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CitizenCon

Star Citizen: CitizenCon 2949 - The Adventure Continues

8 December 201901:06:041,264 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:20

    All right. Hello again. So, anyway, I was just going to say uh hopefully you guys have had a good day so far. There's been a lot of really cool panels. I think Tony uh his last one was pretty cool. It's showing you how we're going to have a very dynamic uh universe on a high level. Uh so uh and obviously the stuff we had with the various things like the Planet Tech V4, our ships, characters, UI. So, hopefully you guys got to see some of that and the marketplace was great. You guys are always great. Uh and um

  2. 00:01:10

    well, this is the end. Uh so, hopefully we've got something special for the end for you guys. Uh so, last year at the end of Citizen Con, uh I had the sort of road to release road map. Uh and uh you know, as of last year we said, well, we achieved seven of those 12 uh that we um set out to do starting with the hangar and going all the way to uh you know, location persistence and Planet Tech. Uh but, you know, since then uh we delivered the OCS and band calling at the end of last year, which I think made a big difference on the client performance. Uh and you know, we got a few things that we're doing this year. So, if I go So, we've showed it, but um uh

  3. 00:01:57

    Planet Tech 3.5 is what we did last year, so I'm behind on the Can I not get this up here? Otherwise, I'm going to have to look up here. Forget about it. So, we had ship purchases, ship rentals, which is actually quite cool because you don't have to buy with cash any other ships. You can rent or purchase them with the money you're earning in the game. Um and we've also been shifting to quality of life staggered development. Uh which is you saw a little bit of that in Alpha 3.7. We're more serious about that, so we've moved the teams to 6-month cycles. We're still delivering patches every 3 months, but the teams themselves get 6 months to work on their features or their content that will go into whatever patch they're sort of designated for. And I think it gives them more time to do good work and iterate and give you a better experience. And we're slowly working on

  4. 00:02:45

    aspects of the gameplay, you know, in terms of say the feel of flight or the feel of combat. Uh we're doing things like, you know, Shawn was showing the sort of theaters of war where we're it's a you know, that's a that's a good sort of contained mode that will allow us to sort of fine-tune what's really cool about Star Citizen, which is sort of the mixed arms, uh the ability to, you know, be on the ground or in a vehicle or up in space. Uh and so, we are increasing our focus to make sure that the game experience now is, you know, 3.7 I think it's probably our most stable uh release today. Um but, the game experience now is good and then it's just improving as we go on. Um so, this is what's coming up next. So, in 3.8 we are going to have the very first

  5. 00:03:33

    iteration of server-side OCS. So, and and and you guys didn't know it cuz we didn't want to spoil the thing, but the demo we we ran this morning was running it and this what we're running right now is running socks and you'll understand why it's important as you get into the demo assuming it doesn't crash, which, you know, you never know. Uh Uh and uh to let you know, so the so it's the first iteration of the server-side OCS. So, we have like server persistence in the session of the server. So, the server whenever

  6. 00:04:21

    it you know, it leaves an area, it streams stuff out, remembers the state of all the items and all the stuff that was there at that time, but it won't it doesn't persist beyond the server session. The bigger thing, which we've talked about in the future, is sort of the iCache, which is the full persistence. Uh so, platform persistence is one other thing that we're putting in the 3.8, which is what was is basically a halfway house to the very full persistence, but the platform persistence is going to allow us to save off the alpha UEC that you've earned, also any items or ships that you've bought or rented in the game are going to the They're they're going to get saved off to the platform in the same way that we record all your um shop cash purchases. And so, when a new

  7. 00:05:09

    release comes, we can re-entitle it back to your account the same way we do for everything that you do. And the the plan with that is to not have to wipe between you know, iterative releases on a major release and potentially even from one release to the next. And yeah, we do reserve the right if there's like a major issue or a major rebalance or we have to redo the database on a a major release, then at that particular time we may have to wipe it, but in general the goal is to let you guys make money in the game, earn things, collect things and not have it wiped every time we do a new release. So, we're and so, we're aiming to ship that with that will hopefully be that should be with the 3.8 patch cycle.

