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Star Citizen Live: Taking Flight

21 October 202200:57:141,459 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    there we go countdown is done I didn't realize it was going to say that because I say that out there hi everybody Welcome to Star Citizen live uh we're back uh after citizencon we're here on our uh only constant uh spaceship in case uh some of you folks thought that was just built exclusively for citizengon uh it was actually in place uh long before citizen on we just figured we would just save it and debut it at the 10th anniversary and but now this is the new forever home for uh Star Citizen live and inside Star Citizen and maybe a few other things in the coming years that we're not quite ready to talk about um so yeah uh citizen con that was the last big news uh in case you missed it uh or even hiding under a rock or maybe

  2. 00:00:49

    you were at twitchcon um on October 8th we had our uh citizen con 2952 uh which emanated from here uh the only constant uh where we showcased all kinds of stuff like resource management and the new underground facilities and the new uh flight experience Master mode changes which we'll be talking a little bit more about today a couple new spacecraft and vehicles like the uh like the spirit and the STV which we'll also be talking a little bit more about today um and all kinds of cool stuff um it was a it was a pretty good event you can check it out on a twitch or YouTube I think it's all finally up on YouTube now um 4K processing times and YouTube are are a thing especially when when one conversation is

  3. 00:01:38

    two hours and 17 minutes long and the other full show is like five and a half hours long you can upload that and it just sits there processing for days and days and then it goes boof you're ready so what is it hashtag free Jared what is that about I am free I'm on a spaceship I'm a special look at my spaceship we got some special guests joining us on our spaceship we've got oh let me push the button here John crew and Ben Curtis how you doing guys I like that welcome back to the spaceship yeah you were some of the first to see it uh it wouldn't been a long time since the first saw it when did we film Citizen that was the end of August end of August end of August was when we were filming your stuff yeah so this is your first time back a little less stressful rather than being sat

  4. 00:02:25

    like on your own under the spotlights this time so 20 people staring at you just uh we've left the Pyro system and we're now parked at beautiful uh new Babbage um so yeah at citizencon uh you uh you had a couple different uh presented with John you were responsible as part of the vehicle team for for a couple presentations um but I want to start first uh talking about uh the new vehicles uh that were that debuted um the first one was the spirit from Crusader um you've now had a chance to uh get that out there and get it out in front of people um what's the reception been like it's been pretty pretty good I think everyone's been super excited a lot of a lot of confusion over the stats and like home has it we made a mess of that

  5. 00:03:14

    um that was quite there's one of those beautiful storms of so many things that in isolation going wrong would have been caught but because lots of things happened all at once they they slipped through but I think we've got them all sorted now that it's all correct on the website so I enjoyed it the weekend going on to Reddit and looking at all the theory crafting of what fits what doesn't fit what is the real size like what is going on why why is it like this and I think yeah that was the same with me I saw that I just want to put a post of uh like this just doesn't fit this size and I'm like sure we fixed all of this in context this is like the first thing we do is make sure things are you know the size we need them to be and uh clearly something had gone wrong yeah rap about why another bomber uh you know

  6. 00:04:04

    there there are some members of the community out there uh uh uh who who who get very um uh involved in in the discussion about uh bombers and bombing and stuff like that uh but uh so we're adding another a bomber right to more feel to the fire just why um like with a lot of Star Citizen things we want to not just give you one choice like if you like bombers you have sort of have their the Hercules and whilst that will have its other bomb option in the future there's a there was like a huge range on there and we wanted to put something in the middle there and when we were coming up with a spirit we knew we wanted to do variants at that time and like doing the base cargo one

  7. 00:04:54

    in a VIP one we're a shooting I was like what's an interesting third one and there were a few things that we could have gone with but with the Hercules A2 in the lineup I was like well let's let's put something in the middle of it kind of fits the brand and yeah I think like I say it's it's you know not all jobs need a sledgehammer so you know some of them need something a little bit more uh now that said you know we're having a little fun with the bombing Commerce with the bombing discourse but really though I mean I mean like most systems in Star Citizen bombing is not in its final stage like the bombing that's in the game right now this is not the final design this is not where it's going to end this is not oh yeah that's done and everything else is still a work in progress but bombing is done like there's there's still lots of of fine-tuning there's lots of other

  8. 00:05:42

    systems like armor penetration and the the component system and all kinds of stuff that are going to affect the effectiveness of bombs going forward right yeah uh all stats are subject to change so there's there's a lot of gameplay systems like the Centurion is or sort of existed as sort of a another counter specifically to bombers but a counter to threats coming in to attack Ground locations um and it sort of does okay its job in some aspects there's there's other things like the bombs themselves do actually have um minimum arm distances and minimum safe ranges before they're supposed to activate to prevent some of the problems

  9. 00:06:30

    that are out there and we were looking into it recently and found that technically is one of these very programming things though it does work however in reality it doesn't work the way you think it works like it has a there's a minimum safe radius for the bomb uh to arm which is something like 50 meters and that means if you've got a Hercules that's 49 meters off the ground you drop it hits the ground doesn't go off great the Hercules then flies two meters higher the bomb then goes so there's lots of lots of fun things like that that we're working through I know so again for for all for all this applies to every game system in Star Citizen today but uh just because we're talking

