Star Citizen: Reverse the Verse 2.3 - Austin
Transcript — every row opens the video at that moment
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and then add the f7a MK2 model model completely new from the ground up with our latest techniques and pipe procedures Chris thought it would be cool to have the classic Hornet and the new version run side by side and players would have the opportunity to keep the old MK1 as a classic collector's item we were also going to revisit the MK1 one last time with an update on materials and damage systems to have it mesh better with our current assets while we wanted an updated and new Hornet we still wanted to keep the essence of the Hornet line of spaceships rugged and relatively simple yet very effective also I had the thought that from a distance one should be be able to tell that the ship is a hornet F7 essentially I wanted to update the lines
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of the MK1 Hornet and also bring the mesh up to a higher Fidelity and functionality level hey everyone welcome to reverse the verse today is Friday August 12th 2016 this week I'll be your host Tyler Witkin Community manager in the Austin Texas Studio joining me to kick things off is somebody many of you are probably familiar with lead vehicle artist Chris Smith how you doing man hey how's it going so yesterday you had the opportunity to show off some of the work that you've been uh working on recently and I don't know if you've been on our forums or on Reddit in the last 24 hours but people are extremely excited about it yeah that's a good thing I'm glad yeah I've read a couple comments and yeah it's uh been positive so far so that's good awesome so one of the things I wanted to know first off the bat um
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working on the Hornet f7a um how was that after working on the original Hornet was that like uh exciting was it different well yeah I mean you know working on the Hornet was always you know going to be great because it's one of the most iconic ships in the S citizen Universe you know it was uh featured in the first video and you know since then you know we've had it in the game for a long time and the first time I got to work on it a couple years I mean this was like three years ago now I think when I did the first pass and um you know we we didn't I didn't really have time to to do what I wanted to do and this time I finally got the chance to do it basically that's awesome um you know the first time was sort of like just remodeling parts and retexturing and then I had to quickly move on to I think it was the 300i or something but
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um yeah it was great because you know I mean this is one of the best ships in the game I think awesome awesome I agree um so for some of you who may not be familiar with some of the contributions um and ships that Chris Smith has worked on why don't you tell us a little bit about some of the past ship families or series that um that you've been a part of well uh when I first started uh I did the 300i and then uh after that the 300 ey series and then I worked on the Hornet did like a little rework on that and and then also did uh some variances I worked on the Mustang and uh had some help with variances there from the other guys they did that but I did like the base one and then um M50 nice uh so crowd favorite yeah constellation with Josh Coons uh
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the Scout okay work she said with joshon so some of the ships it's uh you don't always just basically have the ship to yourself sometimes you have to work with other people artist specifically yeah yeah I mean Josh and I start working uh together on the constellation that was sort of the first one I mean usually I would kind of just do the ships on my own okay um and but with the constellation it was so big yeah and uh we you know we wanted to do a good job and we had you know a certain time limit so so how do you split up the tasks like do one does do one of you work on one aspect of the ship while the other works on the other or how does it work yeah well yeah for that one for sure it was easy you know because it's so big he basically took the exterior and I did the interior okay awesome awesome cool um so just in case you didn't know uh what we're going to be doing today is we're going to be taking questions live from our viewers um so for those of you
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watching you can go to robertsspaceindustries.com um join the chat room um goad post your questions there make sure you preface them with the word question in Brackets uh you don't need to repeat your question more than once because we have auto scroll turned off um so we'll be able to sift through them easy got the laptop right here um so while they're going ahead and getting some of their initial questions in um en rolling um how is it different working on all the ships that you just mentioned right because you mean you've been here for a long time so you've you've kind of seen the process in the pipeline change or evolve what has that been like I mean how has it changed well I mean from the first ship it's changed quite a bit and uh you know it took it took a while I mean you know the first couple years were a lot of almost pre reproduction and trying out things you know yeah and you know that kind of reflects and I mean now we're kind of working reworking the ships you
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know because right you know we we have changed it and improved it so much you know also with the help of uh some of the guys in England you know Nathan you know he knows a lot about cry engine and those guys so you know they helped out a lot and we built out the pipeline and U now it's pretty solid it's uh it's good it's fast you know we're and now we're able to to reuse some of the um you know textures or assets you know to to build ships faster yeah know I think a lot of people have noticed that and even even even called it out that we've been um pumping out it seems like there's a flight ready ship a hanger ready ship coming out like every patch practically so it's it's definitely and I think that mentality of just overtime honing in a process and structuring that pipeline it really goes even further than just ships it seems like a lot of the content um it