  8. 00:05:57

    Uh and now uh Planet Tech V4, which we obviously sort of unveiled at the beginning and there was some really cool panels about it during the day, uh which I think is going to I mean, just the quality of the I mean, not just MicroTech, but going back to the old places like Daymar, Cellin is whole new whole new world. Um you know, one of the focuses we've got upcoming too, which is which we've not particularly managed to show well this morning is the social group gameplay, but that is a focus for us to make sure that the flight and the void and the group gameplay stuff works well. It's important for us to get stuff working for, you know, as Shawn mentioned for the theaters of war, but just in general playing, grouping up with your friends in the universe, doing stuff. Uh and so, that is a focus and

  9. 00:06:45

    you'll see us iterating on that uh for 3.8, 3.9 and onwards. Uh you know, more robust missions. So, we've got uh some stuff coming up in 3.8 that uh you know, is interesting as you know, we're starting to introduce AI into some of the missions like say the rescue the hostage on the 890, which we had in an ATV we were showing very early version of it. Uh uh that it will be in 3.8 and there'll be some other ones along that line uh of missions and that's multi-part missions, which also what we're showing is sort of an early version of a multi-part mission what we showed at the beginning and we're going to end with here uh that 3.9, 4.0 onwards. then uh sometime uh round about middle of this

  10. 00:07:33

    year, I think. Uh so, full universe persistence and that is the persistence that allows us to save everything period. So, you can take your coffee mug that you've got in the Carrack and explore on a planet and drop it in the forest, get back on your Carrack, fly away and someone else could go to that forest and see this that coffee mug or you could come back and see it if someone else hasn't stolen it. Uh and so, the the the and that that that iterates to every every every every dynamic item in the game gets saved off. So, basically, we save the state, it goes back to a cloud database, it's what we're calling the iCache. Uh of course, there'll be some stuff like, you know,

  11. 00:08:21

    not you know, I we we want to be smart where like people can't like stack a thousand turtles in a place. So, obviously, we'll we'll have we'll have some policies on the items. So, at some point when we're saving it to the database, we'll say, well, this is a low importance item, there's too many in this area, uh so therefore, and this one's been around too long, so we just won't bother saving that to the database and then you'll just sort of be like, oh, you know, someone came along while you weren't there and uh took the turtle or cleaned it up. Uh but, in general, uh you know, you so the permanent structures, so one thing that gives us is the ability for you as players to go around the universe and ultimately, you know, you want to create your own base somewhere, create your own homestead, you should be able to settle down and put a base there and

  12. 00:09:10

    it will be recorded back to the iCache and you can come back to it and it will be there and it it will persist. Uh and so, I think the opportunity for emergent gameplay that comes from that is going to be fantastic cuz as you saw with what Tony was doing in his presentation before, we're going to have dynamic resources in the universe. We're also going to persist So, so they'll be finite, so there'll be only so much, you know, gold or Hadanite or whatever it is on various moons and planets. And as they get mined out, then you'll have to find some other place to move to it. And there's a specially rich seam, I can see a group of players coming, setting up camp there and starting to mine the resources. And then, I can see some other group saying, oh, well, that that's great. I want some of that. They show up and you know, you basically have two groups battling out. And then there's a whole business that's going to

  13. 00:09:57

    be involved in, you know, supplying more weapons or logistics or healing people or bringing, you know, consumables that people need. So, I think there's going to be this like dynamic evolving system that will be incredibly interesting and compelling and I'm really looking forward to that. And that's enabled by the full universe persistence, which is, like I said, the full persistence of all items, ships, characters, and also persistent tracking of the resources. Um and then the last thing which uh we won't, I think, get to by the end of next year, but we'll be very close to it, is server meshing. And so, everything we've been doing up until then, and that's when I think everything fully comes alive, is the server meshing allows us to have a

  14. 00:10:45

    lot more players in the same area, but the the work that we've done on the uh kind of server-side OCS where you can change the point of view of the server arbitrarily anywhere around uh and save off state is is exactly what you need for server meshing because what happens in a server if more people arrive, say, I don't know, in New Babbage and you suddenly go, "Oh, you know, we can only run 100 people or 200 people or whatever number we can simulate on the server." Uh and there's now 201 people, you can say, "Okay, I'm going to spin up a second second server. Here's another view onto New Babbage and these players are on that." And you just keep on spinning up more to take on the load in areas. And and so, that's why we needed the server OCS and the bank calling and the full persistence and it enables server meshing. So, that's the next

