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Calling All Devs

Star Citizen: Calling All Devs - Beard Degradation

5 November 201800:18:19441 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:10

    hey everybody welcome to another edition of calling all Deb's our weekly Q&A series where I take questions from you the star citizen backer impose them directly to our star system developers sometimes we film on Halloween and I am old disco I waited until the last minute all right starting us off this week we are going to none other than surprise surprise vehicle pipeline director mr. John crews John two more shift questions you ready yep team oh yeah he's gonna catch up with me at some point I well I I fed Todd to last week and I called them he's like he did the one question I said I need to give you a second when he's like why yes because I'm trying to set these somewhat close the gap so that John Kruse and so nobody just accuses me

  2. 00:01:01

    of abusing John Crew week in week out but they keep asking the ship questions so then you keep on swimming first question with the advent of system degradation in three three point X will we get that they say three three points but will we be getting some kind of maintenance mechanic to either slow or partly repair the wear to a component or at least some way to indicate how much time that component has left right so that's that's more than one question that's about four and one it's like a question a question B question hey I'll

  3. 00:01:50

    try and go through them so yes there would be a little way of some stemming the wear noose and repair like we've talked about repair as mechanic and the fixing of items so yeah repairing them with your little repair tool or swapping out some sub items will help stem Flo next up showing we're so actually on the power of FTEs at the moment we do have a little icon it's a little I believe that shows your current percentage of wear so that's sort of like an absolute this item is 127 percent and at some point we'll have more in depth MF T's that give you more information on that

  4. 00:02:37

    the tricky thing with giving a time left is it's completely tied to what you're doing just like so we have something similar on the mobile to us for your oxygen it tells you how much oxygen you've got left and how long you can survive which constantly changes based on what you do so yes if you're still tells you've got this this much time left and if you start running around that time is no longer valid anymore so we'll have the same issues with where it might say you've got four days worth of wear left on this weapon if you suddenly get into a half an hour long strenuous dog fights that you're constantly shooting it's going to be significantly less than that if you've overclocked it even less so yes we will have that stuff but it's not going to be super predictive accurate because just don't

  5. 00:03:23

    know what people are going to do with it right that's why we have as the first step like the absolute wear indicator so you know this items 90% worn I need to start thinking about swapping it for a different one yeah I get it so all of the bits that was all the bits you know we've got things you know early stretchable items like the like the AMX repair bot and the tuning kit so the other there's lots of things that will that will eventually come online to help you tweak in and and not just repair but but tweaking condition and maintain that's the what I was looking for yeah your your item components and of course you know UI is the one department that touches every single aspect of star citizen so as usual our the development of our features sometimes outpaces the

  6. 00:04:11

    UI for them since they're all spread very spread all over the place so so yeah but you can see that cocci yeah you were mentioning it it's in the power MFT and the college whatever so yeah you covered everything copito all right second question with the Merlin rework in three five that's it's not really a rework they're just doing stuff to a cockpit right yeah it's it's we're not planning on giving it a full rework together ships it's more just bring the cockpit into line with all the modern templates the animation templates so and the screen visibility like it does have a custom UI setup on at the moment I expect that to stay the same but just like the amount of screen real estate those those screens take a coupie adjusted to meet the minimum standards so with the merlin cockpit adjustments

  7. 00:04:59

    in three five and the Archimedes currently scheduled for three six will their docking functionality be a part of their well they say reworks but I would not expect that to be the case so looking will I'm gonna be working alongside the hull seekers I think I've talked about this in previous episodes why why the house is not out and it's a few big pieces of technique is one is docking because you need to have it doctor to somewhere with all the cargo to be able to sell it because can't land with all the cargo so there's pretty useless cargo ship without that functionality so the first stage of docking will be ship to station docking with the whole sea and then the next level or tier improvement but on that is

  8. 00:05:46

    ship to ship talking so then like the Merlin Archimedes to the constellations that's where that comes in it's like that once we got that basic level in don't improve it with the next one right it's always important remember that that ship development is not always in parity with the game system development see the reclaimer or is reclaimer not in Salvage or the star fare and refueling for that matter so so if they're not always they're not always one one just like that so yeah docking will be developed independently of the work on the Merlin archimedes alright that's it because I got for you man cool I see you're coming into town next week right yeah fly out Friday so two days three days ago from when people will see this video so when this goes live I'll be out there see ya

