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Around the Verse: Episode 1.33 (2015.02.26)

26 February 201500:42:281,046 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:02

    [Music] hey everybody Welcome to episode 33 of around the verse I'm Sandy Gardner and I'm Ben Lesnik the Orion is now available yes uh which got a very positive reception our big mining ship designed by uh fantastic George Hall uh really gets across that kind of an alien Vibe with a big industrial Refinery ship uh and the mini game that turbulent have been working on goes live today yes had some issues with our mini game we wanted to get out last week but uh we'd rather ship a working mini game than a broken one so uh check it out later today and

  2. 00:00:51

    uh enjoy you can earn a badge and there may be some other uh surprises in there for you to discover and we'll have additional Orion Art tomorrow is that part of The Secret Surprise nope that is a separate Secret Surprise that is a no longer Secret Surprise not now that I mentioned it no I check out the site tomorrow um some of the feedback we had from the Orion immediately was about the uh placement of the cockpit so uh our coner artist actually saw that and said hey let me uh play with this a little bit he's going to have some new art for us to check out tomorrow so uh community and devs and outside contractors working together to create a better ship cool so get your Orion by Monday did you get one I have not gotten one um don't think I can convince my wife that uh I need to spend that much on the Star season ship again yeah I haven't gotten one either it's it's it's huge it is it's huge um

  3. 00:01:41

    it' probably be a pain to fly for somebody who's used to little racing ships but uh still haven't B you yet at the racing ships we'll get there yeah I know a couple more lessons I know I didn't get into yesterday's or Monday's play test so I couldn't either um which I guess is the next thing we should talk about yes thank you everyone who uh once again helped us stress test the server we heard from a number of people who were able to play with uh some Rua guys uh and other folks in Austin uh we were not able to get in we know other people weren't uh you know that's frustrating but it really does help us uh figure out what's wrong with matchmaking uh so we are getting there we'll do another one of these in the near future uh we're going to let QA decide when's a good time so we will update you we actually had quite a lot more people on the second play test which was a good thing for stress testing a deep dive of about

  4. 00:02:30

    mining is also up y that was put together by uh Tony zurc in Austin he's kind of our lead for the whole persistent Universe push um you have to check it out it goes into an incredible amount of detail about how we're doing mining differently um we try to approach all of our systems in Star SE and with how can we do this differently than the standard so if you're not just going to fly up to an asteroid and wait for a status bar to let you know there's minerals for you there's a whole immersive gameplay there check it out the weekend was quite the weekend because we also had jump Point launch for subscribers it was a late night for some folks here in the office but uh we're really proud of the amount of content we put out um yes jump points available um if you're a development subscriber uh this is a good issue it's about uh the AR Corp uh Planet I wrote some of the fiction for that it uh turned out pretty well I think pick it

  5. 00:03:17

    up if you're a subscriber uh if not consider subscribing cuz it makes stuff like this possible pxs East and South by Southwest tickets are still available currently the hashel The Herald campaign is halfway to its Mark and it's released a 50% decrypted photo well I'm not going to lie I know what the decrypted photo is and it's when you're going to want to see so um keep uh keep hashtagging keep decrypting and as Chris mentioned in his letter PAX East will be your first chance to get your actual hands-on experience with the firstperson shooter module uh we're going to have demo stations up for you to play the game uh and since we let citizens play before anybody else this will be first chance for anyone to try it quite excited about that I'm going to have shot myself I can't wait to hear how it's going to go cuz I He also mentioned they're going to be showing the battle sphere level um

  6. 00:04:06

    and it doesn't play like any FPS you've tried before so I'm big Doom fan so we hit $73 million in crowdfunding Chris published the letter is that the letter you just talking about yes um although we're no longer doing letters for uh Financial Milestones it just happened to come around the same time um Chris is going to do letters just kind of to uh inform you let you know what he's thinking what's going on with star Cen uh and it's a good summary of what he's been up to lately if you want to check that out I will also mention that one of the other things announced in the letter happened this week which is a Star Citizen Community show one of the things we uh kind of moved away from as we switched to ATV in format was uh fan videos we we didn't have a place for you know lante and kin Shadow and all that uh we are now doing a monthly segment uh by disco Lando who you guys may remember