  15. 00:11:31

    thing once we deliver the full persistence, we're actually already starting to work on the network side of what we need for the server meshing right now, but um we're really excited about that because then that's going to allow a sort of dynamic seamless uh universe that won't have the same player count restrictions. Uh and by the way, we'll also with we don't know quite with server OCS what we'll be able to do, but we're going to start experimenting with some player accounts in the future and maybe upping it because at the end of the day, if we're not simulating the whole system and it's a smaller subset of that, we'll be able to have more players. So, so we'll see in the mid-term if we get more players into a server right now, but longer-term server meshing's what's going to allow us to really have a fully dynamic universe. and then on the smaller things that

  16. 00:12:21

    we're going to be working on is obviously, you know, I've talked about the quality of life. It's an ongoing uh effort for us. You're only starting to see the very very beginnings of it. Uh so, we have some dedicated teams that just focus on the quality of life. We have a very what we call the vehicle experience team that we're working on things to improve how it feels operating and and running a vehicle. Uh I mentioned that there was a couple of things like the look ahead, some small stuff that we showed in in the opening, but there's a lot more stuff to come and also in terms of, you know, the feel of combat and all the rest of stuff. Uh we're going to be adding uh obviously more loops. I think next up we've got uh sort of fueling, refueling, fuel collection. Uh then it'll be salvage, more content obviously, and then open up a bit. We'll see what happens. now we've done that, we're going to

  17. 00:13:15

    head into our demo, but at first, let's just recap uh and and uh get a Todd Papi up here with me. Wherever he is. Hello, Papi. What? There you go. So, just in any good TV show, So, we're on uh

  18. 00:14:20

    the MicroTech tunnel to the lab. Can we get the quadrant? All right. And by the way, Glenn is uh actually on a AI flown ship here. So,

  19. 00:15:15

    and that is something longer-term that we're we're going to be working on, which is AI doing things like taking you a shuttle from a space station down to the things that they, you know, I think Ian's talked about, we talked about is that we want to increase our range of, you know, we have outposts, but they're pretty small. And we want to have points of interest that you would have in various planets or moons that you can have mission content in, things to do. Uh and this is sort of an iterate This is a sort of first prototype of that. Yeah, so um basically multiple entries, multiple exits. Um obviously with outposts, you got one way in, one way out. so, for us, um from a design standpoint, you know, this allows us to build these in a modular way so that we can have different entrances, different exits, different room layouts, different mission content associated with it.

  20. 00:16:03

    Um from there, you know, then we start looking towards towns and villages. And then obviously we have our our main cities. Yeah, and and as I mentioned earlier, this is sort of a prototype first version of a sort of multi-part mission that we discussed and thinking about doing uh in the longer term, not 3.8 obviously, but 3.9 or on beyond that. Of course, it's cold here in MicroTech. Hi. So, you'll see now that we've entered

  21. 00:16:56

    into the room, the the temperature that the character feels changes and he actually starts returning back to normal. So, hopefully our our trusty ID card still works. Willing to say it does. Turns out it was a faulty motion sensor. Yeah, I'll get you a picture of the passenger. Can we take a look out the side, Glenn, out the window a bit? When you uh out the window here. So, one other thing which we're going to

  22. 00:17:44

    get into a little further, but if we actually take a look outside, uh the other thing that we're showing here is dynamic weather. Yes. Uh and so, actually there is a uh a ground snowstorm blowing in. You look out the window a little bit, Glenn. Okay, you can hear me or not? Glenn. Glenn, can you look out the window? So, if you take a look if we go take a look out here, it's where the trees go to the left a little bit. I think. Yeah, so you can see. So, all right, we carry on. So, there's a storm blowing in right now. Come to that in a a bit about, but uh the weather's in the weath- the weather

  23. 00:18:32

    simulation uh takes into account uh humidity, the wind, uh temperature. Yes, all of that. And And it and it's dynamic, so it's set up so not going to have We've got a couple elements still to come on the fully fully dynamic planetary weather, uh which would be volumetric uh planetary clouds and volumetric ground fog. We have a large amount of the pieces in place uh for our weather sims and we'll get into that in a little bit, but let's carry on with our our mission. So, we're going to So, we're going to go look for the uh data center to try and steal the algorithm. So, it says it in the the demo or

  24. 00:19:24

    basically in the um mission briefing that you're looking for server number five. So, we'll we'll be looking around and getting closer and working our way over there. Try not to be too conspicuous. And the idea with these kind of missions in the longer term is to yeah, have the ability to do like stealth gameplay instead of combat gameplay. Exactly. So. Solve some puzzles. So it's not just going to be about shooting people all the time. Well, it's it's something that Tony and you and I have talked about a long time ago which is basically breadcrumbs as well. So it opens up to