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it picks up momentum and then we start seeing um you know large amounts of content get pushed out which is really exciting yeah I mean it yeah it pushed through through the whole development you know like the characters and and the environment and all that uh you know that it just gets better and more efficient you know as you go and everybody just kind of gets worked in you know and then it just kind of flows and for the ships we definitely need it you know because there's a lot of ships to be done yeah absolutely when I when I uh when I talked to Chris about beginning to do the The Hornet segment um I hadn't seen all of the details of the Hornet f7a so it's been an awesome process just getting that segment ready for yesterday um for anybody who hasn't watched ATV yesterday uh definitely worth checking out a lot of good content there um so what do you say we waste no more time and dive into some questions from the viewers all right so let's see
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what we got here boom um how much creative freedom did you have when working on the Hornet what is the concepting phase like um so the concepting phase is actually one of my favorite Parts uh for sure I mean a lot of times and Star Citizen I'm I I really haven't like started or concepted ship from like the beginning I mean this Hornet one is like pretty much the closest one probably and uh because I was able you know to to take like a basic you know like the ship you know which the old one was was basically like a concept for me and to make the new one so um you know as far as the creative freedom goes I pretty much had all the freedom I wanted and then you know basically what I'll do is
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I'll I'll you know I'll I'll start modeling and then present it to Chris and and some of the other artists here and then we have feedback sessions that's good it's always good to get an extra set of eyes on stuff and so like all things in game development it's just a very iterative process bouncing things around but as far as creative freedom goes I'm a great deal uh I just kind of go with it you know Chris and since I've been around for a while you know he kind of trusts me you know to to a certain point and then you know absolutely I show it to him and it goes some there it's a it's um you know a back and forth yeah so I imagine there's a lot of there's a lot of of tedious things that maybe people don't realize it's not just think of a ship and start you know playing it's you you have to you have to keep track of like proper metrics like the character to be able to fit and uh in for all the various animations and so I imagine that's a long process during
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the pre-production phase well yeah I mean now we have that all fleshed out a little bit more too like the animations you know we have you know like the uh the pilot getting in out of the seat is actually the same one as the original Hornet you know that saved the animat and it saves memory in the game it just makes things more efficient that way um to just like reuse things you know yeah absolutely uh when I saw the Hornet f7a for the first time one of the things that immediately um was something that I was like this is awesome was it seems like it has more round in organic shapes around the ship um a little bit sleeker so what was the uh what was the uh the idea behind going with that stylistic uh well you know uh Chris and I you know we had some email discussions before when we started the the redesign and it was always you know sort of the idea that we
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would take it and make it more sleek and and you know because I mean for me personally you know like even though the original Hornet it's very cool and iconic you know there was always like some issues you know as far as the form and everything that didn't that always kind of like you know put me off a little bit and I was like ah I could just make that a little bit better yeah and so you know the idea was then to basically make it um like the same difference as as like a BMW would make like a new version of their car yeah know I really like that reference and like the new one was sort of boxy you know but still cool and then like the 2000s and up you know they were a little bit more rounded but you could still tell as a BMW so that was the idea was definitely uh keep the spirit and and you know you should be able to tell it's a hornet or an anvil ship you know from
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a distance still and also the uh sort of like the top view has it looks like a star you know and IED to keep but just make it a little bit more streamlined awesome awesome very cool so let's see what else we got here um so this one's not directly about the Hornet f7a but what is your favorite ship that you haven't designed in the game so I'm assuming that they mean like a real world ship because I know you use a lot of um ships that you mentioned for reference material do you have a favorite uh real life uh ship or plane yeah like a jet fire I mean the Tom cat's probably been always like one of my favorite ones I I used to have like little you know plastic models of that thing um you know f9s those are great you know the the the new f-22s those are you know the black ones