  7. 00:04:54

    from the M's hanger days he's could together sort of a Talk Soup of star SI and fan content uh it's available first episode is available now and check it out did we get um 100 years is it 100 years yes that's in there 100 years video is in there which is fantastic Chris Chris mentioned that in his letter too as you may or may not know we've also been running a poll for the box art for the final fourth box you have 24 hours to make your vote count right now the Bengal carrier is streaking ahead but if you think of another ship that you would like then get in there and vote who did you vote for I uh I would I I say who our ships have personalities I want to Retaliator that's my favorite so far if you have a favorite uh rally other backers get in there try to beat the Bengal you have 24 hours all right it's time for news from around the verse

  8. 00:05:43

    let's throw it out to the Spectrum hi I'm Daren and I'm Travis and we are the production team at Cloud Imperium games in Santa Monica here with a few updates uh the first thing we're starting off with is the rental equipment credits RAC or otherwise known as wreck KX is spearheading development of that so we've got it hooked up in the game side and we are now just doing some internal tweaks uh making sure everything is functioning as correctly as possible getting ready for it to launch with 1.1 yeah the other important thing to note on that is that it the actual implementation on the game is relative

  9. 00:06:31

    uh you know straightforward but it's got a lot of work on the server back end and the communication with platform AK our website so that those teams have been really killing it to get that done and it's in capable good hands with with KX at the helm uh the other one was we got our our big ship coming up called the whole series mhm yeah so the whole series is going to be our big uh well it's a whole line right but it's going to be the freighter of the Stars so you have everything from a super tanker size down more to a I don't know like personal transport almost yeah a little bit bigger than Aurora but not not like super tanker so it's kind of the whole a through e and it's actually shipping up to shaping shipping up shaping up to be a very cool shipping ship uh and we're looking forward to sharing more of that with you later on but uh it should be it should be a great great for cargo and

  10. 00:07:19

    the other piece of this is the the game modes that we've talked about in the past though being cargo Olympics and even the cargo system itself as part of this ship are getting some uh some more detailed design reviews and iteration so that's been done by KX too right that's correct that's like the KX news report yeah it is so I guess another important thing is we've been partnering very closely with the UK on the new damage Tech uh being the new damage Shader as well as the Gladius and the Retaliator uh both of these ships will Mak make use of the new damage system the Retaliator is going to be hanger ready for 1.1.0 and the Gladius is going to be flight ready and we'll Premier the new damage system which we think is super cool um and we really hope you guys enjoy it so it's been a lot of collaborative work a host of the original heavy lifting was

  11. 00:08:06

    done in the UK uh the tech side implementation has just kind of come along now at the uh at the end in the LA office and then we have a new buzzword squibs it's been yeah been using that around the office a lot that's true no the new squibs actually is pretty cool so it's like basically when you when you shoot the surface of the ship they have little embedded areas that can explode based off the radius of the the the bullet so it's like modeling as though you had a fuel line actually running through the wing and you can kind of put a little squib line where the fuel line would be and when it gets shot it Jets Out fuel I mean give each one of those particle effects as well mhm so should be cool so I think that's all we've got from Santa Monica yep no that's it so thank you for tuning in thank you for joining us uh look forward to seeing you guys next week hello there I'm Gordon mlan I'm a

  12. 00:09:02

    gameplay programmer at Foundry 42 in the UK H I started here about 3 weeko just over the weeks ago and I moved to whso from dunde way up in Scotland uh like I said I'm a gameplay programmer and and one of my first tasks has been to look at the doors in the game so um we've got a big massive design document for the doors and one done by one of our designers here called Simon Vickers um and it sort of covers everything you can imagine and sort of from security prives to lock down functionality to what happens when there's something in the way of the door it's sort of everything you can ever everything will ever need for a door um so sort of the core of the code base is built around this automatic door um very simple unit you walk up to it it check you've got the right security pries or whatever and opens if you do stays closed if not H very simple like you'll find in any