  10. 00:07:17

    about bombing here uh still a work in progress still being developed uh you should still absolutely continue to deliver your constructive feedback uh and stuff and obviously John crew the the vehicle experience and feature teams and content teams uh they're very keen to hear your feedback and as more systems go into the game and affect the the knock-ons that they have for each existing system are somewhat predictable and sometimes not predictable so it's important to continue providing your feedback uh because that's the only way uh we learn and we know and we can act so then the last Spirit was a uh was the executive the VIP stuff like this I I just want to touch on once one thing because VIP transport isn't really in the game at this point uh how does the

  11. 00:08:08

    mix master work let's get Tony on the phone and hey Tony how's the mix master let's talk about it uh but no uh I assume is there some is there something you can tell us about a VIP transport is is it is it on a road map somewhere is it coming is it it is there there is a design for it but it is not in like the purview of any of the teams that myself or Ben look after so I it wouldn't be correct of me to sort of okay tell those teams when it's coming besides the spirit we also introduced the straight to drivable uh the gray cat STV The Great Cat Steve yeah um I saw people I saw people trying to

  12. 00:08:57

    make the gray cat Pete or or work for the PTV yeah it's the UTV that starts to fall off yeah yeah just let Steve be Steve um how's the reaction been to this thing we happy with it so far are we happy with what people are out there doing yes the reaction was really really good for it um we you know it's a cute little ground vehicle there's not a lot not to like about it but I think it kind of ticks the utility needs it takes the racing needs and I think yes it's a good rounder and I think uh it seems to have gone down really well so very happy with it yeah and John we touched on this a little bit in the interstitials for citizen con but uh the ground speed changes and everything that came out around the same time it's like this uh we're gonna say there's a lot are these still in Flex is

  13. 00:09:45

    this the last round speed changes we're going to see here uh there's so there's there will be more um as I mentioned in the institutional switch I don't think they made the cut into the the YouTube uploads so unless you watch the full you have to watch the full show you have to watch the full show to try to try and not redo it again uh in full there is a new tire handling and vehicle handling model coming and we had redone the ground vehicles for that but because of the way time works and 318 didn't come out on the avocado before 317 3 came we had to very quickly at the last minute put an approximation of those speeds in the old model

  14. 00:10:33

    just to sort of get the ball running because if we had saved it that same change would have just happened very close after and everyone loves to think that we Nerf ground Vehicles immediately after they're released and that's not the case like we balance them based on how they're performing is it though I kind of sense in like a bit of a theme here because like that happened and then you know this spirit and there was there was a lot of confusion over the spirit that kind of took the heat off of you just like slowly yeah the things that just there's it wasn't honest uh yes sometimes things happen and we had a meeting about it and uh it was it was me and a lot of people inside the company being very angry pointing fingers at me for doing this like

  15. 00:11:22

    is this or it's the other way and they're both going to have some negative reaction so let's do it now rather than later as part of the ship segment there was also the John crew pick a ship challenge which changed this year uh there was just one ship a middle or it's like hot high-end storming words later tier mid tier and uh There Was the vote uh I haven't actually seen it do we know who won the vote uh our RSI one I think it was about 44 but why are you shaking your head Ben why are you shaking your head at RSI ships does Ben like cargo ships then like

  16. 00:12:13

    soccer ships yeah they're orange Ben like orange so so so I so now you've got to begin the process of Designing a a new mid to high mining vehicle in the RSI uh style where does this conversation start like all things it starts with a design brief and that's actually sat on my desk back in the office so when I'm finished here uh gonna give it my my sign off and then pass it around through the design leads and Chris to give it the final sign off and then that's where Ben yeah then it comes team will jump in uh this will be I guess or will be one of the ships that I'll be running from concept forward whereas up until now it's always been you know running the production after

  17. 00:13:00

    the concept process whereas you know the new ships at the moment are going to be from concept forward so um it'll be a nice learning curve make sure we uh learn from some of the issues we've we've had with making sure things are correctly documented from the start and we haven't had an RSI a ship and I think the last one was maybe the Apollo don't somebody's gonna be like that's not the Last Ship but it's Scorpius Scorpius okay but yeah for me I've I've not worked on I've only worked on the little RSI stuff none of the big stuff so it's going to be uh it's gonna be fun where do you where do you start uh like okay so so say he's got the brief done and now it comes to you where do you start like really early is we'll we'll just get uh you know the layout is what we need to work on First and and really that's the

  18. 00:13:48

    stuff that kind of like sets the foundation of um like how big the oval ship's going to be because a lot of the time you know the design guys will have their um their wish list of these are the things we want to fit in the ship but because of our game is the way it is that needs to physically fit in the ship and that kind of can dictate a lot of how big the ship's going to be and and you know how much space we want to assign to the different elements of it and then once we've kind of got the the floor plan down and the rough idea it then goes into the the art style looking at all of our kind of like library of RSI stuff looking at the bits that Lads of strats lots of yeah all the stuff that's nice sharp angles in it um but yeah just just you know and the thing with all of our stuff is uh there's a timeline to our game as well

