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Around the Verse

Discussion in 'Star Citizen Public Discussion' started by nachtwolf17, 11 Jun 2014.


  1. Episode 17
    OCTOBER 2ND 2014



    It’s the seventeenth episode of Around the Verse, the show for Star Citizen’s community! We’re working to build a program that interfaces you more directly with the team behind the game.

    The seventeenth episode features a ship discussion with Travis Day! We’ll also spotlight the latest news from Cloud Imperium and the amazing work the fan community is doing!

    MVP
     
  2. Around the Verse Live - 2014-10-30
    (Citizen Star News) - By Citizen Ed - 2014-10-30 - Due to the impending PAX Australia event, the crew weren't able to get together a regular Around the Verse Episode this week, so a live stream was done on the CigCommunity channel on Twitch instead.

    Featuring the Drake Herald Concept:

    [​IMG]



    Uk Community Support team joined for the first hour. Allie and Patrick ("Fanboy")

    Patrick favorite ship: Merlin

    Allie is a Chicago Bears fan?

    Mark Abent and Forrest running nerf gun fight rolled through the Santa Monica Office. Allie and Patrick recieve high praise for their work on the Support Team.

    News
    Everybody is on the way to Australia, except Chelsea.

    Expect to see the FPS module.

    Two hangar ready ships will become available. One has been sold before and the other hasn't

    Herald Concept Ship. It's so ugly that it's beautiful.

    Bulldog deep space fighter approved and into the ship pipeline for concepting.

    Armor system - adding and removing armor to customizing ships for 1.0

    New Horizon - Fuel systems, pit stop. Boost mechanic changing.

    Continued fixing of the controls 13.2 Patch. Friday at the earliest. Updated the manual. Very significant changes.

    Ship Pipeline

    325A improvements - Big changes. New targeting, stat correction. Improved 325A experience. Working out the variant system part of the pipeline.

    Auroras will demo New paint system (tint maps?)

    Avenger continues. Getting it flight ready. Variants... distinct and interesting.

    Two hangar ready ships, announced at PAX AUS w/ Sale. Herald Concept Sale starting tomorrow.

    PU

    Terra Landing Zone near finished.

    Mockup for "mission board" completed.

    New drunk mechanic

    Liquor cabinet

    Shubin interior whiteboxing continues.

    Added Alertness states to the AI

    --

    In prototyping: Landing Take off, Ship Loadouts, Cap ship Interaction/"Action Seats"

    Variants Mustang and the Avenger. Not sure they are going to do any more after that. Only when it "makes sense".

    60 fps on youtube, they will look into what they can do with that.

    --

    Austin Team Joins
    Mark Skelton and Rob Irving.

    (Terrible Audio, can hear Chelsea typing better than I can hear Mark and Rob. Making taking notes difficult)

    Fun working on the PU, getting a chance to walk around the universe. And they've been having fun with the FPS, pretty incredible.

    [Q] Is Terra a PvP free zone? [A] Probably initially. Lore wise, security should be ridiculously high. The plot of the game and player interaction may have an effect.

    [Q] What can be done to prevent mindless kill on sight PvP [A] Run away? Security may be bound to economic prosperity. There are consequences if you try to shoot people.

    [Q] Oculus Rift and Optimization [A] So big push to optomization to get framerates good enough to get the Oculus to work.

    [Q] How diverse will the planetsides be? City + Forests? [A] Economics, Starting with just the landing zones. Tons of plans for different planet types. Sounds largely like planets won't vary that much, more variety between planets.

    [Q] Aquatic Vehicles? [A] Hope so. Jet Skis? Lots of joking around here.

    [Q] Procedural Generation [A] Very little so far, but looking forward to using it as it becomes available.

    [Q] Snapshot of PU [A] All systems exist but most without much detail or layout.

    [Q] Hazy though [A] If honeybees make honey, what does a bumblebee make?

    [Q] Customs [A] Careful with illegal cargo. Scan in space. Scan your cargo in port as in the demo.

    [Q] What follows up the Gold Shirt [A] Polls have some creative suggestions.

    [Q] Use of the Landrovers [A] Most of the exploration type vehicles will be more useful when the procedural exploration stuff online. Probably won't be able to use them on landing zones. Interesting. Still thinking about that.

    [Q] How quickly will the planets change due to the economy [A] Not sure, they are going to play with that. Takes days at least... need to get a feel for that. Hobo-ification?

    [Q] Any more fish? What is the Fish-AI like? [A] Plenty of more fish. Uses swarming AI in the CryEngine.

    [Q] Orbital bombing mechanics? [A] Orbital bombing mechanics? What?

    [Q] What is a Manticore? [A] Never heard of it. (Shifty eyes)

    [Q] Character Creation [A] Has gone through quite a few iterations. A lot more flexible than originally planned. A lot of mixing matching. Something about coming out of closets? No pants on head mechanic.

    [Q] Space-sporks [A] Working on it.

    [Q] Cheat prevention [A] Going to be a concern in the long run. But not so much right now?

    [Q] CIG Employees in the PU. Is Chelsea in the Game? [A] Sure.

    [Q] Hangars can they be attacked and/or taken over? [A] Basically no. Capturable stations will exist. It'll be very clear where this can happen.

    [Q] Will we be able to finish the SynthWorld project [A] Maaaaaaybe.

    [Q] Org hangars? [A] Uhmm. Plan to do them, but haven't really worked out the issues.

    [Q] Can you talk about possible Voice Actors in the Universe [A] Yes. *babble*

    --

    Herald sneak peak: Asymmetrical. Wing one side?

    Reportedly big engines. Should fly like a bat of hell, but Ben says it doesn't manuever as well as the racers.

    [​IMG]

    --

    Bug Moderators wanted. Talk to Tyberious if interested.

    --

    MVP
    BulletMagnet - Big Document of Everything Star Citizen

    See Also
    YouTube Replay

    Twitch Replay

    Reddit Discussion

    RSI-Forums - Around and Reverse the Verse Live - Feedback Thread
     
  3. Around The Verse Episode 19
    (Citizen Star News) - by Citizen Ed - 2014-11-06 - James Pugh and Ben Lesnick host in the first post PAX Australia show.

    Herald how does it fly? Similar to the asymmetric Vanduul Scythe, takes a little bit more work from the physics engine and programming, but it works.

    Props to David Ladyman for all his recent work.



    News from Around the Verse
    AC

    Patch release 13.2 last week

    Updating UI interface - switches and dials actually do something.

    Localization underway. French first then other languages, likely German right after.

    Lobby system design underway

    SQ42

    Multiplayer research for AC2.0

    Introducing the Idris for the test level. So should see more of that in the future.

    AI FPS working with Moon Collider

    PU

    Various people to interact with AI characters, shops

    Mining system prototype

    Work on NPC AI is ongoing.

    Ships

    Foundry 42 next six ship of the Vanduul fleet, including Blade and Cleaver

    Avenger Variants

    Starfarer and Caterpillar leaving concept and into Whiteboxing

    Behind the Scenes at PAX Australia
    With some great shots of the excellent Fan UEE Marine cosplay, and the usual suspects.

    Some new FPS Footage... healing beam?

    MVP
    JeffreyYen eBooks on Lore

    Bug Smashers
    Pimp my bug? Chromaticize the 300i. Where has the chrome gone? No chrome in the Multiplayer.

    Interview Daniel Kamentsky
    Asset Modeller - Modelling the "small things"

    Was part of Team Shimapan; hired after the competition

    Q1 - Rogue Token - 20:22 - How does it feel to work for CIG and how does it compare to the blood, sweat and tears from TNGS?

    A - TNGS was a labor love. Coming to CIG is like that but getting paid to do what you love.

    Q2 - Sploosh - 21:18 - What ship manufacturer style meshes the most with your own personal design philosophy? How has it been adjusting to life at CIG from what was once a hobby?

    A - A lot of work but enjoys what he does. Gets the inside scoop on everything. Like high end utilitarian, guns Gleison Tactical. On the ships side love Origin but personal aesthetic would have to go with Anvil. Ships are uniquely designed and high detail.

    Q3 - Russell - 22:30 - What, if any, inspiration from current and near-future aviation has inspired your work on ships. Do you help with any other 3d modelling outside that?

    A - Not working on the ships right now. Mostly on components. AA Guns on ships are an inspiration. Helicopters ... Brutus was inspired by russian helicopter. Want the guns to have a weight. Vegas trip planned for the firing range.

    Q4 - Eyd Samoht - 24:35 - How would you say the 3D modeling and asset creation process is different at CIG than what your team did during TNGS, or what you did as a student?

    A - Definitely different. Chris Roberts vision with the high level of fidelity, makes it an artists dream to work on. Don't spare the polys! Savannah College of Art and Design.

    Q5 - Drang Meridian - 27: 22 - What advice would you give others aspiring to submit user content for the 'verse in the future?

    A - Just do it! It's all about the how hard you want it.

    Favorite Alien race? Stick with the Humans!

    Upcoming Minor Patch should correct a few nagging issues.

    Redeemer and Herald still have LTI for a few more days.

    Art Sneak Peek
    Weapons... rifles... and what must be the Carrack Bridge!!!!!!!!!!!!!!

    [​IMG]

    See Also
    COMM-LINK

    Reddit Discussion
     
  4. Around The Verse Episode 20
    (Citizen Star News) - by Citizen Ed - 2014-11-13 - Ben and Sandi (just back from Australia, fighting jet-lag) host this week.



    Radar and Signature preview from Bug Smashers! Starfarer Sneak Peak!

    Segment: Chris interviewed on Australian TV

    Veteran's Day message, a thanks to all who have served! And an acknowledgement that Star Citizen has a special attraction to veterans.

    M50 still unlocked.

    315P in tomorrow's Patch, if all goes well.

    A farewell to Eric "Wingman" Peterson. Wishing him well on his new endeavors!

    News From Around the Verse
    Arena Commander

    UK has taken multiple passes at game balance, all modes.

    Server endeavors underway. Exciting!

    LA - 315P testing for release

    Persistent Universe

    Jump point and jumps being working out.

    Hangars rooms being set up. Simulator room... pods. AC.

    Shop inventory in game.

    Squadron 42

    Zero G traversal tying together FPS and SQ42

    FPS AI

    Modular building design (for Ep. 7)

    Ships

    Starfarer progress Whitebox

    Carrack Soon!

    Avenger flight ready for 1.0, hopefully by the end of the year, and variants after hopefully Q1

    FPS

    Prone enemies, shooting.

    Breach Assault FPS module gameplay mode.

    Most Valuable Post
    MVP goes to: RogueFire - Hype Citizen



    Bug Smashers
    Dancing with the Bugs - Radar Signature System! Bug is that you can still see an enemy if blocked by something like an asteroid. This week is more a preview of radar and signatures is in v1.0 from a coding standpoint than an actual debugging session. Very interesting and well done!