  9. 00:06:36

    alright moving on from John Crew a calling all that's all start to a calling all Deb's newbie we are calling for the very first time Chris Campbell lead lighting artist at a foundry 42 UK Chris how you doing man I'm doing good how are you doing today I'm doing well it's Halloween it is which dress the mess I dressed up as a game developer going to work I dressed up as an old community manager that also works all right I got a question for you Chris you know you may or may not know these are these are submitted by the backers and voted on by the backers each and every day and this question rose to the top here it says is there a technical reason why ships cannot have stronger and they put parentheses narrowly focused if needed headlights for seeing asteroids in the ground before running

  10. 00:07:25

    into it instead of these broader lights that tend to cover a wider area they use they use a more aggressive wording than I just use yeah yeah well I mean technically there's no reason why we can't just slap on like a narrow long-lasting kind of beam on any given ship life but up to this point the ship headlights have been kind of a an aesthetic kind of concern but now that we have more game play spaces with dark areas and stuff it becomes a bit more of a gameplay question and so now I'm starting to take a look at these ship headlights and seeing how we can kind of massage them from being something that kinda it looks cool in very specific situations to something that works for a gameplay doesn't destroy the visuals and

  11. 00:08:14

    and feels a bit more kind of immersive there's gotta be some Nikon's though it's a everybody having a very strong powerful focus you know forward light though right yeah seems like the opportunities for trolling would be immense if you had this really super bright headlight that you could then just like put into everybody's face yeah yeah exactly yeah I mean there's there's definitely performance concerns with some of the options that we can do with headlights like for example if you had a shadow casting headlight which would make sense because obviously if you're standing in it like a room where it landings learn someone flies up and tried their headlight through the window you want to see the nice shadows kind of casting through but unfortunately that's it's very expensive to do that or kilometer for like a four kilometer long light with shadow casting then you're

  12. 00:09:03

    gonna suffer both performance and the quality of the shadows so we need to come up with different kind of solutions to do that yeah one is to obviously turn off the shadow casting but then you have implications of like then the light will just shine through the ceiling and the walls and a where necessarily look good so yeah well we'll have to find a real solution sometime in the future but for now we're just trying to to at least kind of balance it so that it works for a game play there might be some rough edges but ultimately it should be an improvement yeah yeah I was think I was thinking about everybody just shining these super bright lights and everybody's faces yeah we should be interesting from a gameplay perspective but the 4k shadow casting is it it's a it's an easy to forget the scale of this get another in other games where you're

  13. 00:09:50

    looking at a Jeep or whatever you know the headlights only have to go you know X number of feet out in front of the Jeep but yeah because of the scale of our game if you're tuk trying to see an asteroid but with enough time before you so you can move and not hit it we are talking quite a ways out yeah these things I have to go and if they're casting shadows that would be crazy yeah I mean at the moment that I think most of the headlights were reaching a range of about a hundred or 200 meters which you know it sounds you know kind of realistic as like a car headlight or something but then when you when you consider the speeds that you're traveling at that's just not not gonna work if there's an asteroid like to Columbia's in front of you you just don't have the time to stop before you hit it or before you even see it gotcha so that's something that you're playing with right now actually yeah exactly so we'll increase the range as much as we

  14. 00:10:39

    can reasonably and and give a certain amount of brightness and fall off so that it feels nice and realistic and and hopefully that will cover most of the cases where you will where you'll need a headlight or a gameplay you think those check-ins will make 3 3 or 3 3 3 3 5 or um I'm I'm definitely hoping to get a more balanced past in 4 3 3 5 of but as for as for a proper headlight solution that probably requires a bit more thought and code and system support well that's it man great thanks it was it was nice and easy all right thanks all right so you did all right thanks so much now I gotta wear my headset a little bit I am

  15. 00:11:29

    wearing my that's it she's like crap alright last and certainly not least Dan treffen systems designer had a foundry 42 UK lead systems designer right Dan right yes yep hi how you doing then hi oh good it's been a while yeah it's been a few weeks yeah well you know we Tennant we tend to come to you whenever it's a it's it's it's a big design question and todd papy doesn't want to do it yes I got one of those again here we are from the rockers voted on by the backers any plans to allow us to move from planet to planet or system to system while offline the example that they give is I'm on Planet X I need to get the planet Y but I have to go but I have to go to work and I don't have time so can I like book a