  19. 00:14:39

    as our manufacturers so so you know it might be we've got to decide where it sits on the timeline of our site itself right and when its release date is thank you for bringing that because uh one of my big bugaboos the things that I'm gonna go to my camera one of one of the things that always gets me is that is this idea that manufacturers can only look a certain way I mean you if you you look at Ford over the course of 60 years and Ford has changed dramatically you look at the Ford Mustang not just the manufacturer but a specific model of a vehicle and it has gone through some dramatic changes over 60 years our ship manufacturers have been around for for 100 200 300 years so there's got to be some some some some some real division in in in in even within the manufacturers I mean is it possible I mean don't don't give

  20. 00:15:26

    me false hope here Ben but is it possible we might see an RSI that isn't so angular or isn't doesn't have the struts I think it still needs to have its core elements and yeah angles and struts RSI it's fine I think you you like Argo so much stuff into RSI yeah okay well we got the struts and the question areas yeah yeah it's good yeah I like it yeah Aegis is a great example of that because back when the project first started Aegis were I think a dead manufacturer um like the Gladys and Retaliator well the last of their lineup I think they'd lost that narrative people are going to be screaming at me now uh I think they'd lost all the recent uee military contracts to anvil

  21. 00:16:15

    so they'd essentially gone out of business or similar um but because this is a game and things can change when when Foundry 42 as it was back then I came on and we made those ships Chris loved them so much that we're like let's do some more major ships so the the brand came back from the dead and then you've got you've got old Aegis then you've got new edges like the eclipse and the saber yeah and then you see it in the real world manufacturers take cues from other manufacturers remember when that that new Mustang came out and then you saw Dodge or it was actually it was I think it was like maybe the Dodge Challenger first that new Challenger and then you started seeing all these cars all adopted very similar shape language you know even from other manufacturers not the way

  22. 00:17:01

    your reference points is like Mustangs and challenges whereas mine's like fiestas and escorts they're like skodas yeah well I was a Ford guy but he's got different forwards over here okay uh and then uh also it says again we talked about master modes yes and master modes are the big you know the big change to the to the flight experience that are being developed and tested in Squadron 42 now uh we had originally hoped to have a rich Tower here to talk about that stuff so we won't be touching too much on it we'll be sure we have them on the show uh soon to go in that but reactions to master modes have been uh have been pretty uh pretty across the Spectrum I would say I've seen a lot of people that are like that recognize that oh yeah this will do it this is exactly

  23. 00:17:49

    what it is and then as always with any big change there are people that are like no I don't I don't see how this will work you're just going to segment the game what uh we knew this was going to happen yes yeah with the change of this this scale uh we we knew like this reaction was gonna happen and um there was only so much we could put into that citizen con presentation I think the the guys did a great job of getting the basics out there but we couldn't cover everything so there was lots of questions about hey is my cargo ship just going to get ganked all the time now or what happens to racing and 100 ganked and we knew those questions would come up we just didn't have time to expand upon it in that piece so when Rich and the team

  24. 00:18:39

    get a chance to do it again like say It was supposed to be today but sickness and holidays fought against us uh we'll go over what the plans for those are because I want it's their pet project that they've been working on for a long time and it should really be them yeah gets to explain it in depth now that said uh uh we got a little bit more time with you before we let you go uh Ben I understand one of the questions that we get I feel like I'm in trouble well it's not necessarily just you okay it's for both of you one of the questions that we get uh pretty rarely regularly anytime we have the ship folks on is what can you tell me about the 600i rework uh it is is now my time it's it you know it's that 600i

  25. 00:19:28

    I guess let's just let's just be realistic about it it fell short it fell short of a lot of the expectations for for first for some people um a lot of empty space and stuff like this which happens during production I mean I'm sitting here I'm talking to you know Ben here and I'm saying this right now and he's just like you you know he's like mad documents like no I didn't welcome 600 it's fine but uh folks have been waiting to uh hear uh some stuff about this and do you think we can do that yeah well tell us where we're at right now where are we at in this process of this so I guess at the moment the you know we've done a kind of high level concept passed on it um like I say we've worked out the floor plans we've worked out where the the space was wasted

  26. 00:20:17

    um and yeah we've uh kind of massaged a a few more um a bit more functionality out of the the space that we had to play with um and yeah we've like I said we've done our floor plan it's done our concept pass um and it's kind of just waiting for its slot really yeah and and you know on the ship team we tend to plan you know Ships Take a reasonable amount of time to do and you know you do Little Ships they're a bit quicker you do big ships and they are a large investment at a time um and really yeah the 600 is a a 30 sizeable ship I know it is a rework and it is not an update yeah it's it's the the majority of the Interior is is uh changing from one way or another there's I think the captain's core is this thing the bridge and the Captain's