    Interview Production Coordinator - Darian Vorlick
    Starting at 27:10

    Q1 - StarKillerxx - 28:43 - How different is it to manage a project in CIG, as they have a way more open policy then lets say Blizzard. Do you prefer the former or the latter and why?

    A - Pros and Cons to both. Open and transparent, it makes expectations more clear. Feedback from the community is incredibly useful. Not necessarily one better than another, but he's enjoying the Star Citizen model.

    Q2 - M3neillos - 31: 39 - How do you coordinate your teams so you ensure that the scheduled timeline is followed? Do you have some sort of pipeline?

    A - Pipeline? A very large pipe, to hit people who fail, or a box of candy. To keep things on track, make sure the people are using their talents the most efficiently. Tools Agile and Scrum. DWIT - Do Whatever it takes. Very flexible environment. Quoting Alex Mayberry (Star Citizen Executive Producer) "A good producer is always on the verge of becoming overwhelmed." Tip-toeing that line and keeping it together is what makes a good producer.

    Q3 - Fiftysixk - 34:35 - Star Citizen is easily one of the most ambitious projects in the industry at the moment. [With] all the new alpha content scheduled for implementation in 2015, what are going to be your biggest challenges?

    A - Meeting CIG's expectations and measuring up to Chris' vision is the biggest challenge. How do "I exceed my own expectations"

    Q4 - Harlot - 35:57 - How does fan feedback and development factor into coordinating a project like Star Citizen?

    A - (A lot of input has unprecedented effect on the direction and development of the game. Note: this is an inference rather than what was stated. - Ed.) Gives different perspective on the process. Good to see other perspectives.

    Q5 - Beekay - 36:50 - What do you think about working without a publisher, the pro's and if there, the con's?

    A - Strangely liberating. Gives a certain level of freedom. Not as different as you might think on the day to day. More freedom to explore possibilities. Pivot quickly instead of needing to go outside for approval.

    Q6 - BearSquish - 39:48 - Are you aware your name makes you sound like a super villain? Do you work for Doctor Doom?!?!

    A - *steeples fingers* Interesting story... Devorilick monster is named after him in a game.

    Sneak Peak
    StarFarer interior cockpit!



    Credit: Redditor /u/SCNR-Stardust

    See Also
    COMM-LINK

    Reddit Discussion
     
  5. Sentrosi

    Sentrosi Protocol Officer Officer

    Officer
    Starfarer sits six? Interesting.
     
  6. Around the Verse Episode 21
    (Citizen Star News) - 2014-11-20 -Ben and Sandi host, featuring details on new merchandise, the Thanksgiving sale,Concept Sales!



    Notes, sneak peaks and much more information after the jump...

    Events - Schedule trying to get out information as soon as possible to allow people get tickets to these events.

    News from Around the Verse
    Arena Commander

    Audio for the Drake ships - different "Bitching Betty"

    New missile types are being prototyped

    AI Turret and ai behavior is being improved for v1.0

    Squadron 42

    Zero-G "traversal" animation is being improved

    Big MoCap shoot in December, Sq42, Arena Commander & FPS

    Concept work for the civilian version of the Javelin Destroyer has started

    Persistent Universe

    ArcCorp Bartender concept work

    Friends list and chat system - Social Module

    Asteroid Physics

    Ships

    Gladius tweaked and damage system prototype

    Avenger Variants, roles, making them look distinct

    Carrack finishing touches

    Art

    New allotment of guns (available in VD)

    FPS

    Prone animation set

    Mag boots

    Customer service

    Expecting sales related tickets

    Dog Tags ave shipped

    Constellation model back in the store

    Bug Smashers
    Asteroid collision fail. Turns out to be a side effect of the new paint system for v1.0 and a CryEngine update that had conflicting values for geometry meshes. Code incorrectly converted collision mesh.

    Art Sneak Peak
    [​IMG]

    via Reddit

    MVP
    GrrArrgh - Playing StarCitizen for the First Time

    Chris Roberts picked it out and sent it around the office to inspire the troops.

    Interview - Zane Bien
    Designs the UI/HUDs

    Q1 - Shifty - 16:46 - What's your vision for the HUD overall? We know that it should be customizable and change its style depending on the manufacturer of the ships, but what else do you have in mind? What do you want to change, or add to make it fun and easy to read, but at the same time look awesome?

    A - Visor HUD right now. Eventually projected into the world, in the cockpit. (diagetic) Thinking about customizing things. Letting pilots move the data around in their cockpit. Screen's may get damaged, move functionality. Like on real fighter jets.

    Q2 - Nathanalphaman - 19:52 - When creating the HUDs, do you have in mind which buttons will do what tasks in the cockpit? In other words will the character animate and push those buttons or will it stay how it is now?

    A - Cockpits will have more design features. List of 50 to 60 things being considering. Could replace as much of the menu system as possible. For the in-fiction settings of the cockpit and ship anyway.

    Q3 - Amontillado -22:42 - Which ship's UI are you most excited to work on?

    A - Capital ships. Cap ship interfaces have a lot of room to get creative on design. Working with Mike Northeast to figure out the functions used for "Crew Stations". Customizable. More detail if your crew screen is focused on a specific role. Captain's screen is a summary.

    Q4 - Azreal Domonov - 26:00 - I understand that you've been developing web and fictional UI art since your time in school. What motivates you to spend so much time working on UI/UX design? What are the interesting challenges that drew you to the subject?

    A - Photoshop around 11 years old. Creating websites for Counterstrike clans and similar. Inspiring website 2advance eric jordan (Flash for websites is terrible. Stop using, couldn't agree more. - Ed.)

    Q5 - Skallagrim - 28:40 - To what extent (and in which ways) do you research real combat aircraft heads up displays, multi funtional displays, general avionics and sensors before sitting down to start work on the HUD of a ship?

    A - Has been getting into A10C WartHog DCS similulator. Flight sims. Recent thing to do research. Have read through papers and manuals. Needs of the game though trump functionality. Designing a game.

    More on this interview next Tues on the new Meet the CIG Devs segment

    Coming HUD
    Anniversary Sale on the 28th (all but said Carrack)

    The Super Hornet, Caterpillar, Freelancer MIS and the M50 will be among the ships on sale over the next week. Limited packages.

    Contest
    Imagine the UI of the Herald.

    New Merch
    Little Green Space Men "Finger Guns" - (Sandi said available now, but Reverse the Verse said tomorrow, and they'll be grey.)

    See Also
    COMM-LINK

    Reddit Discussion
     
  7. Around the Verse Episode 22
    (Citizen Star News) - by Citizen Ed - 2014-11-27 - A special Thanksgiving episode, and the Star Citizen team and community have a lot to be thankful for. Ben and Alex are cooking and anybody... wait ... nobody is welcome to join in.



    News From Around the Verse
    Arena Commander

    Dynamic Counter Measures camera being worked on, one of the Cinematic cameras, missile camera, tailview

    Vanduul swarm being rebalanced, new threats, improved AI

    Squadron 42

    Mission 10 is entering White boxing.

    Conversation System, prototyping

    Inventory weapon wheel spec

    PU

    Medical props and relay Station have entered concept phase.

    Design for Character in the Nyx system has started.

    Bartender in the ArcCorp Bar

    Ships

    Avenger damage states have been designed

    Vanduul Blade & Cleaver greyboxing

    890 Jump, 85x reclaimer and Herald models have been moved into engine.

    FPS

    VFX for laser weapons

    Props microwave kitchen sink and boxing dummy

    Burst Canon Animation

    All types of guns should seem different.

    Carack Preview
    Omar Aweidah and Gurmukh Bhasin talking about the Carrack we see on the screen

    Inspiration was the Prometheus

    Exploring, finding Jump points.

    Pilot view, unobstructed view a central design tenant. Garage door shield that comes down in combat.

    Nose, large antennae array (asymmetric)

    Launching pad for drones.... and launch

    Wing Antennae help center you as you enter the jump point.

    Bottom is modular, pods, science station/fuel tanks, medical "bay"/more cargo

    Scientific rover

    Kicked the beds off the bridge (seen on some of the earlier designs.

    Bug Smashers
    A look at countermeasures. Chaff prevents you from detecting things past it, breaking up silhouette/crossection confusing incoming missiles.

    MVP
    HardyHero - StarCards org edition

    Interview with Concept Artist Omar Aweidah
    Intern at Blur studio, previously worked on Halo Master Chief collection cinematics

    Q1 - Glastopia - 24:08 - If given the chance to concept and design of any class or type, what class of ship would you want?

    A - Would definitely want to do a racer, obsessed with racers. Formula + nature. Something quick. Recumbent? Bobsled? Get crazy with racing ships.

    Q2 - So Much Mass - 26:05 - Other than the Carrack interior, are you working on any other projects at CIG? Are some of them non ship related?

    A - Yes, just finished some shield generators. Russian nesting doll style modules. Build upon small things reused art assets building on top of. Building weapons for ship.

    Q3 - Primal - 27:38 - The Carrack has one of the best interiors I have seen so far. What was the thought process behind the ship's interior layout, and how do you see crews functioning with the two tier cockpit design?

    A - Started working on it with David Hobbins. Drew from Prometheus, Avatar but also wanted something different. Focused on that double decker, "wanted the stars to take you, once you get out on that deck" A couple of ships in development may share that design. 2 crew stations on the bottom, 1 and a half on the top. Giant monitor on the back wall. Gather around mapping table and see what's going on. Allow the crew to work together to as team.

    Q4 - Wolfman - 31:24 - What was the biggest inspiration for the Carrack inside and out? What would you say make it special?

    A - The Prometheus ship. And "what is Anvil" Wanted to define Anvil's shape language.

    Q5 - Ukara - 32:50 - If you could build your own variant of the Carrack what would you like to have there?

    A - A couple of thoughts:

    More engines, make it a giant racing. Fastest in the Verse.

    Then thought about... sith like flying prison. Turn it into a prison battlestar.

    Eco system - Biodomes

    Coming Soon
    Tomorrow Concept Sale: Carrack

    Javelin Destroyer - four lots of 50 each

    $20 special destroyer buyers are financing $20 Aurora packages a chance for people to get into the game.

    Sneak Peak
    Carrack Rocks!

     
  8. Around the Verse Episode 23
    (Citizen Star News) - by Citizen Ed - 2014-12-04 - Ben Lesnick and Sandi Gardiner host this week's Around the Verse.



    Welcome new backers! Many new $20 packages in the hands of new backers, very pleased with that.

    News from Around the Verse
    Arena Commander

    Spectator Mode

    Avenger and Mustang have entered QA

    Cinematic chase and gun cameras received improvements

    Squadron 42

    Landing - a bit more polish

    Conversation proof of concept ongoing.