  25. 00:20:11

    other aspects. So we want a sort of combination of sort of the procedural dynamic stuff that would be generated by the universe simulation that Tony was showing earlier plus some more crafted multi-stage kind of more narrative missions and if they're all get mixed in to give you a a really sort of nice flavor and variety of things to do. So like we need to figure out good way. We're going to show we we kind of know a good way but as a game player you would actually have to suss this Uh so we're going to go back here in the maintenance area. Great.

  26. 00:21:20

    In the future obviously the AI will have certain stems that they can react to. Um and so you know, audio is one of them. Having certain objects that the player places around would be another way to distract AI. And then you know, again there was things like we took the uh Glen's going to take his uh core that's The multi-tool.

  27. 00:22:06

    on the multi-tool and uh we can pretend we're going to pull them off. Or not. But yeah, this is the idea is you know, like the the FPS like the the multi-tool has different modes. Cutting Well, mining, could be welding, repairing. In this particular case we're just going to cut the four um kind of hinges, locks off so we can take the grate open and get through it. And again, this is you know, I think we've talked a little bit about you know, especially with something like whether the weather or the temperature it's about taking like the physical inventory, taking the things you need. Taking the right things. a tool to go and do something? Do I need

  28. 00:22:53

    a have an outfit that will keep me warm or or you know, protect me from fire? And I mean I think even with our combat and everything like that we want people to actually think about what they need to do first. Are you looking for the exit? No, he's looking at it turned it off. No, no, no. You it's on the Go down here. See that See that square? Move your cursor down. I think you tapped it. Your mouse isn't working? I Yeah, I All right, Glen's about to crash.

  29. 00:23:42

    That can't be right, right? Come out. Do that. That's one way. There we go. done. that that that's the you know, the as you guys know there's an inventory there's a personal inner thought system which is Richard is the personal inner thought at 3.8 or 3.9? 3.9. 3.9. So the personal so yeah, that's sort of work in progress but the personal inner thought is in 3.9 which allows you to access a whole bunch of sort of uh actions or interactions that are sort of on you or would be your thoughts. Uh and so that's a very early version that obviously for some reason is bugged but we weren't actually meant to end up triggering that.

  30. 00:24:34

    So we're looking for a a data card. We're going to steal. There is a guard on that side. Make sure you stay out of that way Glen. Here you go. Okay, there. Here we go. Take the data card. You can take that one or I think he's going to he clocked one on the desk I think. Okay. And maybe under here to get to the other side. And by the way, one of the reasons why

  31. 00:25:23

    yeah, there we go. One of the reasons obviously why MicroTech they like this planet and they've been cold is to essentially cool all their uh their their server farms. farms, yeah. Yes. It's like a big Microsoft. All right, let's try to get some data. And again, this is building block UI, right? So that's all put together by a designer fairly quickly without having to have flash programmers or Okay.

  32. 00:26:22

    Let's get out of here with that ill-gotten gains. Oops. Can't really go that way. Yeah. All right, let's uh All right, I don't know. This looks all right. Ooh, all right Glen. Just pretend that you're blending in.

  33. 00:27:21

    You mind telling us what the hell's going on? Hey, talking to you. This is our project. You can't just freeze us out like this. Ooh, jeez.

  34. 00:28:21

    That was close. Yeah, let's put it on top of his gate. Oops-a-daisy. I think we better get out of here Glen. Central. Yeah, this is channel storage area So uh we have non-lethal takedowns now.

  35. 00:29:17

    Yeah, let's get out. Yeah, it's part of the sort of melee combat does change in 3.8 and it's a lot more than just that but it's non-lethal takedowns. You'll be able to To to knock people out. knock people out um get into uh physical combat. There's a whole sort of different levels of punch, left, right, block, left, right. It's all actually physically based. Uh so we've got something kind of warm but we're not really ready to air it. We've actually stashed a getaway environment suit. And Richard, uh, try I want to bring up to the stage. Richard's, uh, the lead designer on our active venture team, and I'd like him to talk a little about what is happening right here. And the beginning of the active status system in the ship in 3.9. So, what you're seeing here is basically

