return with a vengeance as soon as possible.
DayZ Lead Producer Brian Hicks will be speaking about modding, and DayZ server hosting at the AMD PC Gaming Conference Tuesday June 16th.
Hosted by Sean 'Day[9]' Plott, the PC Gaming Show will take place at the Belasco Theater in Los Angeles on Tuesday, June 16, 2015. In partnership with Twitch, the PC Gaming Show will be streamed live, and feature new game reveals, updates on beloved series, and perspectives from key PC developers.
Youtuber The Running ManZ encounters Twitch streamer Always_OnTour in this short but exciting Solnichniy encounter. If you haven't checked out either of them - now is the time!
This status report came a bit later than usual as we wanted to include some of the results and findings from this weeks experimental releases, as well as shed a bit of light on the intent of said releases. As we tread on into May, we'll be rolling 0.56 into 0.57 development with the intent of a regularly scheduled end of month release. Ramping up to this, you'll see frequent experimental branch updates and experiments ongoing on that branches servers.
As internally we spent time investigating server side performance, as well as the effect of various systems on production server performance we discovered abnormally high performance cost related to infected AI. As said performance should be lateral at a certain point, we've been fluctuating configurations and builds on the experimental branch to properly replicate the production environment and profile the exact location and behaviour of the source of the performance drop.
On the player side, we've made strong gains performance wise. We're seeing a gain of 4x higher performance per average player count, and this is instantly visible in gameplay. As the programming team moves ahead on investigating infected costs on server side performance, we'll be disabling infected spawning on stable branch servers (post-stable update)to ensure the highest quality of gameplay on that branch. Experimental will proceed with infected performance tests so we can as soon as possible return the infected to Chernarus en masse. If you're curious how this work is going, once the end of the month stable update (0.57) releases - keep an eye on experimental branch.
I'm personally excited to see the gains on the player and gameplay side - we've still got a long way to go until feature complete, but I'm excited to chase you all across Chernarus.
Really not a bandit, - Brian Hicks / Lead Producer
Standup Notes for the week of 14 May 15
(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)
This status report came a bit later than usual as we wanted to include some of the results and findings from this weeks experimental releases, as well as shed a bit of light on the intent of said releases. As we tread on into May, we'll be rolling 0.56 into 0.57 development with the intent of a regularly scheduled end of month release. Ramping up to this, you'll see frequent experimental branch updates and experiments ongoing on that branches servers.
As internally we spent time investigating server side performance, as well as the effect of various systems on production server performance we discovered abnormally high performance cost related to infected AI. As said performance should be lateral at a certain point, we've been fluctuating configurations and builds on the experimental branch to properly replicate the production environment and profile the exact location and behaviour of the source of the performance drop.
On the player side, we've made strong gains performance wise. We're seeing a gain of 4x higher performance per average player count, and this is instantly visible in gameplay. As the programming team moves ahead on investigating infected costs on server side performance, we'll be disabling infected spawning on stable branch servers (post-stable update)to ensure the highest quality of gameplay on that branch. Experimental will proceed with infected performance tests so we can as soon as possible return the infected to Chernarus en masse. If you're curious how this work is going, once the end of the month stable update (0.57) releases - keep an eye on experimental branch.
I'm personally excited to see the gains on the player and gameplay side - we've still got a long way to go until feature complete, but I'm excited to chase you all across Chernarus.
Really not a bandit, - Brian Hicks / Lead Producer
Standup Notes for the week of 14 May 15
(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)
We're rapidly approaching the experimental push of 0.56, and we've discussed over the last few weeks some of the things you can expect from this update to the Steam branch. I'd like to recap a few key points though, as we're close to this push:
- Rebalancing of Infected damage threshold - Redistribution of existing infected spawns to high population areas - Bugfixing on Per-Item-Quantity control (Central Economy) - Bugfixing on Infected Alert SFX - Bugfixing on Infected movement - Redesigned Inventory tech (engine side) - New firearms / long range optics attachment - Stary Sobor evacuation camp - Bugfixes on various known duplication vulnerabilities
Tied with the 0.56 update to Stable branch, we'll see a hive wide reset (public/private) - including local storage data (player camps, vehicles)
Development is ongoing with the hive side economy control, in addition to future bug fixing development continues on the functional side, with the next major goal being region control over item spawn types. (removing the restriction of structure types only in certain areas of the map). Internally, the programming and design teams are working hard on analyzing server side performance, player position desync, and other critical issues affecting Early Access gameplay. In some cases, resolutions to these issues are tied to the implementation of new technology to replace the legacy systems inherited from the start of the project - all of them however will be ongoing goals for the team over the coming months.
The bulk of the workload over the last month was centered around the refactorization of the inventory system. It became clear that the existing tech behind the inventory wasn't going to be able to meet the needs of the project, and carried with it its own vulnerabilities. The redesign stripped large amounts of the system, and redesigned specifically to meet the needs of DayZ and upcoming changes to DayZ's core technology.