  27. 00:21:06

    Quarters underneath it ah yeah although #free jiren we're going to get to some of the images here right now before before we talk through everything you have images uh clear up but I do want to I do want to uh add before we get into it that uh the sixth number I also came around it was the first origin ship of that's of that size to be built and whatnot so when you're building a first ship of a new manufacturer at that scale there's a lot a lot of that time is spent creating entirely new assets and stuff like that so it's it's usually the second ship that comes around benefits a bit more like the 890 jump did and so like this so it's it's with anything the more ships we make the better we get at it yeah and I think I think yeah origin's got a really strong art style you know An Origin ship and I think if you ever get in An Origin ship and you don't know Northern ship we've just

  28. 00:21:53

    failed so I think you know the origin stuff is um instantly recognizable at least it should be so that's one of the kind of the luxuries of doing this manufacturer is the fact that the art style is like really kind of so what are we looking for right here what is this so this is the crew quarters this is like the the split deck um so uh basically you've got I mean I don't know how much do you want to talk about it uh we talk about a little bit you know it is it is worth noting that uh there will be a segment uh in a couple weeks during iae where we talk a little bit more about the 600i we're going to go through the layout and stuff like this we'll show more images and maybe even a little bit about the some other ships too but um you know we had these guys here and we thought we'd just do a teaser so we're

  29. 00:22:40

    gonna we're gonna we're gonna cover a couple images here and then we'll come back for the bigger look in a few weeks so you feel free to talk I'll talk about the overall layout without spoiling the future things just to say layout wise currently the 600i you the middle section is the module that change if you mentally think of the entire interior back half changing as the module now with the rework and the middle section is the shared crew quarters that's the best way to think about it in terms of where you're seeing these images like this this one here is the back of the touring module now so you see we've kept the big big glass window that's yeah we've tried to stay true to the exterior as much we possibly can there is going to be a few subtle changes it it shouldn't grow or Shrink or change in any form so it should be the 600 that

  30. 00:23:27

    everyone yeah you can do that face you can do it but it should be the the 600 everyone kind of loves already um but there is you know we need to improve the docking collar um the weapon inter integration yeah um the uh lifts are changing um there's Escape pods some extra windows yeah top so there is some exterior changes but the majority of it's it's going to stay as true to its current form as possibly can what is this this is the cargo left area of the Explorer this is a cargo left yeah this is the fanciest cargo left over everything origin yeah and just to make people extra happy that cargo lift fits a Nova on there now yeah if it's a Nova yep so it's like when we say there was a lot of wasted

  31. 00:24:15

    space inside the 600i there was a lot of space in there that we've claimed back with the modern way of thinking of doing layouts like there is there's actually three decks and the 600 I rework and the bottom one of the Explorer can hold that and this cargo room oh okay I just you know my first thought is that the Nova is a stylish clash with origin and maybe artemic we should be doing An Origin time origin of tank we're gonna go back to the images now before I get somebody in trouble so we got the car again yeah um you can kind of see in this there's actually a few interior lifts as well to allow you to kind of move cargo up through the

  32. 00:25:04

    ship yeah um because uh there's other areas of the ship that allow us to store cargo as well that the big cargo lift at I guess the middle of that picture only goes to the outside and then the one closer to you goes between the decks this is more a shot from angle yeah reverse angle of that one again this is all this is all Concepts none of none of this is in production yet yeah we we haven't started on the 600 production wise just to be completed look at the camera and say that hold on this camera we have not started on the 600i rework yet this is just concept just concept this was me wondering about An Origin tank that is that is not how things get made here people don't go to like Reddit literally a random idea that I had in my head right now and they don't listen to me for anything otherwise we'd have a

  33. 00:25:52

    whole lot we'd have that jalopy by now where's my jalopy where's my jalopy it's not going to happen see they don't listen to me so what is this room uh this is the Armory yep um so this is sort of top deck of the Explorer yes version yeah and there's again decent amount of size so each crew should have uh multiple suit Locker space multiple back and racks um it's you know it's World decked out for um big moon roof yes and then and then this looks like it's just alternative we can't decide on what color we want it gotcha there's the armory in both versions could one of these be like it's only in the Explorer gotcha what's what's the executive version is that an Explorer uh not decided and I can I can never remember which one because I mean I mean that could be the executive and that could be

  34. 00:26:39

    there again interior tinting just me wondering out loud yeah interior tinting isn't isn't it isn't doable there's as much as I hate it it's just something we can't do yet so it's one or the other at the moment okay that that does make a little sad face uh what else we got here uh what's this uh uh that looks like a cargo ramp or something yeah I think oh I think this is the upstairs isn't it this is the middle deck of the Explorer so this is the cargo ramp we talked about before this is there is a storage room for all your stuff yeah so basically you know you're not having to bring your cargo up and just leave it there and they're not going to fit anything else in you can bring that car up move it up to its storage and then you've got that ramp free for other activities Scotty Ford in the chat is saying can't tip I can't