  36. 00:30:05

    an extension of the room system. And the room system contains temperature, wind speed, humidity, and it basically amalgamates all of that into what you're seeing on the HUD at the moment, which is the apparent temperature. So, the apparent temperature actually comes in and is part of our player status system. And the player status system is where you start to feel these environments, and the actual environment starts playing to the gameplay. So, you can see here that actually the physical as wind, he's actually leaning into the wind. He's putting his hand up to try and shield himself. But, he's not wearing the correct attire. So, he's not wearing the correct equipment cuz he's just basically grabbed clothes and jumped outside. And as you can see, it's really cold. So, he's starting to shiver. bottom side here, it is. Yeah, it's like minus at minus 123 Celsius. So,

  37. 00:30:57

    obviously, you can only survive like at least 2 3 minutes in that temperature. So, he's actually starting to undergo hypothermia, which is part of our status effect. And hypothermia actually ties into the gameplay. So, his heart starts to raise, his stamina starts to decrease. He starts to actually physically start to see is the the also a whiteout. So, he starts to become more sensitive to the light. And his audio will start coming as well to actually really sell that your body is shutting down. And the player status system really it just incorporates multiple different things. So, hypothermia is part of the temperature gameplay, and you're seeing the cold aspect here. But, eventually that will be for heat as well as other active statuses as well. But, you can see he's starting to See

  38. 00:31:45

    the other value on here that you see is the apparent temperature, but the other value is the body temperature. Now, the body temperature is tracking your internal body. So, And I think it's what is it down by now? It's like down at like minus No, 33° C. drop shadow on the the thing. And so, we're not in the suit. We actually have a suit that we stashed in the cave, which we're looking for. The other thing, uh, that you may have noticed is the when Glenn was going to the third-person view, uh, but we have, uh, we're working on environmental shader effects. So, there is actually there was snow accumulation on the jacket that he wore. You notice you go back and look at what it was when he got it and what it is now. Uh, and with that accumulation is meant to be for things like snow, rain, dust, dirt, uh, and that's something that we're looking to have in in 3.9. And that that

  39. 00:32:34

    depends on the biome that the basically your environment. So, and it'll build up over time. Build up. So, we better get a warm suit on because otherwise we're going to essentially pass out in the down. suit is actually cold. So, hopefully, when Glenn puts it on, you'll see actually that the it's actually frosted. So, you can see your actor actually shivering here as he's putting it on. And this suit is is more is the Caldera suit that we revealed in the character archetype talk. And this is an environment suit that's built for these extreme climates. He's really cold. He's really cold. So, you'll see the visor's frosted up and it'll This is like getting into your car when it's frozen. The it's it's frozen and you the visor's actually frosted up, your suit's frosted up. And as your suit kicks in, this suit has an

  40. 00:33:22

    operating range that can actually survive these temperatures. So, yeah, and if we go yeah, and and you'll see it now because the same effects that we saw on the windshield, you definitely see Yeah. So, think of it like your car. you you're going to see because it's a big snow winter storm, snow slush that's going to that's warm in here as it's going out there. It's going to start to get slushy. And what we're going to see is, uh, let's uh, is tough. And then I think the other person that I'd like to bring up is Mike Snowden, who's the director of our visual effects. And his team is been responsible for all the environmental weather effects here. And this is what we're doing on the snow side, but it it's same can work in, you know, a desert planet for dust, rain. And we've actually prototyped a

  41. 00:34:12

    lot of this stuff outside snow, but you're seeing the snow has been our uh, our first example. So, I don't know if you want to talk about some of this stuff. Yeah, I mean, so this is all the the main thing about these effects is they're completely, uh, data driven. So, we I'll put a lot of time into creating these rule sets. The the way that we author the effects is completely different to anything we've done before cuz we know that we can make beautiful looking storm effects, but the really cool thing about this, no pun intended, is that it it's literally the data that the planet gives us. So, this ties in with the planet tech V4, which obviously we're we're showing off today. Uh, it ties in with all the active status stuff. So, it's like bringing everything together. So, it it they look fantastic, but they're completely driven by what the game data is. Yeah, the temperature, altitude, humidity, uh, and and so, it's systemic and it's Yeah. And it'll be affected by time of day and

  42. 00:35:02

    other things. Absolutely. Yeah. I mean, so the rule sets are things like temperature, even elevation, wind strength, wind direction, even angle. There's a lot of complexity in the rule set that makes it really easy actually for us in the long term to to make these effects across all the kind of hundreds that will eventually Yeah, obviously you can see the effect of the wind on the vegetation. So, and as you see here, we're in fog, you see the snow. Our visor is getting, you know, it's like you would be, you know, in a snowstorm you skiing or out So, we we we we stashed the suit. We actually had a rover that we stashed cuz it's in our carrack. So, um, one of the things before we go on too far, the other thing is with the armors, you will run into planets that are outside your temperature range. And, uh, you might last there for 15 minutes.