    Avenger damage states

    Persistent Universe

    ArcCorp Bartender model

    Nurse NPC Character

    Oddysa and Meriana landing systems being designed

    Ships

    StarFarer work continues

    5 Vanduul ships greyboxing. There’s a Vanduul Destroyer, Corvette, Light Fighter, and Boarding ship in the works.

    Prototype procedural damage system, starting on the bigger ships and perhaps getting into the smaller ones. (Yay! I've been pushing for this for a while. - Ed.)

    FPS

    R&D on push pull system for Zero-G

    Rework of the cover system is underway.

    Prone and Crawl system

    Bug Smashers
    Featuring Taylor Swift? For reasons? Thruster states, heat and fuel.

    MVP
    Book - Physical Starter Packages

    Customer Service Update
    Lots of Tickets, please be patience

    No wait lists for ships, so you can stop ask.

    Patrick added full time in UK, speaks German.

    Interview - Steven Kam, aka Toast
    Q1 - Sleepy Walker - 21:07 - How has the transition from being a mod to a CIG, with behind the scenes knowledge, affected your views and expectations of the project?

    A - Really familiar with the project considering its a new job. But now it's also a job. Don't get to play as often. Happy to do it, because grew up on Wing Commander. Newer generations deserves a chance to experience that experience. Old school Chris Roberts game.

    Q2 - StrikeForce - 23:15 - Is being a paralegal as monotonous as it sounds?

    A - It can be. Depends on where you are and what you are doing. It's largely record keeping. Help proofread things. Because it's CIG, so it's quite interesting. Toast is actually a full lawyer. (Something about a fantasy to shoot clients? Hope that doesn't come back to bite Toast.)

    Q3 - Ykara - 25:10 - I believe that many people around this community (and many other) don't know exactly what is to be a Mod. For many it's like being the "Forum Inquisition". Can you please tell us more about your roles and day-to-day work?

    A - Still do some forum moderation, since his job is actually para-legal. Good community and good moderators. Sees moderation as being a steward, rather than being a cop. Don't get mad about people getting in trouble. Anyone can have a bad day. Unfortunately, some people really enjoy the self-entertainment value of causing trouble, and reach a point were they can no longer be a part of the community, which is sad. Law of large numbers, get enough people and some will be outliers.

    Q4 - MrsBunnyButt - 27:19 - Having been in the field as a forum moderator for a very long time, what do you think about the moderator team and how they deal with the forum and chat community?

    A - Have really good moderators. Wasn't a moderator before. Very professional bunch. Not "power-trippers". More outside the United States than inside, which is handy. Diverse group. Many opinions about the controversial topics, which helps them avoid bias. Someone should be allowed to have their opinion, as long as it's civil.

    Q5 - Briguy168 - 31:05 - So how is it to work in the same building and several yards away from the man who created Wing Commander? Do you still get giddy inside every time Chris Roberts walks by or chats with you?

    A - Yes. How could it be otherwise. Chris is really dedicated and busy. Only have spoken to him for around 5 mins. It was a bit to get used to. Snuck into the office tours on the first days. Did get a chance to early play test the ESP when Chris grabbed him to see how it worked with someone not familiar.

    Why the nickname Toast? Because that's how bad he usually does in PvP, "uh oh I am toast."

    Coming Up
    Big Live stream coming up Dec. 19th 10am PST - 2pm PST

    Surprises - commercial, and maybe a sale?

    Herald UI Contest winner BobTheHobo

    Fly the Hornet next week.

    Art Sneak Peak
    38:08

     
  9. Around the Verse Ep 24
    (Citizen Star News) - by Citizen Ed - 2014-12-11 - Ben Lesnick and Sandi Gardiner host, this excellent episode. Introduction features the new funding milestone strategy - End of Stretch Goals as we know it. Gladiator, HOTAS Poll, Dec 19th livestream. Going to be continuing to build the game experience where more people playing together is fun, while also supporting solo play.



    News From Around the Verse
    AC

    New Missiles are almost complete

    AI for countermeasures

    Missile selection via HUD

    SQ42

    Landing

    FPS Cover system received improvements as it's being integrated with SQ42

    PU

    Astra Armada - showroom

    Transition from hangar to AC

    AI - NPCs

    Ships

    Retaliator interior

    Ejection seat for the Mustang being implemented.

    Aurora intakes being reworked.

    FPS

    Damaged limb module movement

    Plasma ammo fixed; so that it can't shoot through doors

    Whiteboxing of the... Battlesphere

    Bugsmashers
    Malformed packets

    MVP
    AndyB Big List of StarCitizen Videos and Podcasts

    Feature - People Crunching for v1.0 and too busy to appear on camera
    Interview Writer, Will Wiesssbaum

    Wrote the M50 Commercial, works with David Haddock to author the lore of the SC Universe.

    Q1 - Rubidy - 25:02 - Currently ships' names in SC don't have any system or logic of creation. Can you see a connection between SC lore, storytelling and naming ships? What is your perspective on how ships should get their names?

    A - There is a system... a lot of the ships named early on, before system. Role, which company, the spirit of the ship. Variants usually have a theme.

    Q2 - IonHawk - 26:43 - Will religion exist in the Star Citizen Universe? Since one of the main organization types is Faith, it seems to indicate there will be some kind of belief system involved. If yes, will we see religion from today or fictional (or both). And will there be alien religions?

    A - Yes. Church of the Journey recently detailed in Lore Builder for example. Writer's guide mentions all of the current religions exist in some form. Missions will probably stick to fictional religions, to avoid offending people, but people are free to play whatever they want. Outsiders is another religion. Aliens are being figured out.

    Q3 - Why06 - 29:12 - How does the writing process go from start to finish? Is there an instruction to write a backstory for a new planet or something? How far in detail would such a process go?

    A - Two process, game design driven, comes as a request from a game designer. Ground the game design in the lore. From another direction is the big narrative.

    Q4 - GrizzB - 31:33 - How do writers at CIG keep everything straight and not accidentally contradict each other? Is there an internal wiki?

    A - Yes, there is an internal wiki. And there's Dave, he's got all of it in his head. There are occasional inconsistencies and just try to minimize and work out. Long discussion ensues about working with art and game design and how all work off each others inspirations, very cool.

    Q5 - Meowstopher - 36:18 - How much do you draw on Chris Roberts' previous works (primarily the Wing Commander series and other games in the WC universe)? Do you consider Star Citizen to be an extension of Chris' former works, or something completely different (despite obviously borrowing some terms)?

    A - He's not that familiar with Wing Commander. Has watched let's plays and videos on youtube, for reference on the design philosophy. Not a direct descendant and not a sequel by any means. Want to make sure it feels like a Chris Roberts game. Not said but it is clearly a "spiritual successor".

    Art Sneak Peek
    Armor/Suits

     
  10. Around the Verse Episode 25
    (Citizen Star News) - by Citizen Ed - 2014-12-18 - In the last episode of the year (before going on holiday hiatus).

    Gladiator is in the Hangar. Ship stats updates. $5 dollar tiny-t sales on going. Saved a Wing Commander Movie Prop (a wall from a starship).



    News From Around the Verse
    Arena Commander

    • 1.0 is the big push.
    • Blood splatter inside the helmet is being worked on.
    • New missile and signature system has been completed. Stealth (and detection) systems - Hornet Tracker and Ghost.
    • Cinematic camera modes nearing completion.
    Sq42

    • AI "defense command"
    • Conversation system is in prototype
    PU

    • NPC and Player medics
    • Asteroid modelling and texturing continues RD (mining mechanic)
    • ArcCorp Bartender being revised (non-cargo pants options)
    Ships

    • Cutlass thrusters fixing
    • Avenger damage states
    • Initially cutlass and avenger are going to be very basic. Re-scripting phase in UK to increase modularity.
    • Alpha and Gamma Mustangs almost finished
    FPS
    • Animation of Mag Boots
    • Helmet visibility, ability to attach lights
    • Muzzle flash VFX
    • Weapons
    Inside CIG
    Darian and Travis on "Crunch Time" w/ cupcakes ... and fruitloops ... and snackpacks...and...

    Worth a watch but hard to summarize. Except to say: "Milestone ahead! Work hard loyal minions!"

    MVP
    Mister Cumbustable - Praise the 3d Printed Space Crab
    [​IMG]

    Bug Smashers
    Mark Abent... I thought you were dead? Weapons fire control bug.

    Customer Service
    Gifts! And closed for the holidays, till Jan 5th.

    Interview w/ Brandon Evans
    Q1 - Livebynight - 25:53 - Is it very complex to program the different displays for each ship, or are systems being implemented to standardize and streamline the process?

    A - Pretty straightforward. Everything is a "dock" item. So each can be displayed different on different ships, or moved around. (Sounds a bit like MVC programming were each is a view and/or controller and the model stays the same. -Ed.)

    Q2 - Flin Nefario - 26:38 - How does it increase the complexity of programming the UI to have mulitcrew ship "seats" where various UI controls are distributed and controlled across multiple screens with security access levels and in very different parts of the ship? Have you developed special tools or skills that are unique to Star Citizen to deal with these challenges?

    A - Yeah, multi-crew is going to be the most difficult. Early mockups have been interesting. A challenge to have your display following you around if you change seats. Network Optimization is a concern, how to give you the data without sending all of it over the network. Much left to figure out.

    Q3 - RisingDeath - 28:03 - Can you explain a bit how the UI gets from design to functional in-game? Who decides to make it "wobble" on impact, who implements the "booting" animations when spawned? Are you testing it just on static screens or are you developing for Occulus Rift from start on?

    A - Shout out to Behavior for writing the platform on which the UI runs. 2d concept in illustrator. When approved break down into "Flash" objects. Then actually implemented. 1.0 should see a specialized HUD in the Aurora. Diagenic displays.

    Q4 - Lord of Garnix - 31:15 - How close are the existing UI to how you expect the UI's to be in the final game?

    A - Different manufacturers to do. Additional functionality planned. Long way to go and it will be much improved.

    Q5 - .83 Magnum - 31:56 - What has been the most challenging function or information to implement into the UI so far?

    A - Hardest thing done... missile organization system. Many different types with signatures. Mark had to help interface with the different types.

    Coming Up
    Surprise next week. Content on the website all through the week. No ATV or RTV but a surprise video will be released. Next AtV on January 8th.

    Sneak Peek
    Interesting Vandual boarding ship designs? (Or is this the Tevarin based Prowler?) Somebody over there is really inspired by the Magog of TV's Andromeda.

    [​IMG]
    [​IMG]
    [​IMG]
     
  11. Around the Verse Bloopers Episode 2?

     
  12. Around the Verse Episode 26
    (Citizen Star News) - by Citizen Ed - 2015-01-08 - Sandi Gardiner and Travis Day host. A big thank you out to the devs who've been working to get 1.0 stable!

    1.0 is something they are pretty happy about, in spite the problems. New Website. New promo videos, Mustang Commercial, New Imagine Video.



    Merch: New Mustang Mousepad. Dog tags. New SQ42 t-shirt.