  35. 00:27:29

    tint the interior Scotty for it you can't tint the interior you can still oh yeah in the 10 system for the exterior is still there it's just we can't paint the Interiors just the way we build our ships those two systems are not don't work together yeah so thank you for the concern Scotty Ford in case anybody was wondering if we're really live yes uh uh oh touring time whoa a bit of a style change that looks like uh remember that image of Goss that we used for like every citizen gun in Gamescom that we did for years like 2013 2014 2015. this reminds me of Goss uh when I was picking images for this one I gravitated to this one and then the more I looked at I preferred the other color ones we have because there's there's another guy that there's like there's like a um blue and orange one and some

  36. 00:28:19

    other colors but think of those light things as yeah an RGB a lot a lot of this as well is yeah I say this is concept this is this is kind of like uh kind of defining the the idea when we get into production there is still that okay are we happy with where we're at here you know is it does it actually kind of visually look how we want it so there is always that kind of um iteration on things like you know the the colors on the walls the lighting colors and you know what we really want to kind of like sell the mood as um so yeah we get to uh tend to pursue that stuff and then this is like a water wall yes right so it's a little triangular swimming pool uh water feature and off here you can just about see it in the back there a sauna

  37. 00:29:06

    and steam room so taking what we did for the 890 scale it down a little you make it sound so easy John brilliant uh and that's that's all we got for today so so yeah so uh that's a a brief look at the 600i uh concept rework uh we'll be looking uh more at it in a couple weeks during iae we'll we'll talk about the layout and you said it was three levels now yeah three levels now and stuff like that uh so expect to see more on ISC in a couple weeks um John Ben that's it that's all we got for you thank you so much for coming over hanging out being here on the first uh or we're calling internally 2.0 very

  38. 00:29:56

    nice do you like the Channel all right so uh we are going to take a a short break and uh play a message from some of our sponsors and when we come back uh we'll have members from our uh programming team on uh to discuss uh what it's like being a programmer and what the heck the difference between a programmer and an engineer is I I don't really know uh so stay tuned it's coming up next are you traveling the Stars exploring the Galaxy lonely lonely hungry work always remember though Big Ben is with you Big Ben he always has you back big Benny

  39. 00:30:44

    eat his food [Music] what a time to be a citizen dumpers Depots having a Galaxy wag fire sale forget about that Olympus principal health insurance when you can get this basilisk Rampart Shield Jenny for only 25 triple nine you'll feel soap safe you could go for a family vacation in the Pyro system and who needs jump points when you can get these Wake Tech XL1 Quantum drives for only 49 triple nine only a dumper's Depot hell these deals

  40. 00:31:35

    are so good the nine tails will stop block Caden stations and start some honest trading so get on over to your nearest dumper Depot before it's too late thank you hey Rick kelter we have one simple goal

  41. 00:32:33

    to bring you the items you need quickly and easily we've got everything you need food drinks toys for the little ones guns for the wife all inside one store keltoe just walk inside to begin your astronomical savings using the latest in Moby technology and machine learning we know exactly what you've picked up and have already charged you want something hot and ready to go how about hot dogs nachos or burritos we've even got the latest in Gemini ballistic weapons like the Gemini f55 lmg featuring an explosive rate of fire that tops over 1 000 rounds per minute it's the best light machine gun you can get in a convenience store looking for something a bit smaller for the kids we also carry the Gemini LH 86 pistol perfect for those small hands so come down to kelto today for quality products at low prices foreign so yeah

  42. 00:33:21

    um those were some of the community and org related commercials and recruitment videos that were created for last year's uh citizencon and uh we want to encourage you to do it again uh basically um we are as the new Star Citizen live uh begins to reformat and grow into the thing that we want it to become we're going to need little bits like that to stick in there while we do scene changes and set changes and stuff plus we just want to get back to involving as much of the community and Community content as we can this is our 10th year and while Star Citizen has grown by Leaps and Bounds in our manner of presentations and stuff there are some things that go back to the earliest days of like wingman's Hangar where we include we're included Community content in our

  43. 00:34:10

    programming and we want to get back to that so this is my invite to you to create to make org commercials advertisements or or short form videos about anything uh in the verse just a narratively driven anywhere from 45 seconds to let's say 90 seconds or maybe even two minutes depending you know you know don't overstay your welcome we want to try to you know bring as many people in as possible but yeah and submit them uh to the community Hub uh and then you know we'll be able to see them and other people will be able to vote on them and vote them up if you didn't know there's a brand new community Hub that you can access at the robertspace industries.com website but you put that stuff up there and who knows maybe it'll be uh

  44. 00:34:58

    showcased here in Star Citizen live each and every week now uh our second uh feature of the day uh is a bit about the life of a programmer and joining us on the show are three members from our Manchester office uh programmers what team are you on it's the EU eupu team uh uh introduce yourselves just we'll start you start right there who are you who are you um where do I look for this you look at me cool uh yeah I'm I'm Jacob I'm one of the programmers on aupu so I've been doing stuff like loot generation and I'm currently working on Salvage you've also worked on like the room system and harvestables yeah yeah I I'm one of the maintainers of those things as well so yeah how long have you been with the