  43. 00:35:51

    But, obviously we want to make sure that it's very lucrative for you to be able to, you know, go in there and and risk reward uh, gameplay for it. Yeah, so be equipped. That's why you would have a big ship and and buy different armors to store it. Okay, so here's our rover, uh, which we hidden with a little top. And, uh, this is going to be a much more larger example of the cloth interaction system. all right, Glenn, let's get the top off and get into the rover. Yeah, we we can drop it down.

  44. 00:36:46

    And again, that's the example of all the physics stuff coming together, the cloth interacting, the wind blowing it. Uh, And the wind itself here, uh, one thing I wanted to call out is that the wind is different strengths depending on where you are. So, if you're down in the tree line or in the troughs, the wind is actually is a lot slower. And then as you get more exposed, that wind comes out. So, it really is a dynamic dynamic environment. And as you see as we get in here now, the temperature's come up. The water the water's evaporating from our visor and we have a clearer view. But, of course, the outside of the the the rover now will have the effect on its canopy. All right, let's let let's let, um, Sam know that if she needs to pick us up. Welcome to Roberts Space Industries.

  45. 00:37:38

    Enjoy the flight. Systems check. This isn't going to work cuz of the go-to setup. Cuz go-to's break the the dialogue. I'm going to need a pickup. I don't know if you can hear me. Yeah. No. Oh, hello. Yeah, I'm going to need a pickup down at the bottom of the hill. On my way. Okay. All right, got it. We actually the the that breaks in our system because we we have a little background

  46. 00:38:25

    Well, it's zoomed to the right place, which doesn't doesn't actually do the server It hasn't streamed yet. Yeah, right. So, it's streamed. And it's it's actually you are seeing some of this stuff because this isn't server OCS. So, we don't have everything all the time now. So, when things go in and out, we still got educators. And that's one of the issues that we're Yeah, we have to fix before server OCS happens, but it'll be fine. All right. Also, this is precarious. So, make sure you get a little noisy for Glenn. Oh. You can see the fog starting to thin out

  47. 00:39:17

    now as we're going a little further down. That's part of the system again. Like as we're further down, it's not quite as thick the the the weather is not quite as intense. I I know. Show up. Show off, Glenn. Good job, Glenn. Yeah.

  48. 00:40:52

    I remember when it was almost impossible to get a road in this [ __ ] but now we can do it. It's great. And here's an example of so we're talking about storage. Uh so these are actually going to be for suit storage. Still kind of early days on this stuff, so it's a bit wonky, but we put our suit in there we need it. So the idea is that you would have suits and stuff that you would store depending what you would need on different planets. Oops. Hang on. We got a

  49. 00:41:59

    We got a crime stat. And I think someone's shooting us from behind. Hey, I got a pretty hefty crime stat. We're going to have to get out of here. We're being tailed. Get to the turret. All right, come on. So this is our our first iteration of ship AI in atmosphere. yeah, yeah. So we are having tailed by MicroTech security because they figured out that we stole the data and we're making a getaway. Here we go. All right, come on.

  50. 00:42:51

    It's our little turret. Here we go. Okay, Glenn, let's get rid of this. Get up. Get up. Come on.

  51. 00:43:59

    Blow up. Come on, Glenn. quick as you can. Hey, Sam, what do you think? All right, well, well, well. Okay, come on, let's get him. Okay, last one. Okay, we got one more, right? Was that all of them? Uh there's one more. Here he is. Get him. Sam's basically flying the ship to try and give Glenn a good shot. Come on, get him.

  52. 00:44:51

    Probably not. You got to do it. Go on. Yeah, you can actually see the snowstorm in the distance there in the background as we're leaving. That was where we came from. Okay, come on, Glenn. No pressure. Joe, take him out. Shoot it. Shoot it.

  53. 00:45:39

    Okay, Glenn, come on. Did it take us this long? I don't remember. There we go. Hey! Woo! So why don't we get out of here, Sam?