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those are pretty cool even like or the F35 I I think they've had issues or whatever but but they're still cool looking yeah absolutely so yeah definitely like take a lot like for the cockpit and stuff like that because it's a little bit more modern and those you know and they use a lot of like you know more modern computer screens like if you look at the old Tom Cat from the and stuff I mean you know you the cockpit is just like full of million dials and everything so it's a little bit too old school so I take I mean these new the new jet fighters have a lot of good reference for what we do speaking of cockpits the uh Hornet f7a has been praised so heavily because of the cockpit a lot of people are really really happy about that awesome um so yeah fantastic I can't say it enough because I I still I still watch the video Even though after all the filming and everything and it blows my mind fantastic work I like it um so let's see here um that kind of feeds into uh this
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question uh what is the biggest visual or design Improvement between the Hornet versions in your opinion so going from the MK1 to the MK2 the biggest Improvement visually yeah in your in your opinion well I would say you know it's just you know like I I mentioned earlier like the top down View and sort of like even when you view it from the back like a third person view if you were to fly it I think just it just has a little bit more like Arrow shape you know like a like a jet fighter would have really nice yeah like the other one you know the air in takes kind of joted out uh in a jarring way yeah you could say um but basically yeah it's just like I think the top down silhouette you know I made the cockpit a little bit more narrow and and the overall body um and also the connections like from the
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bottom I think like the bottom part the bottom so looks a lot better more sleep now okay awesome awesome um so let's see here uh not about the Hornet um but one I think we can still potentially answer um are they going to let you have a second crack at the 300 series well I hope so yeah I think uh the general plan is eventually yes okay cool and so out of all the Hornet series which one is your favorite uh I would say I mean the f7a is pretty awesome and when I did the uh the ghost variant my I like the ghost um I need to redo that one of course so you did the ghost yeah that's cool I didn't even know that that's awesome that's my favorite Hornet variant awesome yeah with like the cover and the bottom has
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that kind of cover yeah yeah and the white decals awesome so I definitely want to redo that one you know with the new body and also but we'll be address we'll be addressing the old ones too so okay cool yeah that was actually on that that was actually the next question was they were wondering are the Super Hornet and the other variants going to get a facelift as well so I guess you just confirmed that I think so yeah okay awesome um so uh so how many Poes is the MK2 Hornet compared to the MK1 maybe not in exact numbers but did it go up a lot or is it just uh redistributing or how does that work it's actually less really yeah it's a lot more efficient than the than the old one uh you know the old one uh you know there was some rework being done you know and and a couple of things that now we haven't worked out
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the pipeline uh and and so you know we had a couple back and forths with that one with CG bot back then you know to try and Improvement to improve it but uh it seemed to like you know just kind of pile on the Poes and so how do you make it more efficient just to distribute just distri distribute the uh the poly more efficient you know um a lot of it goes to to tactics with normal Maps yeah yeah like the you know the way we lay out the details with the pal apps and everything that saves a lot you know you don't model out the bolts or anything you just kind of use you know a flat you know a flat plane yeah totally okay um but overall yeah the ship needs to be more efficient you I mean that's what the pipeline calls for is you know and also the damage system obviously on the old one was uh really
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bad because it was the old version but but yeah this one should be a lot more efficient okay so uh we got time for one more question with you so now that the Hornet is behind you what's next what ship are you going to be working on well uh right now I'm working on the constellation Aila Okay cool so you're going to be going through all the variants uh I don't know if I'm doing all of them at once uh but that's that's on my list for now uh and you'll see what comes after that yeah and the Aila is the one with the the the very rounded front end that has really good visibility mome the Explorer version so it has like bigger Windows it has a radar array on top awesome so after the show we're going to get together and talk about maybe setting up a segment maybe we can show that off in a future
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um awesome all right well thank you so much for your time means a lot to me I know it means a lot to the viewers for you to take time out of your schedule and come answer some questions um when we come back we are going to sit down with well check it out we're aiming to release the first NPCs in what's currently called 2.7 in late 2016 in limited numbers at first and then gradually increasing in quantity the initial set of characters will consist of things like shopkeepers store patrons maintenance workers uh entertainers tourists and vagrants and they'll be found predominantly in the larger of Landing zones Area 18 Port olisar Levi and Grim heex we'll be looking to fine-tune Performance animation quality and usable functionality in particular with the focus on really amping up the diversity and variety of their actions a bit
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farther down the road that first wave of MPCs won't have a lot to say but you can expect them to get progressively more talkative in subsequent releases uh at the design level most of the gameplay systems are unified under the opes of subsumption which means that conversational logic will be able to easily interpret and Branch based upon your reputation in a given area hey everyone so we are back with somebody who really doesn't need an introduction director of the persistent Universe Tony zerik how are you doing man uh pretty good thanks awesome awesome so yeah yesterday you dropped a ton of new information about MPC Crews and so right off the bat I just want to ask you how does the process for Designing these type of major features work uh well for me uh it kind of goes back to you know when I grew up uh back