  45. 00:35:46

    company now uh nearly two years now two years and you've already done harvestables the yeah room system harvestables loot Salvage yeah all right Yaro who are you what do you do well I'm Euro I'm a bit less than Jacob I've been doing laser trip mines I've been doing some of the mining Gadget work actually after getting my work done it before and now it's all Resource Network so life support and gravity all that fun stuff just fun stuff like life support and gravity yeah just some small uh fundamental systems that will change Life as we know it in the verse just like just quick quick tiny features okay uh and Guillermo who are you and what do you do hi well I'm Guillermo and I'm a gameplay programmer here and yeah I do a

  46. 00:36:37

    bunch of stuff mostly mining these days but I'm also the owner for the Resource Network feature and yes Yara said I also worked on stuff like the mining gadgets and harvestables and stuff like that because yeah Scoot a little bit to your right we we only we only got two chairs we only got two chairs and and we didn't want we didn't want to leave Guillermo out so we're on our first show we're already calling an audible here to see if we can't get a three person Hi Guillermo right there well we'll promise you'll get one of the comfy chairs uh next time so let's talk about the life of a programmer and and start with the simplest uh a thing what is a program what does a programmer do in video games like like uh imagine imagine you're at you're at like a picnic or something uh with your family

  47. 00:37:25

    your mom brings her best friend over and she's like she's like yo honey tell Aunt Peru what it is that you do like how do you explain what the heck a programmer does well um trying to explain it to your granny is always a bad idea because they're not going to be interested but uh yeah what we do is basically we turn the designers ideas into something that will actually work in the engine often what we do is we make the tools that then the level and content designers use to create the gameplay you want to add to that um yeah I guess like you know Thurston coming up comes up with idea he sends me a gdd I didn't look at it and then we

  48. 00:38:13

    kind of translate it into code and tasks and then do the tasks and you know just combining the code together you know and how about you gamma yeah well uh we'll add also that depending on the future a lot of the times we will also be doing a bit of the initial UI work or a bit of the initial design work because you know we need to actually test the features before we give them back uh so you end up doing a bit of everything honestly so so you you mentioned designers but it's also artists and everything it's everybody they come up with these ideas we want to do this or we want to do this and then it comes to programmers to actually be like all right we'll figure out a way to uh to do to do that is that of that right uh often our job is to crush the

  49. 00:39:01

    designers dreams because they want to do all this and we tell them no you can do don't need this we've literally got a director of design and a director of art sitting behind right here they're not mites so they can't talk back is there anything you want to tell them great job stop asking for crazy crap no I mean I think it's like it's more about adjusting what design is like together with code so that it kind of functions together so you don't end up making like a specific feature for one tiny thing if it can be a bit more generic and kind of suit more things so that we don't do repeat code all the time because obviously nobody wants to write a lot of code and then it just gets trashed because the new feature you know incorporates it uh I know that one of

  50. 00:39:49

    the big Topics in you know 318 right now is is persistent entity streaming PES and so there's this foundational change to everything in Star Citizen I know maybe it doesn't necessarily affect design a whole lot although it does is things will work differently and you know art there's you know Ben's over there like PE yes what it doesn't mean it didn't affect me at all but I imagine you guys are on the front lines like like this is the PS is what really is it's got to be wreaking havoc with with your stuff and yeah what's what's this like Am I Wrong am I right no you're absolutely right that a lot of the gameplay teams are now having to rethink their codes to to make it properly compatible with PS I mean a lot of it works but a lot of it needs just some tweaks some improvements uh so

  51. 00:40:38

    yeah one of the largest tasks on us at the moment is to reevaluate all of our existing systems and make sure that they're up to date with the latest tech I'm getting a message here literally says the guy with the curly blonde hair is a twin for UFC fighter paddy pimblet unfortunately I don't train your MMA yet no I might start I mean clearly yeah you gotta looks yeah so uh so with the work on on PS right right now I know you're doing uh are you doing a lot of work or may actually I made it mix that up you're doing a lot of work for a whole scraping yeah for whole scraping and is is is how's that going

  52. 00:41:26

    Are We There is it done are you just you're just coasting until 318 comes out definitely not uh we're you know if there's still stuff to do but we we're at a really good point at the moment it's mainly kind of putting the finishing touches on um and Bug focusing yeah uh and uh uh yo I know we talked about we talked about uh when I came by your desk the other day you were looking at um some old Resource Management prototypes that calyx had made back in the LA Studio you know years ago um uh why were you looking at old stuff from from from school it's cool it's just like the I feel like possibilities for like Resource Network and incorporating like different types of distractions were also like talking with

  53. 00:42:14

    Guillermo about that like there's a lot of gameplay opportunities and like I feel like that's also too hard to do what does programmer do we kind of also come up with ideas and then go to Thursday and like oh maybe we should try something new now when I when I was walking by our desk uh so this was this was a prototype so uh prototypes get made internally all the time the you know kalex what had made this one like a year and a half ago and it was a very it was a very robust it was it was it was uh to repair a vending machine is that what it was like a coal vending machine simulator basically with like lots of fires you could pick apart and then like some fuses whatever but yeah then you need to translate it into the game with like yeah networking and all that and that's