    2015 Event list, coming up:

    • BAFTA
    • PU Town Hall January 23rd
    • CR Talk at DICE
    • Pax East Event
    News From Around the Verse
    AC

    Existing ship damage and missile trails have improved VFX. Help identifiying differences visually.

    Stabilizing Match Making and Lobby.

    SQ42

    Ship landing (polish continues)

    Proof of Concept Conversation system ongoing

    PU

    Lore fill out

    Mission Manager is being skinned.

    French font issues have been fixed

    Odyssa and Mariana landing zones

    Relay system - Drone communication relay system

    Ships

    Hornet ejection system being fixes

    Multiple Vanduul ships have entered gray boxing phase

    Starfarer continues

    Hull C in concept

    FPS

    New weapons selection interface

    Battle arena, "tag" mode, recreational, nobody dies.

    Speed scale for "fast-crawling" has been added.

    Bug Smashers
    Shield absorption was not being calculated correctly. Leading to OP missiles. Fixes inbound!

    MVP
    Baior Of Red - No Missile Matches hosted by Baior and Tazius!

    Interview w/ with Patrick Salerno
    Q1- 21:18 - Starry Night - How interchangeable will ship parts be? I imagine upgrades will be a balancing act between power, handling, and heat dissipation.

    A - Size is his area, making sure they fit into the designated space. Balance is elsewhere.

    Q2 - 22:56 - Daz - When it comes to poly count how much is too much? With assets like the Shubin mining base can you let us know how you avoid bad frame rate or long load times as we "warp" into its location.

    A - CryEngine is actually better for high polycounts. Loves polygons. Eats polygons. Occlusion Culling, block things you can't see. Level Of Detail, lower poly models depending on distance.

    Q3 - 25:34 - ConfusedMonkeh - Can you outline the plans for damage states on the really huge ships like the Bengal or Kingship? Just how many pieces of pieces of these ships will the servers and our PC's be able to handle?

    A - Generally 3 or 4 damage states. 25% - 75% - 50% - 100%. Bigger ships have interior damage states. Not fully developed yet. Some dude making a sandwich get sucked out into space?

    Q4 - 27:58 - Briglight - What has been the hardest part in development so far?

    A - Bridging the gap between art and design. How to take the assets and bring them into the game and making them functional.

    Sneak Peek
    Starfarer!

     
  13. Around The Verse Episode 27
    (Citizen Star News) - by Citizen Ed - 2015-01-15 - Ben and Sandi host. Celebrate the $69 Million funding mark! New in depth looks at development are on the way to commemorate. Also apparently Sandi has driven a web page to track status of the individual stretch goals. That will be coming soon to the website.

    Townhall at PAX South, first town hall. Not livestreamed, but will be recorded and released.

    BAFTA Tickets are sold out.

    Ship summit, Austin and UK staff in LA organizing ship pipeline for the next year.

    Several "summits" happening this month.

    Arena Commander 1.0.1 push.

    Contest Winner DarkMyth - Day of Champions, Vanduul Holiday, Ritual combat where the primes are chosen.



    News From Around The Verse
    AC

    AI Missile evasion improvements.

    Missile UI

    Flare and countermeasures

    SQ42

    Bengal Carrier Bridge interior whitebox.

    Grey box - Kingship and other Vanduul ships

    PU

    Skydock construction site in concept

    ArcCorp populating with NPCs

    Drone prop recieving textures

    Nurse NPC - Male Nurse design shown

    [​IMG]Credit: /u/nehkara

    Ships

    Cutlass and Avenger being balanced

    Avenger damage states

    Retaliator interior

    FPS

    Items specified as being used one or two hands

    Networking issues with "grapple beam?"

    Zero G

    Battle Arena

    Bug Smashers
    Pipes issues, weapons not recharging on Mustang on some mount points.

    MVP
    Nebohtes - [Video] Example: Building a Modular System

    Support
    Catching up on tickets. Thank yous for gifts to the team.

    Interview Lance Powell - Supervising Art Director
    Q1 - 19:55 - CaptPiponolo - How do you keep track of all the ship's pipelines and how do you incorporate community feedback?

    A - Master list for Q1-Q4, and SQ42 has a separate list.

    Q2 - 21:06 - Echo Seven - How do you resolve differences between artistic direction and functionality (physics modelling etc... ). And more importantly, who wins?

    A - Form follows function. Chris interested in the wow and pop. Artists create the look and the designers make it work. Adjustments are made. (We all win! -Ed.)

    Q3 - 23:06 - Dawgstar - What favorite but less-frequently represented science fiction scenes, environments, or ideas do you find influenced the team's artistic choices for Star Citizen's environments (planets/cities/stations)?

    A - Aliens vietnam style scifi. Tiny bits of 2001, BSG. Not going to do Tron or District 9 shanty town, somewhere in between. Battle Arena might be influenced by something. Influenced by a lot of things but trying to realize Chris' vision.

    Q4 - 25:55 - GeraldEvans - How do you decide where to draw the line between showing space as vast and bleak, or showing it as dense and colorful? How do you inspire people to stay and explore the spaces you create?

    A - Space is empty space, but there are components to the spaces that can set the tone of the place you are going into. For example, a space station that is wrapped around an asteroid... which could be in a nebula. Each one of those could be treated as a character.

    Q5 - 28:26 - BearSquish - What's the most memorable, awe-inspiring design moment for you? Either in one you made, or one you saw, that would shape your future pursuit in gaming?

    A - This game, it is unlike any game he's ever seen. Wing Commander & Privateer, with Doom thrown in for good measure, with a dash of Star Wars.

    Coming Up
    Next week will be Ben and James from Austin

    Sandi will be at BAFTA

    Art Sneak Peak
    Terra Landing Zone

    [​IMG]Credit: /u/nehkara

    Correction: An earlier version of this article attributed the images to /u/firespikez, linking to a /r/starcitizen subreddit thread he used to discuss one of Nehkara's images. Citizen Star News apologizes for the error and has updated the story to be more accurate.
     
  14. Around the Verse Episode 28
    (Citizen Star News) - by Citizen Ed - 2015-01-22 - Hosted by Ben Lesnick and Pete Mackay -



    06:05 - News From Around The Verse
    12:49 - Bug Smashers
    20:11 - MVP
    21:07 - John Erskine Interview
    40:52 - Interstitial with Ben and Pete
    41:35 - Sneak Peek
    43:08 - Closing

    Town hall coming up at Pax South.

    Physical packages... there are trying to nail down how many to make. They are back in the store now to make sure everyone has an opportunity.

    News From Around The Verse
    AC

    Mulitcrew prototyping using the Retaliator

    AI Behavior being updated for a list of Wingman Commands

    Ejection systems for all the ships are being refined.

    SQ42

    MoCap and P-Cap has been scheduled, Chris Roberts is going out to direct some of that.

    Landing polish is ongoing

    Missions coming together, looking more like a full game.

    PU

    Concepts for props (Chair concepts shown off)

    Mobiglas - Upcoming Deep Dive Design post

    New Station

    Ships

    Bulldog - Gurmukh design. They are listening about that name.

    Orion - mining ship Concept - George Hull - Whitebox

    More weapons

    FPS

    Limb damage penalties has been worked out.

    Animations while reloaded while crouched has been added.

    Movement in zero-g is being tweaked.

    Bug Smashers
    Twitchy Buggy is examined and fixed.

    MVP
    General Jack O'Neil - Org Posters

    Customer Service
    Clickity-clack - Soooo busy

    Interview - John Erskine
    Q1 - 21:31 - Azreal Domonov - You seem like a busy guy, could you please walk us through what you might do in a week at work?

    A - In charge of the operations of the Austin Studio, as well as corporate wide - Website, Corporate IT, QA and DevOps. Spend time working with managers making sure they have what they need. Austin Office Manager (who's name I couldn't catch from the interview. Nanetta Wade -- supplied by David Swofford. Thanks! - Ed.), Benoit Beausejour - Turbulent, Mike Jones - Corporate IT. Jeremy Master - Manager of DevOps team. QA - Justin Binford.

    Q2 - 24:41 - Hawx - What is being done to improve the workflow of new players joining the website? The recent update made it a fair bit harder for new people to find their way around.

    A - Work in progress. There are a lot of things about the new site they like but they are continuing to revise. "Fly now" "call to action". New flow chart that helps refine the experience based on who your are and what you want to do. Trying to remove all the extraneous noise for people who want to "start". Launch in the very near future. Never ending project.

    New landing page for the community is coming. Home page is going to be more focused on introducing the game.

    Some cool other ideas coming up. Focus on community.

    Q3 - 30:39 - Gornax - How many different platforms and configurations does QA test against?

    A - Good question. We have about 9 different "channels" that we are building. Main branch, plus a few QA in progress. Vendor Merge Builds, Art builds. QA - Is constantly jumping between the different builds. Checklist is already quite long.

    Q4 - 34:20 - BearSquish - What area(s) do you find yourself spending the most time addressing, both at the Austin level and at the CIG level? How do you handle wearing so many different "hats"?

    A - Varies, round robin. Historically have spent most time on build platform, the website and ecommerce. Very good managers and a committed team.

    Q5 - 37:49 - Jonor Drake - Are there any plans to allow credit card based purchases directly from CIG without having to go through third parties (e.g. Amazon) in the near future?

    A - Good question. Answer is yes and no. Don't want to store your credit card numbers and sensitive information on their system. Current partners Amazon, PayPal and Stripe spend a lot of effort securing that information. Not planning to be a card processor directly. Done that before at other companies and it's a big project. CIG's time is better spent on making the game. Are looking at ways to streamline the process, but not ready to announce anything.

    Sneak Peek
    Cannot really be described... possibly NSFW (depending on were you work):



    See Also
    COMM-LINK

    Reddit Discussion

    Notes from Reverse the Verse (After show chat)

    [​IMG]
     
  15. Around the Verse Episode 29
    (Citizen Star News) - by Citizen Ed - 2015-01-29 -

    What's going on Around the Verse? PAX South, 70 million hit, Ben is back from Austin, Wave 3 ships available. 1.0.1 Released.

    WARNING: Audio problems beware loud static at 50s



    4:02 News from Around the Verse
    8:31 Bugsmashers
    17:18 Customer Service
    18:10 Jenny & Ryan Interview
    23:47 MVP
    24:30 Ortwin Freyermuth Interview
    40:52 Terra Wrap Contest
    41:58 Sneak Peek
    42:16 Closing

    News From Around the Verse
    AC

    Landing gear animation fixes

    Fuel system added to missiles

    350R adjusted

    SQ42

    Conversation system prototype is still ongoing

    3 more vanduul ships in concept phase

    Loot cleanup

    Concept art Anthony Tanaka statue is ongoing.