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in you know the 19 early 1980s late 1970s uh I had this affinity for computer games and the types of games that I liked were these you know large you know completely open-ended you know World simulators that's why I was so you know uh so attracted to the ultimas and the magic candles and I think there's a lot of people in the audience that are on the same page with that yeah and so you had to back then you know it was pretty much a oneman operation if you wanted to create that type of game you needed to be able to do everything yourself you had to construct the AI and the sound system and the usable system and the the you know the world editor so that you could lay out you know the entire environment you had to like you know come up with a system so that you could have you know if you were going to have NPCs and conversations and you know all your whole mission system and
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everything else uh and so what this got me very you know used to doing was looking for what I would call points of Leverage in the process areas where you could invest development time UPF front uh and there was a cost to this there there was a there was a cost in terms of if you just wanted to show short-term progress you could always you know Brute Force something I you know you could just special case you know hack it you know in very little in terms of building things out the proper way but you could show you know progress within a few days a few weeks you know a couple months Etc but that wouldn't get you to where you needed to be for the long term for you know for you know for the level of detail that you knew that you were eventually going to want in these you know in these types of games and so for me I'm always looking for you know these
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points of Leverage within the process uh and I'm looking for areas where I can take you know the development and and instead of basically adding a second person and now you can do things twice as quickly or adding a third person and it becomes a little bit faster you again that tends to be very linear what you really need if you're going to get that exponential curve in terms of uh how quickly you can produce things is to basically put a lot of thought a lot of effort a lot of you know development time into properly structuring these tools and data structures um so that you know your ultimate goal is to basically minimize the amount of time and effort required to go from concept to completion to getting you know something from well I want to set this you know
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particular scenario up and now I can basically explain that to the game engine in as efficient a way as possible such that you can bring that to life and the more that you're able to do that the the more you know the more interesting the game is going to become like an example I use you know very frequently goes back to you know the bartender for AI and if you look at a bartender a bartender doesn't look very intelligent at all if you enter the bar and he basically says hey what do you want to drink and you know and you basically tell him and he gives you one drink and other than that he just sits there and polishes the bar but he starts to look extraordinarily intelligent if he can do that and you know if you know if somebody basically starts getting into a fight over here you can tell him to you know pipe down or else he's going to call security and when somebody drops a glass he'll go get the broom out of
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the broom closet and swe keep it up and when the trash is full he'll take it out and then you know before he goes home at night he'll turn off the lights if he's got the potential to respond to all these different you know situations that arise then he starts to look much more interesting and to me it's not that that is the game per se it's that if you put the player into a universe where you've got that level of detail that bread in terms of what's going on then not only does it make it more interesting but it gives the players many more opportunities you know much more potential to basically craft their own unique interesting uh solution through you know through this entire Maze and so conceptually if if I were to borrow an analogy from the world of Finance it would be like what Amazon did for years and years Amazon was basically making an
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investment in their infrastructure uh building out you know all these distribution centers basically refining their online model and they could have you know long long ago basically stopped investing stopped spending stopped building for the future and just started minting money up to a certain level but they were convinced that longer term they'd be in a much better a much stronger position versus their competition if they continue to do that you know and basically you know push it to the Limit and so now you see after you know you know 20 years you know of that going on they're just now getting to the point to where they're starting to you know flip into that other mode where you know most of the hard work's been done um and and now you look at how they're basically performing relative to a Walmart or relative to a Target and they're Absol absolutely
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destroying them and this is you know you know obviously the time frames are dramatically different but you get the but you get the basic point which is that spending time and effort UPF front will often pay enormous dividends on the back end if you do it properly awesome Tony zerik ladies and gentlemen I'm not even needed for this uh for this bit he he he can just carry the rest um so we're going to go with the same theme as earlier go ahead and get your questions rolling in RSI chat preface with question and all that jazz um we are looking for questions specifically about um the around the verse segment that went out yesterday in regards to NPC Crews and hiring and scheduling um and then we can also uh take a little bit of questions from last time we had you on around the verse we did a little bit of talk about professions um so let's waste no time and and and jump into a few of