  54. 00:43:03

    obviously like way more work out all of that and his job was to basically make the most complex vending machine you know possible within the game you know with smaller sub components and everything just to see how far you can push a prototype uh but now what you're doing and I want to talk about this because this is this this this uh this happens to everything here it's you're now taking this prototype and you have to see what can work with every other game system that's in the thing because you know when you when you prototype you get to work alone independently you know in a world all by yourself you don't have to worry about what other systems you're stepping on and who other who else who others work you're ruining and stuff but now uh your job as programmers you have to now then bring this and integrate this uh into the world so is

  55. 00:43:53

    that always is that easy is that hard I know I know that it's it's not easy but uh how often do you have to like strip things out there like oh we'd love to do that but you can't do that because of this feature and you can't do that because of this other feature that we have and stuff like this what is this like and Guillermo yeah you're gonna you're gonna be able to talk a ton about this so what do you got so you see we have two things either the release is pretty close and you know we cannot really rewrite the game fundamentally to support all the things we would like to do or in this case a research Network it's actually the opposite we usually just go to one of the directors say hey this system is not really compatible with what we want to do and people say okay fine we write it and which is kind of liberating you know you're not really uh held down by you're using your own old code that usually comes to bite me

  56. 00:44:41

    in the ass a lot um but no actually you get a lot of freedom to you know sit back with everybody who is going to have to use this system and say okay what does everybody want out of it like for instance in this case the research network uh all the future search containers you know the fuel power and stuff like that use the same underlying logic as the cargo containers that we're getting with physical at cargo all right so unless if you know if the resource network has to move cargo for whatever reason Maybe refiner ships stuff like that in the future that's going to be the same system so good well that's why it's so important to build these things systemically so that you know so that each one feeds into the next one whenever possible uh and but that systemic nature is also where bugs are

  57. 00:45:31

    are bred is most of your time we talked about a lot of your time spent creating the things and making the things possible that design and art and ask for you but how much of your time is going around cleaning up after other people and like this worked two patches ago what did you do a fair bit we we do uh every single Sprint we have there's always a section of bugs to fix some of them are ones that we caused some of them aren't some of them are things that are just kind of a side effect of other things changing uh but yeah there's we spend plenty of our time bug fixing um we used to do we used to do a a a a broadcast uh with a gameplay programmer named Mark Gaben out of the LA office

  58. 00:46:18

    called Bug Smashers where where he would basically go through and showcase the process of making of making bugs the process of making bugs is easy that showcase the process of fixing bugs are there and it was there was always the challenge was always to find interesting bugs because most bugs are pretty inane and and tedious and it's like oh every third step has a frame stutter or something like this uh so we always struggled to find interesting bugs or unique bugs um we also used to do a broadcast called The Witch glitch uh shout out to Tyler Wicken by the way hi uh where uh we used to uh you know showcase our you know the most more creative or more interesting bugs uh there um if I ask you now what were some of

  59. 00:47:07

    the more interesting or or or creative or or maybe just absolute pain in the butt uh bugs that you've had to deal with in the past what would come to mind one definitely stands out recently we've had quite a amusing one with the room system um because uh we found that we were getting some room system crashes when people were doing stuff with the inventory and that doesn't make any sense they're completely unrelated um eventually after a lot of pain uh we we figured out that it was to do with helmets when you drag a helmet out of the inventory and it goes as like a preview on your head well a helmet has a room inside but it's not a real room when it's just the UI preview it's this you know that

  60. 00:47:57

    the Hologram UI helmet but the room inside the Hologram was still trying to talk to the real room system and going horribly wrong because of that so uh yeah we had ghost rooms from helmets there's a room inside the helmets sure why not the room is you know anything that contains atmosphere to bring from all of that so yeah what about you Guillermo yarrow you got anything uh I think we had some interesting ones when we added refueling that was another feature I worked on um mostly about the docking because you know up until then docking was something that happened between you know the stations which are static and have infinite mass for all purposes and a

  61. 00:48:45

    shape that is also not trying to move away but once refueling came in people were trying to Quantum trouble with ships were doing like uh catapulting safe you know you you extend the arm accelerator to cruise speed and you release the the fighter and go spinning stuff like that you know the code was supposed to handle that it was supposed to break it was supposed to uh Punisher players it didn't so we were getting some pretty funny situations where ships will start clipping back and forth inside the starfare um hopefully you guys have not seen that so much these days but it was pretty funny to the fact fair enough uh what do you got here I can't think of any like particular bug I can't even I I one of my favorite classic bugs was way back in like Arena Commander

  62. 00:49:34

    days I think this this predated the Pu uh ships like Hornets or what I would just uh explode randomly and and it's sometimes they would explode after two minutes of flight sometimes they'll explode after eight minutes of flight and it was so hard to to try to replicate it some people could fly forever and be fine and uh and it was it was on a hornet if I remember correctly I reserved the right to be wrong about this but pretty sure it was a horn and maybe junk group might remember this when I when I get to it but eventually what they determined was the old flight suit had a flashlight that hung yeah he's not not John Cruz not in the background right now the flight suit had a flashlight that hung on the bit of the hung on the belt and because of the physicalized nature of the thing when