  54. 00:46:32

    Do we have our mission update? Uh we get it later. Okay. Let's get out of orbit then. Ah. I just got to When when we run these run-throughs it did not take That was the longest it's taken. I It was a bit nervous on that one. You do it sideways, Glenn. It's kind of cool, too. Just Just go to the sort of side around. Like the other side.

  55. 00:47:22

    Glenn. See the beauty of this? MicroTech's very pretty. When do we get the mission update? On we QT? Yeah, you can see the fire Those are trees down there, those dots. It's That's cool. So it's Okay, so now we're going to QT, right? Okay, let's get it Let's get going. She's having trouble with the HUD. With the what? She's having trouble with the HUD. Oh,

  56. 00:48:13

    Just get up Get up and then Yeah, once I get out of atmosphere it should help. I hope. It says flight systems damaged. Right, but the Ah, yeah. The telemetry panel. I don't know what's happening on that one. Sam, can you hit B and do it? Mhm? Can you hit B and do it? Yeah, I think I can find it with B, hopefully. It was a Hey.

  57. 00:49:13

    Hey. There we go. I don't know what's going on. I don't know what I It's [ __ ] we got I don't know what happened. We got to We got to get the nav. Nav I just find that whole thing drives me nuts. Do we have the mission now to go to Pyro? It should be. Should be coming. I want to come. You don't need to rush, by the way,

  58. 00:50:03

    Glenn. Yeah. What's that? Okay. I'll see you. Hey Glenn, can you check your um mission status? You should have had the mission the update for where to I I I'm not sure if you saw it. Yeah, deliver to Ruin Station. There you go. So, I told you I told you we had the update of the mission. I guess we just missed it. Anyway, we got we got we got the data. We've now told where we got to go. We got to go to Ruin Station in

  59. 00:50:57

    So, here we go. Go go exterior, Glenn. Exterior. There you go. Show it off. There you go. And this is in the uh volumetric cloud the space cloud tech that we have. Same stuff that we're using for Squadron 42 for the coil, but as uh as you can see, use of usable everywhere else. It's completely volumetric layer. And it's beautiful. Here where So, we're at the jump point

  60. 00:51:47

    um to the Pyro system. Now, you don't necessarily need infrastructure for jump points, but the more traveled ones are the ones that used to be traveled, which Pyro used to be, but not not particularly anymore, have uh what we call jump rings around them, and they help stabilize the jump point to make for a smoother jump. If you don't have one, then it's more difficult, and the entrance is harder or difficult. But, sometimes you may want to try a sort of side jump point to get into a system, like if you're a smuggler, cuz the main ones would be more you know, essentially they are like a checkpoint. It's like going through a border patrol or something. yeah. It it it is basically a port. So, when we're building the solar system, one of the things that we think about it are entrances for um obviously economy reasons, and you saw that with Tony's

  61. 00:52:35

    E's talk of way to interject new things into the solar system. Um so, around uh around the Stanton jump points, the three major ones, uh we will have uh space stations, you know, so that you can go and travel and let's say you had a long jump point and want to stop and stop and basically drop something off there, or refuel or refuel, or do whatever you need to do. Um so, we will have space stations around those jump points that you can go and interact with. Now, obviously, when you go into a little bit more lawless system, I don't want to say you're like building a wall, Yeah, yeah. Well, in the case of Pyro, it used to be a regulated system that's that that once they strip mined it out, no one goes there anymore, and it's

  62. 00:53:22

    fallen uh sort of into a lawless state. Yes. And uh so, this is not really a well this isn't a very often traveled uh uh jump point, but we're going to take it, cuz that's where we have to go to uh head to Pyro Station. So, as you can see, the uh jump ring, which is delineating where the point is off in the distance, and uh Sam is going to line itself up um for us to jump to Pyro system. And this is it this is essentially sort of the infrastructure you occasionally would you know, you can have around. Some places would have bigger stations.