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these um why don't you tell us about what feature you are looking forward to most in the Star Citizen universe and why uh to me I would say that the feature that I'm most looking forward to uh isn't actually you know an individual feature I've said this before it's it's more it's the breath of features it's the it's the it's the ability for the player to choose their own path through the world and what you need you know when you when you have so many choices the counterpart to that is you know consequence there needs to be repercussions to your actions Absolut and if you think in terms of uh combat in this game you can be uh you can be a pirate you are now basically doing things that are illegal therefore we need to have in place an apparatus
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security uh reputation system Etc NPCs that will not deal with you if you've got that type you know if if you've been doing that type of stuff and these are all things that you know the system allows you to do that but it will push back you know against that if you look at it in in terms of uh you're you're a miner you will have the choice as to what do you want to mine do you want to stick to the safe secure zones you're probably not going to make as much money if you want to try to make a fortune you're going to have to basically you know take some chances and you know are you going to basically are you are you going to form an alliance with some other Miners and you guys go out and stick as a group together or you going to hire a bunch of mercenary ships which is going to cut down on your profitability the point is we're putting in place a lot of
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different levers and it's up to the player to ultimately you know rearrange those things as you know as they as they really want to do to get the type of game experience that they're you know that they're looking for oh that that's awesome that's awesome this is one of those moments when I I skate the line of cooworker and then like Fanboy like I just I I love hearing about this type of stuff um so when it comes to working with an NPC crew is is um trust or deception something that you may have to worry about like an NPC potentially lying to you um or once you're paying them you know does it seem like you know they're they're with you uh well it really depends upon what type of NPC you're talking about if you're talking about crew members than in general um we're you know we're we're going to be more straightforward the implementation they're they're there as really an extension of you your ship your
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capabilities you know Etc um if you're talking about the NPCs that you deal with that are external the ones in the world that offer you a mission it's like that absolutely some of those guys will not be you know some of those guys will not be so up and up uh you may be offered you know a screamingly good deal uh in terms of you know where there's a a supposedly really lucrative you know uh set of asteroids just waiting for you to mine it and you show up and basically it's a you know it's it's a it's a pirate trap um so there will there will be a lot of you know a lot of that type of stuff to where just like in the real world um just because something looks one way doesn't necessarily mean that it really is but yeah know we're we're not going to be so arbitrary about it we're g we're going to put a lot of you know time and thought into figuring out uh
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how to you know what we What mechanisms do we provide to the player such that they can make you know informed and intelligent choices as opposed to you roll the dice and you were left and you wind up getting slapped because you know we decided to set things up this way that to me is not you know a very you know a very uh a very you know a very fun aspect of the game when you got those types of just bullion outcomes and there's no way for you to process the data beforehand so that you can make an informed decision awesome all right so let's see what else we got here uh outside of Landing zones how will NPCs impact the game uh NPCs are actually going to play a huge role in getting the game where it
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needs to be and when I say that I mean if you think about a world where it's just players you could have a lot of interaction you could have a lot of combat you could have guys forming alliances but the piece of the puzzle that you'd be missing is that at any given time when we're sending you off to do this or you've made a decision to do that we wouldn't be able to guarantee that the other pieces on the board are set up properly in other words you accept a mission you know to go into deep space and recover a satellite and maybe you know designers have set things up so that well this one it's it's you know you're being paid you know a a very high price to go out and do this and so we want to make sure that the danger you face you know uh for you know for taking that on is is is appropriate and if we had to rely upon
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players to always be you know the counterparty in one of these transactions it wouldn't you know we wouldn't be able to do that it'd be more sometimes you sometimes You' take on a very lucrative Mission and you'd run into nothing and you'd be bored out of your mind and you'd scratch your head and go well it kind of goes back back to what I was saying before it'd be it would feel very arbitrary in terms of sometimes I take a you know sometimes I take on a mission for very little money and I have tons of you know I I have tons of challenges that I face in order to get that that pittance other times I take on something that offers me a fortune and I don't you know and and yeah and I don't run into you know much of a challenge at all and so for us to properly balance everything we need to be able to rely upon NPCs to fill in the blanks as NE now that doesn't mean that we can't intelligently pit players you