- Support for AI and Vehicle Inventory - Removing limitation on "in hands" as a virtual slot (still occupying space in container) - Dynamic changing of cargo capacity - eg: lowering when damaged, raising when repaired - Manual item rotation - Support for redesign of Inventory UI - Support for EnScript (Enfusion Scripting Language) - And much, much more..
Looking at the Central Economy side of the fence, tracking the metrics on loot spawning provides some interesting details:
- Chernarus + features 8,725 buildings (and wrecks combined) - 1,742,796 potential item spawn points are spread across the entirety of Chernarus + (Not counting dynamic events) - Of the 8,725 buildings/wrecks across Chernarus + 410 of them are greenhouses
With the 0.56 iteration of the central economy we gain finer control over item spawn locations, but we still have a ways to go. As each update gets pushed to steam, we'll see finer and finer control over item spawn locations and types, as well as supporting dynamic random spawns - that will ensure unique spawns of valued items across the map. Who knows, maybe someday you'll get really lucky and find an M4A1 in that barn over the hill?
As you all dive into the experimental push of 0.56 (not yet live) please keep in mind that like many things in the development of DayZ, the new systems and tech are works in progress (much like DayZ itself) and are incomplete, and more than likely contain their fair share of issues. Please make sure to report any issues found on the official feedback tracker at http://feedback.dayzgame.com
We're rapidly approaching the experimental push of 0.56, and we've discussed over the last few weeks some of the things you can expect from this update to the Steam branch. I'd like to recap a few key points though, as we're close to this push:
- Rebalancing of Infected damage threshold - Redistribution of existing infected spawns to high population areas - Bugfixing on Per-Item-Quantity control (Central Economy) - Bugfixing on Infected Alert SFX - Bugfixing on Infected movement - Redesigned Inventory tech (engine side) - New firearms / long range optics attachment - Stary Sobor evacuation camp - Bugfixes on various known duplication vulnerabilities
Tied with the 0.56 update to Stable branch, we'll see a hive wide reset (public/private) - including local storage data (player camps, vehicles)
Development is ongoing with the hive side economy control, in addition to future bug fixing development continues on the functional side, with the next major goal being region control over item spawn types. (removing the restriction of structure types only in certain areas of the map). Internally, the programming and design teams are working hard on analyzing server side performance, player position desync, and other critical issues affecting Early Access gameplay. In some cases, resolutions to these issues are tied to the implementation of new technology to replace the legacy systems inherited from the start of the project - all of them however will be ongoing goals for the team over the coming months.
The bulk of the workload over the last month was centered around the refactorization of the inventory system. It became clear that the existing tech behind the inventory wasn't going to be able to meet the needs of the project, and carried with it its own vulnerabilities. The redesign stripped large amounts of the system, and redesigned specifically to meet the needs of DayZ and upcoming changes to DayZ's core technology.
- Support for AI and Vehicle Inventory - Removing limitation on "in hands" as a virtual slot (still occupying space in container) - Dynamic changing of cargo capacity - eg: lowering when damaged, raising when repaired - Manual item rotation - Support for redesign of Inventory UI - Support for EnScript (Enfusion Scripting Language) - And much, much more..
Looking at the Central Economy side of the fence, tracking the metrics on loot spawning provides some interesting details:
- Chernarus + features 8,725 buildings (and wrecks combined) - 1,742,796 potential item spawn points are spread across the entirety of Chernarus + (Not counting dynamic events) - Of the 8,725 buildings/wrecks across Chernarus + 410 of them are greenhouses
With the 0.56 iteration of the central economy we gain finer control over item spawn locations, but we still have a ways to go. As each update gets pushed to steam, we'll see finer and finer control over item spawn locations and types, as well as supporting dynamic random spawns - that will ensure unique spawns of valued items across the map. Who knows, maybe someday you'll get really lucky and find an M4A1 in that barn over the hill?
As you all dive into the experimental push of 0.56 (not yet live) please keep in mind that like many things in the development of DayZ, the new systems and tech are works in progress (much like DayZ itself) and are incomplete, and more than likely contain their fair share of issues. Please make sure to report any issues found on the official feedback tracker at http://feedback.dayzgame.com
As expected, work continues towards securing a 0.56 build for experimental branch. With the core remaining tasks being focused on closing major bugs with the systems changes core to 0.56 the design, art, and environment teams have also had time to slip some fun and interesting content into the update.
Coming up next week we're looking at the audio team taking a trip out to capture new sounds for our list of 1.0 land vehicles, and this week Andrej our Audio Designer continues work on the new infected sound effects. As well on the audio front, as we move forward with 2015 - we're looking again at how we approach the volume and impact of gun shot sounds. Our aim and intent by 1.0 is for the audio side of discharging a fire arm to be a psuedo traumatic event. Gun shots should be -loud-, and your concern prior and post firing off a shot ideally would be "Who/What might have heard me?". This will be an ongoing task, but one I'm excited to see evolve.