  63. 00:54:11

    but as I said, the Pyro route isn't a very particularly well-traveled one. But also with this I guess with the cloud tech, you see the possibilities of us going in and mining that. Um and then it affecting your radar, it being booby-trapped, all these kind of gameplay possibilities I feel open up um with these unique points of interest. Uh do you guys think we should open it? Yeah, I think we should go. Uh Let's do it. That's a sheer super cool view. See that

  64. 00:55:24

    one? How good that is? That looks awesome. So, going through a wormhole is a little bit like riding the rapids. You don't really have much uh you have la- lateral control. But, it's it's being on a current. pushed on a current. Yeah. And you've got to keep inside uh the boundaries of the wormhole. And actually, if Sam gets a little close, you'll sort of see interference on the screens. And of course,

  65. 00:56:11

    Stanton's just going away in the background, and Pyro's coming in here. Yeah, and and you can see there's actually a current that we put in the in the wormholes, and you sort of see the particles that are giving you the idea of where the center line current is. You have to anticipate to keep on the course, cuz if you don't, and you go off, and you go into the boundaries of the wormhole, you could end up just being spat out in just space in the middle of nowhere, or severely damaged. Go around around around, Glenn.

  66. 00:57:25

    Okay, so. We are now in the Pyro system, and we streamed out Stanton while we were while as we were traveling, and streamed in Pyro. The the other side, by the way, has got an awesome Yeah. way on the side, yeah. Sam. Sam. Set a route to to to the Ruin Station, Sam. Mhm. There we go. There we go. All right, Ian.

  67. 00:58:16

    Hit it. Good job, guys. Good job. Good job. We made it. No crashes. Woohoo! Close one. Close one on the on the on the interaction. Good job. Good job, guys. Good job, Mike. uh hang on a sec. I think it's I got another It should be a slide that we go to. Not a ship, a slide. Come on. Let's slide. There you go. Anyway, so in this coming

  68. 00:59:05

    year, um we were sort of showing you what we're going to do. So, we are going to have the Pyro system next year. Uh obviously, uh that brings in jump points. We're going to have dynamic weather. Uh you were going to be you know, MicroTech, you're going to get the planet itself in uh 3 8. But, uh we'll be opening up New Babbage in 3.9. We've got moons of MicroTech that come in, I think, in 3.9.2. Uh and we'll be continuing on the uh development of socks and the eye cash and the persistence and it's pretty damn exciting. I'm really it's kind of coming together and at the detail that I didn't think anyone thought would be possible. uh I you know Hopefully you guys like it. So, I'd like to give a big shout out to

  69. 01:00:04

    uh you know everyone on stage that's helped with the demo here, you know, Glenn and Simon, Joe and Rob are backstage somewhere. Thank you very much. Uh they did a great job. Todd, Mike, Richard John, who I didn't pull up, he got lucky he didn't have to go in front of people. He's there over there. Um also Uh we've got I think there's about 200 developers or so here from the man the mostly the man some of the some the German office and the Austin office and the LA office. So, thank you I mean to all the developers because I can stand up here and you guys all clap and it's nice for me but really I'm not doing all this stuff. There's a lot of really talented developers that do everything that you've been seeing here seeing uh during the day and they've worked really hard and I think things like Citizen Con are one of the

  70. 01:00:51

    coolest things so they get to come, they get to meet all you guys, they get to interact with people that are appreciating the work they're doing. Uh so, uh it's good and I want to say thank you to all our developers cuz they work really really hard and do a great job. And then we also have uh you know obviously the event staff and the volunteers have done an amazing job with this Citizen Con. I mean wandering around it's yeah, it's brilliant. I mean going back to the very first ones and to what we are now it's amazing. Uh but you know, thank you to everyone that's put the show together. Uh I think uh I don't know where Leia is but I know she was producing it but she did an amazing job. David Roth he did an

  71. 01:01:40

    amazing job. Uh and everyone that did it on the sports side. Everyone on our operations, support, marketing, thank you for CC. And then you guys. Thank you so much for supporting this crazy dream that's getting a little more real every day. Uh thank you really totally. So, everyone out there on the internet, everyone here, uh you know, we couldn't be here. We wouldn't be getting to do this amazing stuff without your guys' support so we really appreciate it. And uh so, yeah. I am very thankful and I guess we talked about maybe do you want to see the character commercial one last time or something? And then we get some drinks and I'll be there and sign things and okay. All right, let's do the character commercial and thank you thank you very much everybody. My father always used to say I had

  72. 01:03:12

    wanderer's legs. We all wonder what's out there. But for me it was more than that. A stranger in my own world I set out to find my path.

  73. 01:04:50

    Through all my travels all the trials of the unknown I came to realize that there was really only one thing I'd been looking for. A place to call home.

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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