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know against each other at times and we will absolutely you know aim to do that if you're a minor and you're going out here well then we're going to have a pirate organization they may know about you know where where there's a lot of miners doing their business and when you actually go over to that pirate base assuming you've got enough reputation so they'll talk to you and they you know etc etc um then they may want you to go prove yourself by picking on these poor hapless miners over there meanwhile there's minors you know on the other side you know and so you you know so there will be a lot of this uh player vers NBC player vers player player vers NBC and player um ultimately it's all just different you know uh different colors on the palette with which we're going to be painting these different scenarios fantastic that's your answers are thorough and this is great that was awesome so let's see
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uh this is this is a good one uh where do you find your inspiration for your designs uh to me a lot a lot of that comes uh just again from from when I grew up the classic game 7s 80s what what I actually like even to this day is that they were what I would call you know pure and by that I mean they didn't have the Computing horsepower to be able to do anything particularly s sophisticated in terms of their execution but there are many games I've referenced in the past whether it's you know uh you know the ultimas you know you know that I love Crusader which was was you know largely uh I always used to say inspired by Muse softwares Castle Wolfenstein loose canon which was inspired by Steve Jackson's autod du um there's so many games from back then to
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where you could see the potential but the technology wasn't sufficient to do the ideas Justice and it's not that you look back to those ideas and you basically just want to pull them and integrate them into your game it's that I think playing having played so many of those types of games I now look at things from a very mechanical point of view you look at things in terms of the raw components which is all those games you know largely had they'd give you some token Graphics but that you know you really had to use your imagination to fill in the blanks and so when I look at a game nowadays the the the visuals and you know and that type of stuff it it comes for me it comes second you know it's the underlying skeleton of the game it's making sure that the balance is proper it's making sure that you've got all of
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these uh parts and counterparts you know set up uh properly that you know that basically drives you know the whole process forward and so uh I think once you've basically gotten yourself used to thinking about problems in that fashion then a lot of this just comes naturally awesome awesome I think think we got time for a couple more here let's see here um so you mentioned that NPC aai will differentiate um in regards to time of day do you think that we will see different NPCs regarding uh the day of the week so let's say it's a weekday as opposed to a weekend you that that's something that we've actually talked about specifically and I think you'll see that I think it'll
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be less frequently used I think that you're going to see the impact once we you know enable the 24-hour schedules you know that that you're going to see every single day and you would expect to see it right it's like you know uh you show up at night you don't expect to see as many people at this Landing Zone you show up in the day you expect to see a different mix of people uh etc etc when we've in the past talked about this you know uh this you know specific concept it's usually been along the lines of there's going to be some sort of event that happens only periodically there there's a there's a like uh hon for example uh we were talking about having a ship that you know because it's a commod of the planet you've got all these uh you know overworked oppressed you know workers that you know um being exploited and so it was only natural
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when you're kind of like following the logical sequence of events that some of these guys would be seeking to you know pil for some of these valuable you know some of these you know valuable ores and stuff that they're pulling out of the ground and so what we wanted to have is a ship and having it show up every day you know every every night at 3:00 a.m. that becomes a little bit too you know too repetitive too too predictable exactly and so in that in that particular case we were talking about well it'd be neat if this guy showed up you know every second you know Tuesday or something like that or maybe he only shows up on occasion uh and it's always several days out once you actually talk to a particular guy in the bar something like that so I think we will absolutely have uh less regular you know uh less regular type of scheduled events um but
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that'll be more on just a case-by case basis do you think it's possible that potentially you try to go to a shop and potentially the shopkeeper is out for a sick day even something like that uh the shops and all of that stuff uh closing down shops and the economic impact of everything there um that's been discussed in the past but that that's really it's it's much farther out um in the short term we're just trying to basically get you know as much of the plumbing as much of the infrastructure as much of the basic skeletal architecture up and running and then we'll you know wind up revisiting some of these things and say oh well do you want to have you know do you want to have the concept of a riot on a planet do you want to shut you know do you want to shut down these shops and what's the impact to the economy and so that's that's all stuff it's it's all possible especially given how we've you know set a lot of these systems up um but it's