  16. 00:12:17

    flight from one planet to another planet I'm like public transport Bri in transit or whatever or archimedes flights or whatever and then take off go to work come back and suddenly I'm on another planet when I get back everything so that that's a that's a it's a tough one it's something we've been discussing in the past and the consensus is that not really or at least not for now one of the main reasons is we don't really want players to bypass cons content we will put dangers along the way there'll be risks involved there will be opportunities happening as you travel from A to B even if it's a long journey we we don't want players to risk free just go like yeah I'm here now also

  17. 00:13:07

    being there what will you do with no ships I mean if your ships are not there there's I mean there's a few things you can do while you're there but we need we need this logistic thing to actually be a risk/reward thing if I need to move from point A to point B I need to bring my assets with me in order to be able to do stuff and it needs to be risky you need to need to protect yourself consider if if another player accepts that mission to move you from point A to point B and that ship blows up along the way will it be happy with that right what what will happen you'll be really annoyed you lost basically a life just because someone messed up and they can mess up just to mess up with you because they might do it on purpose attorney - we can't really allow that

  18. 00:13:56

    stuff so whether we will look over this in the future we'll have to see well if there's a need for this type of thing maybe we look into it and find other ways to kind of offer the same facility but in different ways but right now we'd rather have you guys at least experience the content and go through the world and move through the world realistically rather than a no I'm here now I'm there when I get back from work that means if you wanna want to leave your computer open and step onto someone ship and when you get back from work you step out of someone ship and hopefully you don't get killed along the way your friend doesn't get his ship blown up along the way fair enough with yeah it's it's being a space is risky business

  19. 00:14:43

    just this point your ship towards Crusader and press number lock for auto run oh no no that's also something yeah I think that I think that makes sense I think that's a I think you did well thank you so much anything cool trains all right now yeah I'm I'm kind of taking over the team that right now is doing trains and it's right now we're kind of after we show them in citizencon we're kind of cleaning up a lot and we're trying to make sure they integrate well with other systems we're looking into the procedural team also kind of working with us to to get first tracks procedurally generated throughout cities or elevator shafts in in like truck

  20. 00:15:31

    stops getting procedurally generated based on certain rules and the trains just functioning we just clicked about the station gets generate an automatic has all the elevators or trains built into it so we don't have to do extra may need manual markup so it's gonna speed things up with it yeah I love trains I haven't been shy my favorite moments of the entire playthrough with citizencon was when the train pulled out of the station and you got to see Laura ville there's something I mean Orville's impressive I mean it's super impressive on its own but there's something that you really get put into a place when you can have an experience that you can relate to in real life and being on a train and seeing something out through the windows of a train so I don't know why it's something for some reason it made Laura both seem a little more real

  21. 00:16:19

    to me yeah that makes sense you're actually traveling through the space rather we could have done it easily where you go like you get into a train and get instantly teleported on the other side which most games do and but now Chris Chris was adamant on this you know this needs to travel these to go through the space we to look out the window understand where you are at every point of the journey so I remember I was in those means when he said that in every was like I'm so glad it happened all right man I'll let you get back to work thank you so much Dan huh huh thanks Bob I take it well that about wraps up this week's show special thanks to John Crewe and Chris Campbell and Dan truck them for being here on the show with us as week remember you can spit your questions for consideration each and every week up in the thread up on spectrum and don't forget to vote that's the two-prong plan you guys submit your questions you got to vote in your

  22. 00:17:06

    questions there'll be a brand new November thread by the time you watch this so get your questions in there and vote for which ones you want to see answered each and every week so for calling all depths I'm Content Manager for a global video production Jared Huckaby we'll see you next week everybody the beard want that beard nope that's a poor score and seven years ago I just oh never again never never again thanks for watching for the latest and greatest in

  23. 00:17:58

    star citizen squadron 42 you can subscribe to our channel or you can check out some of the other shows and you can also head to our website at www.uvu.edu/library you

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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