    Buggy skins - Tech now applied to all the ships, more coming

    Chat

    Ships

    Vanduul ships greybox

    Damage state changes, making it easier for future ships

    Bulldog renamed Vanguard

    FPS

    Sniper rifle

    Animation for grav generator

    Battle Arena - exterior texture

    Bug Smashers
    Aurora faults that got them "recalled".

    Customer Service
    Still backlogged on CS tickets, but working on it!

    Physical item preorders closing, Mustang Mouse pads close to shipping

    James talking to Jenny Varner & Ryan Archer - Austin Community Team
    Our fans are violently loyal? Interesting choice of words.

    Ryan Archer - Marketing Artist - working with David Ladyman

    Jenny Varner - Community Content Manager

    MVP
    List of Songs and Music by and for Star Citizens (Filks & Original Compositions)

    Interview - Ortwin Freyermuth
    Cofounder of CIG, with Chris. Legal support side, came from the film world. Toast's boss. Met Chris on film projects. Worked on Das Boot Director's Cut (3 1/2 hours!).

    VAT discussion - Make sense to have operations in Europe. Game Tax Credits. But unfortunately means following the rules and that means VAT. Also worth noting the Euro prices don't need to adjust for devaluation against the dollar. Recent Euro drop could have caused increased prices but they don't have to do that since they can spend Euros directly. Change may actually offset VAT.

    Strangest legal situation? Idris redesigned. A person got very upset, and complained that CIG was in breach.

    Looking Forward
    Looking forward to Arbitration and Court system in game.

    PAX East and SXSW go on sale soon.

    Terra Wrap Contest
    Come up with a concept art for where you would shop in the Star Citizen Verse. See thread here.

    Sneak Peak
    Looks like procedural damage!



    via Reddit

    See Also
    COMM-LINK

    RSI-Forums Feedback Thread

    RSI-Forums Contest Thread

    Reddit Discussion
     
  16. Asp

    Asp Administrative Officer Officer

    Officer


    Star Citizen - The thirtieth episode features an interview with Rob Irving! We'll also spotlight the latest news from Cloud Imperium and the amazing work the fan community is doing!
    ___________

    This is an initial pre-visualization of a ship going into quantum travel. It was done by Chris Olivia who also did the pre-visualization for the jump point navigation (which you can see HERE and HERE).

    [​IMG]
    Notes:

    Intro:

    • 72 Million
      • incredible. Ben always gives a speech about how awesome it is, he’s skipping it this time, but he’s still very excited.
    • New international store
      • Local currencies all throughout Europe now
      • Check out the interview from last week for why this is good news
    • Pax East and SXSW tickets are on sale
      • SXSW tickets are actually free
      • Join them Sunday, there’s an awards demonstration on the Saturday, and Friday they have a gaming geek panel
      • Also they’ll have a booth. Stop by the booth for a little coupon, for possibly a free-fly weekend, maybe some in-game flair, something cool.
    • PAX East
      • Ben hopes to go, if schedule allows
      • Booth this year they’re sharing with Logitech, party on the Saturday with a presentation, and some prize giveaways.
    • PAX South Townhall videos are now available. Watch through all the videos (or read the transcripts)
    • Kotaku featured a video of an Aurora pilot flying with a HOTAS setup and kicking ass, which the dev team is really happy about. Goes to show that you don’t need to buy the most expensive ship, or use a mouse, to win.
    News from Around the Verse:

    Arena Commander:

    • New ship skins are almost completed
      • How almost? So almost that we’ll see them tomorrow (Friday)
      • Two kickstarter skins (Pirate and UEE)
      • and a third in honour of Project Pitchfork
      • They’ll all be available on the pledge store.
      • At this point, the skins are only for Auroras, but if you have an existing one, it’ll be on your account, and they’ll be expanding to other ship typesas they go forward
    • Tutorial map is being prototyped
      • Big priority for future editions of AC
      • may be in 1.1 or it may slip a little, bu thtey want to bring new players in and teach them to play.
    • Power throttle in the Aurora HUD has been implemented
      • continuing to expand various ship subsystems.
      • Slowly bringing in systems like shields, armour, scanners, etc…
    SQ 42 News:

    • Skydock going through its second iteration of the concept phase
      • big set piece for the first chapter
    • Ship stretching warp-in effect has begun visual effects.
      • Saw at the Town Hall the pre-vis for the jump effect by Chris Olivia
        • he’s also working on the quantum travel effect, needed for both SQ42 and the PU
    PU News:

    • Foot and Headwear options are being explored
      • whole pages of boots and pants and hats being designed
      • no cargo pants though : )
    • Repair drone models have been completed
      • used for many ships that do repairs during flight will use these
      • so will ships that survey mine fields and such
      • also ties into research system that’s being developped
    • Marine model has received concept and revisions
      • first place we’ll see him is in the FPS module, due later this year.
    Ships

    • Avenger thruster malfunction is being adressed
      • they keep breaking AC, but they’ll keep fixing it, till it’s perfect
    • 350r indestructible issue is being invvestigated
    • Constellation Turret, Neck, and Cargo areas are receiving additional work
      • kicking off a big revision of the Constellation. Preparing it for 2.0, where it’ll be flight ready.
      • Have to lock down how to walk around in flight and such.
    FPS

    • Animations added for 0g crumpling
      • 0g will be awesome, it’ll be the big selling point of the FPS module
    • tracers and impacts for combustion pistol have been cleaned up
      • interesting to note that just like the ship weapons, there’ll be different types of ammunition.
      • lasers, combustion weapons, ballistic
      • Sky’s the limit for coming up with new weapons.
    Tour of the Austin Office:

    • Mark Skelton and Jenny?
      • They’re standing in a prop from the WingCommander 4 set
    • artwork on the walls
      • concept art on the walls
    • They have a cool kitchen
      • Old Timers Guild gave them a popcorn machine
    • Boardroom (coasters made by me are visible (barely) on the table)
    • more people, more places, stuff like that. Showing where everyone dwells in their caves.
      • showing concept art for boots, shoes, and lots of PU stuff.
      • views of arc corp and such
    • More artists, tech artists and the like
      • some…water animations>?
      • someone working on stuff from the medbay
    • Animation place
    • some ship guys…
    • QA corner
      • they get to play the game all day
      • they’re fixing bugs and testing missiles and such.
    • And that’s it.
    James Pugh talking with Richard Garriott and Paul Nerath? and…Star Long?

    • talking about new Underworld kickstarter project
    • They wanted to do a new Underworld, continue the franchise, so that’s going to be on Kickstarter.
    • Under development for 4 months, they launched their kickstarter yesterday.
    • They want to keep community working and talking like CIG does.
      • full version of James’ interview will be on CIG’s youtube.
    MVP

    • Anti-Squeaker
      • in fiction post about Drake Interplanetary suing Origin Jumpworks
    Sandi goes to Flight School

    • Video – shows Sandi losing to Ben in an AC match
      • Sandi asks to be taught how to fly
      • ‘a man who can catch a dart with chopsticks can accomplish anything.’
    • Lesson 1: Basic Flight Controls
      • default layout for logitech joystick
    • Video shows…how to fly, basically.
      • shows some pretty shots of the Hornet flying, thrusters moving and such.
    • This would be a good video for new pilots to watch, to see how to fly.
    Bugsmashers

    • Loos like no bugsmashers this week
    Customer Service

    • Looks like no customer service this week either
    Interview with Rob Irving

      • James likes the Austin studio
      • ‘What have you been up to?’
        • working
        • since the focus of the studio shifted to the PU specifically, Rob has started watching all the parts of what all the different studios are doing, making sure they all fit in what’s going to be going into the PU.
          • making sure all the parts of the game will fit together for the PU
      • How many emails do you have?
        • lots
      • Since the focus of the studio in Austin has changed, how has that affected your job?
        • it’s changed a little, less involved with local design team, now more globally focused on design.
        • He has to know what everyone’s up to, in LA and Illfonic and the UK guys etc…
        • different teams take different features, based on what they need done, and they just keep track of what’s being done by all the studios to make sure it’s all fitting together.
          • most complex dev process he’s ever been involved in
      • How has the feel of the office changed?
        • settled down a little bit. Year 1 was crazy garage band, now it’s more ‘part of the whole’.
      • Rob and Tony feed off each other.
        • Tony’s very good at tunnel focus, taking one thing and running with it, where Rob keeps track of everything else.
        • Knowing who exactly is working on what, right now.
      • How has the community changed around you?
        • doesn’t get to spend as much time with the community
        • fiction-wise, all the lore comes across his desk. Makes sure the writers don’t say anything too extreme. Writers want to make the story stand out, they’ll come up with something dramatic that doesn’t fit in-universe.
          • ‘little robots that take over people and make them into aliens’
          • Sounds awesome, but not for CIG.
      • what’s something in MMO’s that you don’t like, that you don’t want in SC
        • biggest pet peeve is the whole ‘I want to offline earn money’ thing. makes it more difficult for CIG to keep the economy stable.
        • Crafting’s the other one.
          • So far departed from other MMO’s, so, can’t think of SC as an MMO like others. Very far from EVE and such.
        • You can always be more skilled than the next guy, but it’s skill, not something else
      • Star Map. Can you give me something about it?
        • perfect example of how the game’s evolved and changed
        • Different sized jump-points weren’t planned when they first built the star map.
        • Given the needs for the PU, they ‘shook up’ the star map. Got new organic gameplay out of it
        • Will unveil at some point, but it feels a lot better.
    Outro

    • Tomorrow will have the Monthly Report, and a design update on Shields
      • There’ll also be a cool sale this weekend, adding some items to Voyager Direct (8 new shield generators), a new Ballistic gun, and 3 Aurora skins
    • Art sneak-peek
      • Looks like the ship warp visual that was discussed earlier. Very pretty.
     
    Sieldan likes this.
  17. Asp

    Asp Administrative Officer Officer

    Officer


    Star Citizen - The thirty-first episode features an interview with Ken Fairclough & a revamped News segment! We'll also spotlight the latest news from Cloud Imperium and the amazing work the fan community is doing!

    0:54 - Intro/News
    3:54 - News from Around the Verse
    15:13 - Bugsmashers
    21:15 - MVP
    22:06 - Interview with Ken Fairclough
    29:05 - Customer Service
    30:05 - Top 10 Bugs
    31:21 - Sneak Peek
    32:05 - Outro
    ______________

    Around the Verse 31 Notes:

    Intro:

    -OH GOD EVERYTHING IS NEW!
    -Anyway, there’s an interesting little Empire Report intro. Check it out.
    -Valentines Day Weekend
    – Will’s valentine’s card is awesome
    -New items in the store
    – Sheilds and a gun
    – the gun is the Tarantula
    – Shield Generators deep dive document is up
    – tells us how shields work, and how they’ll work in the long-term
    – Monthly report for January is up
    – everything CIG did in January
    – PAX East and SXSW tickets are still available
    – tickets are free for SXSW, it’ll be good, there’ll be a reveal or two.
    – Winner of the Terra Wrap post
    – Zorumkopf?
    – Devs from Santa Monica and Austin as well as CR will have a fly day soon
    – US Dev vs. community. Febuary 16th, 4pm PST
    – QA wants to get as many people in to SC at one time as possible.
    – in the future there will be Europe and Rest of World centric fly days as well.
    – RSI museum will return.
    – It’ll start with a one-hour interview with the folks creating Underworld, the new Ultima-based game that’s being kickstarted.
    – New way of doing the news.
    – When the show started, a main objective was to share lots of SC’s development with the community.
    – They’re now going to throw the news to studios around the world, they’re reporting in on what they’ve been working on.