With 0.56 comes some changes to how long range optics are mounted on our hunting rifles, Assoc. Art Director Chris Torchia posted several renders and screenshots of the current status as well as went into brief detail about what we're looking at. With the original long range optic being phased out in favor of a new 12x hunting optic, with proper mounting to attach to the Winchester M70, Blaze 95, CR 527, and Sporter 22. Moving forward, the Mosin Nagant will support the PU scope only (within the basic attachments).
Our Environment Lead, Senchi has been working on several changes to Chernarus + for 0.57 and on - but looking at 0.56 we'll be seeing the new Village Potraviny (Store) placed across the map, as well as a refactoring of some of the key police station locations along the coastal regions. In addition, time allowing - we will see some small changes to the iconic Stary Sobor barn location as well.
Not too much to report this week as again, the team is focused primarily on prepping 0.56 for the Experimental (Unstable) Branch and later on the Stable (Main) Branch update.
Stay safe out there folks - Brian Hicks / Lead Producer
With april coming to a close, we are both happy as well as grateful to see that we received a really nice amount of bugs from you guys. On the Feedback Tracker we can see that Darcion did very nice in terms of filing plenty of bugs, however, quite a bit of those were duplicates, so for this month we'll go with Zyryanoff as the bug hunter for april.
Other than that, it was a good effort Darcion, and we appreciate it!
While Zyryanoff did not necessarily submit the largest amount of bugs to the team, we did receive a good handful of nice bugs that we could add to our database.
Going forwards, we hope that you guys will keep helping us out with testing DayZ as development progresses. As mentioned, players that submit bugs from DayZ will get the chance of appearing in the Special Thanks section of the credits once DayZ goes into full release.
Remember, that all bugs can be filed on the Feedback Tracker and while doing so, please remember to perform a search before filing your bugs so as to avoid duplicate tickets. Thanks again everyone!
- SMoss / Community Manager
Standup Notes for the week of 29 Apr 15
(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)
As expected, work continues towards securing a 0.56 build for experimental branch. With the core remaining tasks being focused on closing major bugs with the systems changes core to 0.56 the design, art, and environment teams have also had time to slip some fun and interesting content into the update.
Coming up next week we're looking at the audio team taking a trip out to capture new sounds for our list of 1.0 land vehicles, and this week Andrej our Audio Designer continues work on the new infected sound effects. As well on the audio front, as we move forward with 2015 - we're looking again at how we approach the volume and impact of gun shot sounds. Our aim and intent by 1.0 is for the audio side of discharging a fire arm to be a psuedo traumatic event. Gun shots should be -loud-, and your concern prior and post firing off a shot ideally would be "Who/What might have heard me?". This will be an ongoing task, but one I'm excited to see evolve.
With 0.56 comes some changes to how long range optics are mounted on our hunting rifles, Assoc. Art Director Chris Torchia posted several renders and screenshots of the current status as well as went into brief detail about what we're looking at. With the original long range optic being phased out in favor of a new 12x hunting optic, with proper mounting to attach to the Winchester M70, Blaze 95, CR 527, and Sporter 22. Moving forward, the Mosin Nagant will support the PU scope only (within the basic attachments).
Our Environment Lead, Senchi has been working on several changes to Chernarus + for 0.57 and on - but looking at 0.56 we'll be seeing the new Village Potraviny (Store) placed across the map, as well as a refactoring of some of the key police station locations along the coastal regions. In addition, time allowing - we will see some small changes to the iconic Stary Sobor barn location as well.
Not too much to report this week as again, the team is focused primarily on prepping 0.56 for the Experimental (Unstable) Branch and later on the Stable (Main) Branch update.
Stay safe out there folks - Brian Hicks / Lead Producer
With april coming to a close, we are both happy as well as grateful to see that we received a really nice amount of bugs from you guys. On the Feedback Tracker we can see that Darcion did very nice in terms of filing plenty of bugs, however, quite a bit of those were duplicates, so for this month we'll go with Zyryanoff as the bug hunter for april.
Other than that, it was a good effort Darcion, and we appreciate it!
While Zyryanoff did not necessarily submit the largest amount of bugs to the team, we did receive a good handful of nice bugs that we could add to our database.
Going forwards, we hope that you guys will keep helping us out with testing DayZ as development progresses. As mentioned, players that submit bugs from DayZ will get the chance of appearing in the Special Thanks section of the credits once DayZ goes into full release.
Remember, that all bugs can be filed on the Feedback Tracker and while doing so, please remember to perform a search before filing your bugs so as to avoid duplicate tickets. Thanks again everyone!
- SMoss / Community Manager
Standup Notes for the week of 29 Apr 15
(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)