  63. 00:50:23

    you were doing certain moves hitting certain G's the flashlight was being was binging the side of the ship for one point of damage one point of damage one point of damage until eventually the ship exploded and there was no predicting it there was no it was impossible to track because everybody flies different and pulls different moves and stuff like that so uh that was that was that was my first that was that was my Awakening to holy crap these things can come from anywhere even from a stupid flashlight I think I think we still have that one but for mining ships the mining got the the mining consumables that you can put on the heads tended to detach without in everything the speed to so if you are cruising through the yellow asteroid belt after mining a rock and suddenly one of your modifiers uh expires and tries to detach itself from the ship you

  64. 00:51:12

    would certainly have found a collision a thousand meters per second and yeah I'm really sorry for all the mining players are out there look directly into this camera right here there you go and apologize to the players sorry we need we need to add a zoom uh by the way for folks who have noticed things like you know a some soft focus issues and then we're still working out with a number of cameras and stuff like this I promise we will this is our first time uh filming a live show in in in in in in the spaceship with this crew and this set this isn't Khan was a different group stuff like this so uh bear with us while we work out the The Kinks and whatnot uh like hopefully just like our spaceships will get better the more and more we do about these so you guys also uh this week has been the this week and

  65. 00:52:01

    last week was it this week last week I know recently in the last week or a half uh We've started moving into the office the new the new Manchester office uh here at the goods yard has opened up uh you were some of the very first uh tenants uh to come in uh talk to me what's that experience been like it's been pretty great um for me I was working remote ever since I joined I hadn't been to the wilmslow office either so it's great to get in and finally actually meet everyone that's right because you were hired in during the pandemics yeah joined during the pandemic and I've been remote the whole time so yeah now I get to actually meet everyone and chat and see people who I've only seen in teams the three dimension freaks you out right because you get used to people being too

  66. 00:52:48

    deep and flat and there are people that have had hours of conversations with and I see them for the first time in 3D and I'm like I don't know who they are and they're like dude it's me William and I it I don't I just didn't expect your face to come out like this it's weird uh Yaro Gamo you enjoying your time in the new office what's your what's your favorite thing about the new office so far yeah I feel like it's way easier to kind of like have those small charts when you know I have a bag or something and like I wouldn't normally write a team's message because it's like you know it's whatever thing but like if kids are sitting right next to me it's easier to just be like yeah okay what do you think about that and I feel like it kind of speeds up stuff on some things no yeah you get a lot of that kind of collaboration I think now it's I mean it's really easy to go like like I'm

  67. 00:53:37

    gonna say I don't like meetings um maybe there's somebody in the audience who likes meetings um I'm sorry for them but on the other hand you know talking to people just go into them talking as long as they are not in the middle of something more important that works for solving a lot of the small issues we have you know figuring out the back uh understanding exactly what they mean in one of the messages that I found in the garage or on teams uh things like that I think being in person works better for me at least fair enough Guillermo I don't like meetings the shot right there just just screenshot that and zoom in and you can meme that underneath so uh gentlemen that's it that's that's our that that's that's your first uh

  68. 00:54:24

    Star Citizen live in person anyway we we've done the zoom ones uh uh what do you think you like it better in person than oh yeah very much it's uh it is a company chair Guillermo again I promise we'll get you in the country next time we'll make somebody else step behind uh so yeah let's go to this camera here uh thanks for watching everybody that's been Star Citizen live uh don't forget that the Halloween promotion uh there's a couple different Halloween promotions and contests and things going on uh right now you can you can you can jump into the universe and for your chance to loot a couple cool uh uh Halloween themed spooky helmets and stuff uh and then I think there's a number of social media things uh going online you can check out the robertspace industries.com website for details or the Star Citizen socials on Twitter uh Instagram and if I'm not mistaken

  69. 00:55:13

    there's even a tick tock now I haven't checked it out but I did get a message just the other day uh asking me about pitching me on an idea to participate with the Star Citizen tick tock and I think I like bad ideas just enough that I might actually do that uh so yeah so we'll see how that pans out uh uh Stars uh inside Star Citizen names uh returns uh next week we've got a a look at the planning stages for the new underground facilities that you saw revealed at citizengon they have moved directly into production and we're going to be talking to we're going to be talking uh to uh to John Griffis and he's going to take us through uh basically a look at how we plan out the

  70. 00:56:03

    scope of work for a new feature or a location it's a it's a it's a kind of development story we haven't told before and I'm excited to uh to to jump into that and then uh our own friend Sylvan from the engine team he's going to talk all about the Gen 12 improvements that are coming to Star Citizen with Alpha 318 and Beyond so that's uh Insight Star Citizen on Thursday of next week and then we'll be right back here uh who knows what what will happen we're still figuring this one out but rest assured we'll we'll see if we can't work out some of the the focus issues and anything so uh four uh for everybody here let's go to the big thing here for everybody here at Star Citizen uh thank you for watching and I'll see you next week everybody take care bye

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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