    News from Around the Verse / The Spectrum Dispatch:

    Ship News with Darian and Marcus – Santa MonicaShip Information
    – Bottom turret of the Constellation is being reworked for visibility issues. Being done in Austin by Josh and Chris. Entire thing is being redone.
    – the Bulldong Vanguard is being concepted.
    – whitebox is done, going through shape passes and iterations for Chris to approve, they hope to have something to share very soon
    – Orion
    – also in the works. Very first mining ship, out for concepting with George Holl? From Jupiter Ascending
    – Whitebox done by Dan Tracy, going to be a very cool ship.
    – P52 Merlin
    – also getting some love. 20% done modelling, adding surface details. A few more weeks at least before there’s something even testable, but it’s coming.
    – Character Rig and Model have been updated, so old ships have to be updated so characters fit and sit in the ships properly.
    – long awkward silence.

    SQ 42 News with Michael Barkeley and Luke Presley – Foundry 42Landing Mechanics and tutorial stuff being worked on
    – Finally going to get an AC tutorial.
    – Also going to teach how to land, which si a brand new mechanic, which we’ll need help with.
    – Multiplayer free-flight will be coming
    – asteroid hanger will be introduced that we can land in with friends. Can use it to practice landing in.
    – Landing’s been split up so there can be full hardcore manual landing, but some things that can help land the ship more easily will be in. ‘assisted’ level, halfway between hardcore.
    – We’ll be landing on Shubin, which is coming along very well. Full interior greybox is going on.
    – whitebox is done. Shubin features heavily in campaign levels.

    PU News with Jake Ross – Austin
    – concepting out mining gameplay mechanics. Tony has a big vision on it, lots of ideas about different player roles on the ship so it’s not boring for anyone
    – in-house concept artists are concepting out that vision, so Tony can better explain what his plans are to programmers and CR>
    – Re-design of the Nyx Delamar-levsky landing zone
    – third landing zone from the first five.
    – asteroid, abandoned mining facility
    – they’re laying it out, making sure shops have homes, where NPC’s are going to be, etc…
    – Starting concepts on clothing sets for NPC’s
    – white-collar business clothing set is being concepted by Meghan Sheever?
    – she’ll be doing clothing for the forseable future.
    – lots of clothes to fill the PU with. they’ll go out to modelling after the Social module launches.

    FPS with David Lengeliers and Rodney Huul – Illfoniclast week / month, they’ve been working on getting FPS in shape. Release is coming ‘real soon’.
    – Working on new armour system
    – light, medium, and heavy.
    – depending on the gun hitting the armour, damage will get applied based on the weapon type and armour type etc…
    – working on weapon sway
    – all about how the weapon moves when the player moved. Not perfectly aimed after you’ve been sprinting
    – comes into play with all weapons, an the player can calm down breathing to get a little less weapon sway, etc…
    – Gun fires where it’s pointing, not always the center of the screen, so weapon sway is important.
    – push-pull system
    – in 0g you can have thrusters, but if you have none, there’s a push pull system that allowed you to grab onto nearby surfaces, done procedurally. You can grab, crumple, push off, etc…
    – complex system, a lot of hand placement and such, but it’s very fun apparently.


    Bugsmashers


    Bugsmashers is back!

    Mark was touring with Maroon 5 and couldn’t make it (obviously)

    Apparently the Mustang has no physics. bug is recent, was discovered on the 1.1 branch which won’t be released for a while.

    lots of complicated stuff creating physics meshes that wasn’t…working, I guess.

    Sandi’s flight school will be back next week, it’ll switch on and off with Bugsmashers, one week each. Sandi’s doing weapons next week.

    MVP

    Fiendish Feather for Pieces of Eight. The video is fantastic if you haven’t seen it.

    Customer Service
    Still backlogged from the holidays / sales / etc…

    about two weeks behind, about 1000 tickets per week. There’s a new position for CS opening in the UK, take a look at the job posting if you’re interested.

    Subscriber updates – gladius model as flair this week.

    Interview


    Ken Faircloth – Environmental Concept artist

    *i’ll add this in after*

    Outro

    Top 10…something. top 10 bugs.

    10 – character walking backwards really jittery
    9 – buggy flying around in the constellation hangar bay
    8 – more character walking ridiculously while crouched
    7 – character looks like he’s…dancing? in FPS
    6 – Mustang is on its wings sideways
    5 – umm…chaaracter model duplicated inside itself.
    4 – a bunch of red ‘place me’ balls in place of a character. I think.
    3 – character runs up stairs, slides all the way up them on his knees, then catapults into the air and through the world
    2 – character having a conversation with his face, which is floating in midair across from him.
    1 – AAAGH!

    Art sneak peek
    oooh, looks like a new hangar PC to change loadouts and such. Very very snazzy.

    early concept art for what will replace the holotable.

    PTU 1.0.3
    if all goes as planned, should go live tomorrow.


    PTU releases the week before the proper, hopefully.

    Design dive on AC Credits

    check that out tomorrow, should be good, they’ll be looking for our comments on it.

    test week
    entire 300 lineup is unlocked for the next week.
     
    Sieldan likes this.
  18. Asp

    Asp Administrative Officer Officer

    Officer


    Published on Feb 19, 2015
    Star Citizen - The thirty-second episode features an interview with the Austin Art team and a detailed look at the upcoming REC system. We'll also spotlight the latest news from Cloud Imperium and the amazing work the fan community is doing!

    0:56 - Intro/News
    5:13 - News from Around the Verse
    21:44 - REC system discussion
    28:50 - MVP
    30:14 - Austin art team interview
    35:25 - Sandi's Flight School
    43:38 - Sneak Peek
    44:40 - Outro


    Around the ‘Verse Episode 32 Notes

    Intro:

    Empire Report

    • Election Protests as non-citizens demand the right to vote.

    • Do planets have the right to limit the number of children you have?

    • Learn how Centauri’s solar expansion might mean a good beach season.
    Tried the first dev vs community dogfight

    • No-one could get in. CIG had some issues. QA has taken a look, it was a ‘malformed proto buff’ that caused the issues.

    • fixed with 1.0.3 which should launch today

    • trying the test again on Monday, at 1pm cst

    • More devs this time.

    • These tests are very useful, even if they break. Game improves because we all try to play it and break it.
    lock in PAX East and SXSW event tickets.

    • first chance to play the Battle Arena in person with devs.

    • other cool activities. Trying something new with social sites. There’s an image that, as ticket sales go up, the pictures blur will reduce.

    • Help the Herald.

    • the image is something we’ll want to see
    300 series test drive is almost up

    More physical merch talk. Mustang mousepad is shipping.

    • putting together the box art for the game

    • three promised boxes. Hornet, Freelancer, and Constellation. Fourth one has no ship art, so we get to vote on the fourth one.

    • Mockups of the various ships, the boxes look good.
    News from ATV - The Spectrum

    Santa Monica, with Travis Day and Darian Vorlick

    Vanguard

    • passed the first tier. Finishing concept polish

    • design is done, variant design is done, doing the final polish of the concept.
    Constellation and Freelancer are getting a rework

    • both are in whiteboxing.

    • Freelancer at Santa Monica, internals and externals are being redesigned, making sure interior and exterior match.

    • then it’ll go to Chris for review, then design, to be set up

    • Constellation’s being done in Austin.

    • they want to make sure it’s the iconic ship they feel it should be, cleaning up the variants, making the ship as epic as possible.

    • Making sure both ships will incorporate modular structures.
    Xi’An Scout is entering production.

    • out of concept phase, moving it to 3d modelling and getting it into hangar.

    • lots of technical logistics to work out on the ship, but should be fun.

    • designed by aliens, but how does a human sit in it?
    CIG UK with holy crap fast pronouncing of names. Drew Jones, project coordinator, couldn’t get the other one, sorry

    • focusing on characters, getting a reproportioned skeleton. There’s a new base male character, made using camera scanning technology, to be as realistic as possible.

    • Giant camera rig used to scan various models with 180 different cameras. All old characters are being repositioned to match with the new character form that’s been created

    • love given for the FPS demo that’s coming soon.

    • Facial animation rig as well

    • figuring out how that’s performing in MAYA and in engine.

    • 50 cameras in the rig, used to capture the facial detail of people really well. High quality and high realism.

    • They’re capturing facial expressions as well, sending them to a company called 3Lateral who will be developing the facial animation system. Very promising results so far.

    • Also taking a look at the FPS characters, pipeline issues in terms of texturing and materials and stuff

    • get the assets looking as good as they can, and as industry leading as possible.

    • trying to maintain the quality that Crytek did, and improve on that to be industry leading.

    • endoo, deedoo, pixel suite? various software they’re using.

    • Good few weeks till we get to see what they’re doing, but it’s looking very good.

    • New attachment system

    • the way characters are ‘made’ in the game is going through significant change. Any clothing or armour is attached in a new way.

    • allows more fidelity with what is attached, and where it’s attached.

    • Items used to always have to be in the exact same place. Trying to use the same kind of mount system as the ships.

    • Interesting and powerful bit of kit that will really help character customization.

    • Making sure they focus all the needs of the process, trying to think of the bigger picture when it comes to the pipeline. They’re making sure there’s enough versatility to support all the various modules.

    • things from earrings to mobiGlas, outfits, armour, it’s going to be a good system.

    • the character you have in FPS will be the same in all the modules. Consistency across the universe. This is still in development, but that’s the goal.

    • Sounds like they’re doing a LOT of good work to make sure the character systems are coming along, and are awesome.
    Illfonic

    • progress on FPS

    • at PAX we’ll see the grapple beam attachment to a pistol.

    • anti-grav situations, they do’t require much force to propel you somewhere. The gun is built specifically for the battle arena right now, it essentially pulls you like a magnet towards areas. For use in 0g.

    • Works like a linear hook, but with some swing. Not a rope though. Gets you from A to B.

    • Ammo Crates and Recharge stations.

    • weapons with bullets, you can get extra magazines from ammo crates, same with laser weapons and recharge

    • That’s it for this week. Lots more to see at PAX.
    Austin with Jake Ross, associate producer, and Rob Rancor? Technical designer.