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not it's not a near-term focus okay awesome I think we got time for one more question um let's see here can I hire NPC to crew a ship that I will personally not be on board that's another one that's been discussed in the past in so far as you know you eventually having the capability uh to you know have a guy carry you know transport something from point A to point B uh would you eventually be able to you know actually own a shop Etc and at least as of right now I I I lean predominantly towards I I want if we're going to have if we're going to have this type of detailed world I want the player to be a part of it and I'm less interested
- 00:34:59
in trying to turn the game into something completely different in other words if you if you think about if you think about that concept and you follow it you know through to its logical conclusion what it really means is and there are a lot of games that do this to where you know this this is what I mean by you Knowle when I reference Sim Sim citizen or something like that which is the only way those types of things really work well is if you have a lot of other bits and pieces of information and Leverage you can pull Etc on the part of the player to allow them to do that efficiently to do that effectively to actually make that a game and the and the problem then becomes that it just starts to defocus us it pulls us away from where we want you know to where we want the real impact of the game to be and so I I don't think it's likely that you're going to be sending out you know
- 00:35:47
unattended ships because then it just becomes a roll of the dice right it's like it it's literally we're just saying you know what's the overall aggression level here here and what you know and you basically flip the switch and it says sorry that guy got destroyed and you're like well did did you have a fun time and you say no I didn't have a fun time at all and and and then you would say well why why was why wasn't I informed of what the Threat Level was along there okay so we'll give you that capability and then you want to be right it's a whole it's a whole another Beast it that's exactly it it it become it very quickly becomes a whole other beast and I don't think anyone would you know uh disagree with the statement that this game is a read already extremely ambitious and so we're as ambitious as it is we're also in a number of different areas trying to keep the
- 00:36:36
design uh as you know as as focused as possible so that we can get these other features out to the community uh quickly and then I would say the second pass is really going to be more refining balancing you know getting everything feeling really good and once that's all done we postas then that's exactly it and so much farther down the road road then you can kind of come back and say hey now that all the that stuff is done where you know what can we explore now you know that that's exactly and whether it would be something like that or whether it would be owning stores or whether it would be you know like you know uh stuff along that line we would just basically bring up the next tier of features and figure out which ones were going to be of most interest you know to the player base um which ones were going to give us the most bang for the buck and you know and then move forward as
- 00:37:23
appropriate awesome well fantastic well thank you so much for taking the time to come and do all of this this uh like I said with Chris it really does it means a lot to me it means a lot to the viewers we know you guys are very busy and take time out of your schedule to to come and hang out um so before we sign off I wanted to give you guys a couple Community updates first off next week is Gamescom what this means is that starting Wednesday we will be live streaming in Germany from the show floor alongside well-known Star Citizen streamers uh Captain Richard twerk 17 bad news Baron and DJ Knight um Friday evening we will have the game Gamescom party presentation uh you do not want to miss that um you won't have to we're going to be broadcasting live on Twitch um along with all of the Gamescom festivities next week we are going to run a freefly so if your friends or
- 00:38:10
family or anybody you know has been thinking about trying out Star Citizen it will be the perfect opportunity um and for those of you who are already backing you'll have the chance to fly some ships that maybe you haven't flown um in the past um it's going to contain the Mustang gamma the saber and the freelancer uh a reminder there will be no ATV or RTV next week due to all of the Gamescom festivities but fear not there will be plenty of awesome content and things going on um and to follow that make sure that you are following all social media and our official website for any information for updates and some fun behind the scene pictures um that Jared and Thomas and a few other people are going to be taking throughout the week um Sandy mentioned it on around the verse we have revamped the newsletter that gets sent out every Friday to your email uh definitely worth checking out it's packed with new information uh updates uh updates on the leaderboard uh in art sneak peek uh
- 00:39:00
we'll have another one coming out later today and then lastly just want to take this moment to thank the subscribers for everything that you do making ATV RTV and all the video content we're putting out possible um and thank you everyone else for just supporting star cius and and letting us do something that a lot of us have always dreamed of doing and so thank you guys very much uh thanks again Tony 07s in chat and we'll see you guys in the verse lers for
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