    • Working on items for the shops in the social module (one is the difribulator)

    • Social module will have 3-4 shops to go in and browse. No purchasing or inventory management for initial release, but that’ll come soon after. Items will be viewable though.
    NPC’s we’ll be seeing

    • bar patrons are being concepted and modelled.

    • medic character just got skinned.

    • Getting to the point where they’ll transition to a new AI system, with the help of Moon Collider.
      setting up ‘smart objects’ that the AI can find and use. Bar booths, spot on the dance floor, serve drinks, etc…

    • lot of set up, lot of tedious work, but it’s goin to help the world feel alive.

    • living breathing universe.
    Back to Ben and Sandi

    • REC talk.

    • A lot of feedback out there. Travis Day, its producer, and Calix Reneau its designer, will talk about it. The idea behind REC.

    • REC comes because AC, with all this great stuff, was sort of locked to a lot of people. REC needs to be future-proof. They want it to exist now, and exist all the way to when SC comes out, always. It needs to be a functional system no matter what.

    • System needs to be accessible.

    • Started down the road to REC a long time ago. It’s been coming together as AC has been coming together. The context of watching people play the game has been instrumental in creating REC.

    • People get drawn to certain build, drawn away from others.

    • Missiles were unbalanced. People who wanted to play actively avoided using them, so they could play.

    • Up to CIG to open things up so anyone can experience it.

    • That’s what REC is about. Being able to have short term goals that you can go for.

    • They’ve been following the community feedback very closely.

    • It’s good to be able to get instant feedback.

    • Lots of people had questions about duration based rentals.

    • Right now, the duration system works that you rent something, and you have 7 days of use. When you log in, you’ve used up one day, and you’ve got a period of 24 hours of use before another day gets ‘used’.

    • they don’t have second-to-second data, but they still need something that’s granular.

    • Rent an m50, play one day, go away for three weeks, when you come back, you still have six days of rental.

    • Ships have their default loadouts with them. Doesn’t start with empty hardpoints.

    • It’s a first pass at the system, and it leaves a lot of room to do more. They’re listening to the feedback, and they’re evaluating constantly. It will continue to grow and evolve, just like the game itself.

    • More of that interview is up on CIG’s youtube channel.
    MVP

    • MVP is changing up a bit. Bringing us an Organization.

    • XPLOR does a really good job with keeping people up with news. Monthly magazine. In-fiction lore, etc…

    • If you’re new to star citizen, you should check them out.

    • MVP goes to Scorpy about Medicines.
    Interview with Austin Art team - by Ryan Archer

    • David Jenesen - lead character artist. Responsible for getting characters looking good, and working in the universe.

    • Billy Lord - junior character artist responsible for translating concept to 3D

    • Megan Cheever - character concept art. She makes the concepts for the people who do the 3D work.

    • Austin’s now the PU studio, so they’re looking at the bigger picture now.
    Character customization, how’s that coming along?

    • working closely with UK studio

    • having to meet lots of the same goals, but austin’s not as specialized as UK.

    • Balance between variety and uniqueness of pieces.
    SC is a very realistic game. Pushing for a better visualization, how does that affect character art?

    • Fidelity. Pushing to be higher detail than most other games.

    • Working on a lower fidelity game, you could cheat. Didn’t have to add as much detail. Like a photographer working on a close-up photograph vs far away. But it takes more time to do assets

    • but it’s a much higher ‘bar’

    • situation with customization across the board that all the character artists in Austin and the UK, things have to look like photographs. When you mix and match clothes, you have to be able to tell what it is, texture as well.

    • Fidelity is an exciting challenge.
    How does that affect the concept stage?

    • Making sure everything makes sense. Seams, jackets can close, shoes buckle up like they should. Paying a lot attention to real clothes to make sure things work.

    • the world is frightening when it comes to fashion.
    And that’s it for the interview.
    Sandi Training montage

    • Sandi hitting a dinosaur pinata with a lightsaber. Well, missing it, but...details.

    • ‘Remember, a true pilot can feel the HOTAS flowing through them’

    • I think they’re quoting Star Trek or something.

    • Sandi puts on an Oculus Rift to hit the pinata.
    Weapon types

    • Energy weapons or Ballistic weapons.

    • Difference is how often you can be using them. Energy weapons have unlimited ammo, restricted by heat and power.

    • Ballistic weapons have ammo, but can punch through shields.

    • Both are equally powerful, but they have different situations to use them in.

    • Both types are available on all ships.

    • Those are the two types of guns. There are also missiles, neutron weapons, etc…

    • Explanation of weapon groups and how to change keymaps.
    Targeting systems next time.

    Back to Ben and Sandi

    • Orion Concept sale starts tomorrow.

    • also has a minigame from Turbulent, similar to the Carrack? (I think Ben said Reclaimer. Bad Ben!)

    • Design doc will be posted about mining by Tony Zurovec

    • First scheduled LftC comes out tomorrow as well.

    • Also there will be an inside CIG piece.
    Art Sneak Peek

    • ooh, perdy space station stuff (i think). Looks like the level for the FPS.

    • Definitely FPS, the gravity generator from the demo is shown.

    • Level design is looking pretty cool.
     
  19. Asp

    Asp Administrative Officer Officer

    Officer


    Published on Feb 26, 2015
    Star Citizen - Our thirty-third episode goes in depth about the creation of the Orion and Matt Sherman discusses ship balance.
    0:17 - Intro/News
    5:41 - News from Around the Verse
    20:12 - Bugsmashers
    26:57 - MVP
    29:26 - Ship balance discussion
    31:57 - Orion process discussion
    39:39 - Sneak peek
    40:10 - Outro
    41:38 - Empire Report


    Intro

    • Orion Mining Platform is now available.
    • Orion mini game by Turbulent goes live today.
    • Earn a badge and other surprises.
    • New Orion art tomorrow.
    • Offset Orion cockpit is being reworked in concept art after fan feedback. (BOOOOO. BOOOOOO!)
    • Community, devs, and outside contractors working together to improve the Orion.
    • QA stress test didn't go perfectly but still helped with some data. Another stress test coming soon.
    • Deep dive for mining is up. Describes how mining in SC will be unique.
    • Jump Point is available. Arc Corp planet fiction.
    • PAX East and SXSW tickets still available.
    • Help the Herald still at 50%.
    • FPS module demo stations available at PAX East.
    • Battle sphere level "doesn't play like any FPS you've tried before."
    • SC Community show will be a monthly segment with Disco Lando.
    • Shoutout to /u/years1hundred!
    • Poll for 4th box art is running. Bengal Carrier is winning. Ben voted Retaliator.
    CIG Santa Montica

    • Travis and Darien say REC is hooked up and being internally tested for 1.1 launch.
    • Mostly back end work is ongoing.
    • Hull series ships are coming. Everything from supertanker to personal transport.
    • "Very cool shipping ship." More info coming later on.
    • Cargo olympics leading to more reviews of "shipping ships" :)
    • Working on Gladius and Retaliator damage states with UK team.
    • Retaliator will be in-hangar for 1.1.0.
    • Gladius will be flight-ready with new damage system in 1.1.0.
    • "Squibs?" Modeling for explosions on surface of ship.
    • Hidden fuel lines can blow up, etc.
    Foundry 42

    • Gordon, gameplay programmer, working on doors.
    • Security, lockdown functions, obstacles being worked on for doors.
    • Security network lets you control player security levels.
    • Owner of ship can set security for crew/hostiles.
    • Lockdown function lets you isolate fire, boarders, etc.
    • You'll get pushed out of the way and damaged if door closes while you stand in it.
    • Bill, sound team, working on audio for prototype of MobiGlass.
    • MobiGlass is made by MicroTech.
    • Audio being developed to fit combat, walking around stores, etc.
    • Sound palette being developed.
    • Glass sound samples being tried.
    Illfonic

    • Kedhrin and Rodney discussing controller support for FPS.
    • Controller might not be as good as mouse, probably, but they're working on it.
    • Getting energy-based sniper rifle in game for after PAX.
    • Fixing FPS bugs for PAX.
    CIG Austin

    • Jake and Ken discussing working on improving quality of FPS characters for FPS module.
    • Concept work on character clothing sets is ongoing.
    • Ken worked closely with Tony on early UI/HUD concepts for mining.
    • Emphasis on skill and challenge.
    • Technical readouts should read easily from a glance.
    Bugsmashers

    • Mark didn't win an Academy Award this year. Maybe next year, Mark.
    • Working to make rear hatch of Avenger close when you sit in the cockpit.
    • Use key disappears after you sit in cockpit.
    MVP

    • INN staffer /u/years1hundred's Fighter Pilot video wins this week's MVP! :)
    • Shoutout to Disco Lando for doing a great job on the new community video.
    Matt Sherman on Balance

    • "One of the most important things the team... is working on is Arena Commander balance."
    • New segment about balancing mouse/HOTAS.
    • Weapon changes to ballistic weapons.
    • Update to the Sledge II Mass Driver.
    • Tiegerstriek on the Avenger.
    • Sledge has a new ammo type – 60mm rail. Faster moving, more damage per shot, should give the Sledge a bit more punch.
    • Tigerstriek to get the Avenger feeling more in line with what it should be.
    • 25mm round (40 dmg, vs 15 before), and a higher ammo box (1600 rounds total now).
    • Especially on the 325a, the Sledge II feels unpowered, which motivated them to make the change.
    • Same with the Avenger – Tigerstriek was a bit too weak, and as the signature gun on the avenger, it wasn’t living up to expectations.
    • Many more balance changes to come in 1.1. Great updates coming, and another balance update will come once 1.1’s out.
    Ben talking with the team that designed the Orion.

    • Dan Tracy, lead technical designer
    • Lance Powell, art director
    • Travis Day
    • First step to designing a ship starts with… pretty much these people.
    • Identify the design need for the game – the roll that needs filling.
    • Backtrack, discuss what it’ll look like, what behaviors it’ll have, how many people will fulfill the roll, etc…
    • When they start looking at a new ship design, they look at what’s in the game already, and what other future gaps need to be filled.
    • For mining, the biggest question was how does mining work across the game, and how will high-end mining work?
    • Looked at PU for cargo management and how they’ll be taking on bigger asteroids.
    • Needed to come up with a larger ship to fulfill the role.
    • How will they take on large asteroids?
    • Need a ship that can handle a large beam to blast asteroids apart, grab the pieces, and refine them.

    • The Orion needed to: mine, have a tractor component, have a refining component, needs to be a level feel to the ship, so PC’s can walk around.

    • Visual design comes after deciding what the needs are.

    • Lots of reference pictures to make sure the interior works, make sure the ore flows through the ship to get deposited where it needs to and such.

    • Individual tractor beams that pull in smaller sections of ore, churn through the front, deposit them in the back after they go through the ship. Sounds incredibly complex. And awesome.

    • The ship is a level. Player needs to have things to see, things to engage with.

    • Wanted it to feel like a refinery on the inside, dirty, mechanical, lots of heat.

    • But the player needs the ability to watch the whole process.

    • Kind of like a car-wash. You can walk along and watch while your car goes through.

    • Heard it here first! Star Citizen. All the fun of a car wash.
      Next ships they can talk about:

    • Hull Series

    • Starliner

    • Espera Prowler

    • Endeavour

    • Crucible

    • Reliant
    Art sneak peek!

    • Doors and… modular designs for a Cutlass it looks like.
    • Toilets, showers, weapon racks again, lots of images.
    • First concept art from Foundry 42 for the Modular cutlass.
    • Cutlass is available as a fry-flee ship this week. Cutlass Black can be flown.
    • Cutlass blue can be picked up in the store too.
    • Tarantula gun will be available for purchase.
    • Team is hunkering down for 1.1, so send them happy thoughts.
    • ‘Busy couple of weeks here.’
    • It’s ‘on the horizon’. Next big AC release, and there’s a push to get it done.
     
  20. Asp

    Asp Administrative Officer Officer

    Officer

    Published on Mar 5, 2015
    Star Citizen - Our thirty-fourth episode features an interview with QA Manager Justin Binford & Sandi's Flight School returns!

    0:57 - Intro/News
    1:47 - News from Around the Verse
    15:08 - MVP
    15:56 - Interview with Justin Binford
    23:59 - Sandi's Flight School
    30:36 - Outro
    32:14 - Sneak Peek

    MVP - https://forums.robertsspaceindustries...

    Org - https://robertsspaceindustries.com/or...
    ____________

    • EMPIRE REPORT:
      • Death tolls rise in Charon III Civil War.
        • Is it time for the navy to step in?
      • Should Consumer ships be allowed to carry military weapons?
      • Citizen Day celebrations start earlier every year.
    • AROUND THE ‘VERSE 34:
      • Cutlass Free-Fly week is almost over
        • Cutlass black available through end of the day Friday
      • Orion mini-game
        • Can you earn the prospector badge?
        • The game broke Ben’s legs. He did not earn the badge.
      • Started a weekly rundown – Spectrum Dispatch Weekly Rundown
        • New comm-link every Saturday. 6 days a week of news, baby!
    • NEWS FROM AROUND THE ‘VERSE!
    • Santa Monica – Travis and Darian
      • P52 Merlin
        • Undergoing its model update. During the Constellation rework, one of the things for the Merlin, it was designed before any of the interior components were (powerplants, shield generators, etc…)
        • Rework to improve the looks of the ship, how it fits inside the Constellation, as well as how it docks with the constellation.
        • Should be a very cool ship.
      • Sizes and metrics for things! Same guy working on the Merlin is working on standardizing all the weapons and weapon mounts.
        • That means creating a standardized system that each class of weapon and mount can fit into.
        • If a size 2 gun can hypothetically fit on a 5×5 foot surface area on the ship wing, the concept artists will know that, when they’re designing these ships, if it’s going to have a size 2 weapon mount, to leave that much clearance.
        • That means some items already in size parameters may have to be remodeleled to fit the new standards
        • Makes it easier to create weapons for all 11 sizes.
          • Same thing with weapon mounts.
          • All weapon mounts will have particular sizes for their ranks. Standardization and uniformity for artists and developers and designers to create ships much more easily.
          • Also easier for players to recognize what will fit where.
        • Started with weapons, going to migrate these ideas to all areas of the ships.
        • These kinds of standards and guidelines are very important for the game.
          • If they had to redesign every weapon for every ship every time there was a new ship, it’d be ridiculous.
          • Think car tires. All car tires of a certain size will fit all cars that… need that size wheel.
      • Vanguard!
        • Formerly known as Bulldog, formerly known as P-Diddy.
        • Concept model phase. Gurmukh is doing the 3D model for the ship.
        • Fulfils a unique role that hasn’t existed before.
        • First to fight.
        • Variants revolve around ‘you’re the first to arrive at a battle scene’
          • Do you break the line, communicate back to your troops, etc…
        • Already benefiting from the new standards that are being developped.
      • There’s a lot more going on than just the 3 things they talk about every week, they’re limited in time about what they can mention.
    • Austin
      • Jake Ross and Ryan Archer
        • Art team has been working on props again
          • Ted Beargeon is working on a giant radar prop for radars that you’ll encounter in the PU. Massive scale radars.
          • Bartender is off to skinning, looking ‘nice’. He’s got a vest.
          • Be seeing him serving drinks soon
        • Events!
          • PAX East & SXSW
            • All hands on deck in Austin and LA for that.
            • Lots of cool stuff going there, sponsoring a party if you’re in Austin for SXSW
        • Alien languages
          • David Ladyman – got a whole team of linguists working on different languages.
            • Ryan Archer has heard him speak ‘A’ alien language.
              • Sounded like he was choking on something.
    • CIG UK
      • Ashley Canning – Gameplay/Tools Programmer.
        • Tool he’s working on right now is a big tool. ‘Data Forge’
        • Contains all the game’s data.
        • Everything in CryEngine is contained in an XML file. Presents some problems.
        • Complexity of vehicles increased 10 fold. Chris wants ships very detailed, so ship XML data quickly got out of hand.
          • They’ve been looking at ways to approach the complexity of the ships and how the data is stored.
        • There’ll be 100’s of thousands of XML files scattered everywhere.
          • Data Forge should help programmers artists and designers organize better.
          • Now you create a Schema, which describes how data is created in the game.
          • Want to be able to run the game outside the CryEngine Editor and modify data at runtime.
          • Could have 10 designers playing the game, while one designer says ‘can you increase the fire rate’, and that would just happen. It would automatically propagate.
          • Huge benefit for ship and item balance.
    • Illfonic
      • David Langeliers and Rodney Houle
        • Started putting together the initial plan for FPS meta-game
          • Unlock armour and weapons and attachments and ammo types etc… as you play the FPS.
          • Planning leaderboards – track kills, deaths, KDR, matches won and lost, etc…
          • Running REC in FPS same way as in AC.
        • Killing a lot of bugs for PAX. Getting a good state for it, they think it’ll be good.
        • Zero-G focused environment will be shown at PAX.
    • MVP
      • This week’s MVP goes to Crash for a thread and android app listing all the ships, screenshots, and stats for ships etc…
      • Another Org highlight.
        • ‘Musicians’
        • They’re doing a fan soundtrack.
    • INTERVIEW: JAMES AND JUSTIN BINFORD – QA MANAGER
      • Directs QA operations, primarily in the Austin studio. Finds and smashes bugs and such.
      • You guys work really, hard, and we really respect the work you do, and want everyone to see more of what you do
        • Yeah, when we’re coming up on a release, we start crunching, because there’s a lot of quick turnaround with the builds, and we just have to check everything. Primarily when coming up on a release, we’ll be working some late nights.
      • Even over holidays for 1.0?
        • Yeah, that build came in really hot, and when we pushed it out at the last possible second, we inevitably had some issues we had to work through. But yeah, we had to keep working, but that comes with the territory.
      • You guys were machines. Constant emails the entire break.
        • Yeah, my team is just so amazing. Each individual person is a complete badass.
        • Some of them will transition into development eventually, but they’re really on top of everything. They’re great.
      • Another thing interesting about our QA specifically is how we take the Community’s help when looking into bugs. Does that make it easier for you or?
        • It definitely helps. As a whole, our QA team is relatively small, so we definitely leverage the community when we can, and it’s been extremely helpful. Right now they post issues on the forums, they tell us in chat, or through the customer service ticket system, but yeah, it’s definitely a huge help
        • And we plan on expanding on that with a custom bug-tracking solution that’ll be implemented into the website, which will help tremendously
        • We also have community helpers, ‘bug mods’, and they’ve been super helpful. Categorizing issues and such.
      • Yeah, it’s another special thing about this project, just, how much the community helps
        • Yeah, lots of community helpers, everyone’s just super excited about the game. We’re all fans, and we just want to make sure it’s the best game possible.
      • So how has the introduction of the PTU changed a little bit how you operate
        • I think it’ll be a lifesaver for us. We’re just in the beginning, but some of the things we’re not able to test because we just don’t have enough people, and when we do release a build, it’ll get hammered by the public, so using the PTU will help us iron out those issues and have a smoother ‘official’ release.
      • Is there anything about this project, there’re little tricks of the trade for QA, but is there anything that just makes it different for Star Citizen?
        • I think, primarily, with the engine we’re using, we’ve learned that if you make a change in one system, it can affect an entirely different system. We’ve learned that the hard way, so we basically need to check everything for every release. Our checklist has grown pretty huge.
        • Luckily we have the UK QA team, and they’ll start early, start a checklist, and then hand it over to us.
        • Also, with the way we’re doing development, with multiple studios around the world, sometimes some changes that happen at one studio can break things from another studio. But so far it’s going pretty good.
      • This is the first time I’ve seen your team, and it’s just, not the biggest team, and you guys are doing great.
        • Yeah, and they’re all just super excited. They’re so happy to work here, and every time we do crunch, I stress that it’s voluntary, but they’re so passionate, that, we’re the first and last line of defense, and everyone is definitely taking an ownership to it.
        • We want to make sure the game is good.
      • You’ve been here for a long time
        • Yeah, we were in a basement of a house down by UT campus, and there were like 30 of us. We all were so packed in there, later that year we had our christmas party and everyone was sick
        • We’ve got more space now though.
      • That’s why we moved to a new space, so we all wouldn’t be sick at the same time
      • I just want everyone to know, QA are the unsung heroes, and This is the man who’s working so hard to make sure the game’s not as broken as it could be
        • And we appreciate it. We get a lot of love from the community, and it only energizes us more.
    • SANDI TRAINING SCHOOL
      • Starting with a … cooking montage?
        • Cutting up vegetables and crushing nuts and putting them in a… food processor?
        • ‘Always juice before you fly’
      • Flying a SuperHornet, teaching secrets to targeting.
        • Radar auto-scans all targets that you can see on the radar.
        • Includes friendly and hostile.
      • Crosshair shows where your nose is pointing, but the ‘hit predictors’ that come out of the crosshair predicts where your shots will actually be hitting.
        • So, get that pip over your target and shoot then, and you’ll hit it.
      • Much more, but… didn’t transcribe it all.
    • BACK TO SANDI AND BEN!
      • Working hard on 1.1
        • Hoping to have something very soon, possibly as soon as later today.
        • Cool content once 1.1 launches including a brochure and new ships.
      • PAX East
        • Hopefully they’ll get going on time
          • They almost have this thing down.
        • Not livestreamed, but there will be video on Monday, and some content as Chris presents it will be available on Saturday, including a design piece on Damage
      • Monthly Report
        • And two design peices also drop this weekend – weapons mount revamp in 1.1
        • On Saturday a piece from the UK on the new damage system
      • Art Sneak Peek
        • Looks like the mobiGlas?
      • And that’s it!
     

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