  13. 00:09:51

    Supermarket um sort of above that we've got a security network entity now um that lets you control sort of different player security levels so you can have a h sort of the owner of a ship say or the captain or whatever the could have like access to everything sort of they'll be able to walk everywhere they want to go on the ship from the bridge to engineering to everywhere and then you'll go to your standard crewman he'll be able to go pretty much everywhere bar maybe like they won't be able to get to the bridge or they won't be able to go into the engineering base they don't have the right access rights and and then sort of right down to the very bottom level where you've got visitors which will be stuck to the uh public only path or hostiles who will not be able to work any doors basically um part of the featur of the security network one of the cool things is a a lockdown function like I mentioned earlier so for instance when

  14. 00:10:40

    you've got a hle breach or a fire somewhere in your ship or station um or some security override for instance and you can hit the lock down button or it'll automatically trigger and and all the doors will force themselves closed and locking everyone out um again that brings up the point as well of course normally doors won't close in a player but um during the lockdown will shot no matter what's in the way so if you're standing in the way you will get pushed out of the way and and possibly damaged if that gets added into the design um yeah and and then of course when lock down we've also got this very cool manual override unit that's going to be added into the doors um so this is a feature sort of a emergency open as opposed to an emergency close where the player will be able to get access to this um I think the current designs for some sort of lever and where they'll

  15. 00:11:27

    sort of grab it and then you Bank it down to manually power the door however many times and and then activate it and the door will open and allow them through um so yeah so uh yeah doors um sort of very cool design stuff over there already cool stuff going in um lots of neat things planned um we're still wait I'm still waiting for assets and animation for like override unit and sort of bits and pieces but really looking forward to seeing how it all comes together and how it all hooks up and uh yeah it should be quite cool uh so thank you yeah that's all for me hey guys it's Phil here from The Sound team over at Foundry 42 uh I just thought I'd check in to uh give you a heads up about what I've been working on uh recently I've been working on the audio for the uh the Prototype of the mobiglass uh which has been loads and loads of fun and hopefully you might be

  16. 00:12:15

    able to get your hands on on it soon um so just want to talk about the processes of how we go about designing audio for a feature such as that uh so we started off looking at some going to some research so looking at all the RSI documentation that's there um seeing how the feature will function in game like who it's made by and how it's actually physically made it its components um then I combine that with what we currently have regards to UI systems so like looking at phones and tablets and seeing how we can take that and try to futurize it uh and obviously looking at Pop Culture references you know all all the greats are out there that have great UI systems and film and game and stuff like that so regards to Mobile Glass specifically uh what we wanted to do is create like a brand ident like an identity so when you open up the Mobi

  17. 00:13:03

    glass which is made by Microtech you kind of know it's it's come from that company so know you know as soon as you hear the sound you see it you know exactly where it's come from now the trouble with that is we need to create a audio that is appropriate for every kind of situation that you're going to be in um so we don't want something that's overly aggressive when you're just perusing shopping around uh and we don't want something that's overly flowery when you're in the middle of combat you know it's like cover me explosion Mig glass you know you got to try and keep it appropriate so hopefully we're going to try and meet that in the middle but I'm sure you you'll give us some amazing feedback uh what you like and what you don't like um so one of the first things we do uh once we've done all the research uh is we kind of try and develop like a sound pallet uh we start

  18. 00:13:52

    bringing into like sounds that we think we can startop manipulating that appropriate and stuff like that think about some synthesis we can do um and the the big one that we brought in was some glass samples know we looked at some water some birds some insects some uh typical UI sounds you normally like you pull inspiration from but seeing his glass was actually in the name mobiglass we thought it'd be great to try and utilize that as much as we could um so we pulled in samples and tried to manipulate it as as much as we can creating something that uh had a glassy feel but it didn't we didn't want it sound overly glassy um so what we do we try and create a library uh which would cover all of the functionality of the Mobi glass so say for instance the home screen opening up um the side windows

  19. 00:14:41

    you know you're you're going back between navigating between different menus your mouse clicker rolling over things all sorts and once we've got a solid set of audio assets together um what I do is open up to the rest of audio team and just for their reviews and suggestions uh so we can do iteration ation upon iteration upon iteration till we get to a point where we're all happy with the first pass and um it's a product that we're we're happy with that supports the amazing visuals of of the mobiglass but really I think the the the main judge on how well we've done is you guys because we we're on the forums every day we're picking and looking at all these suggestions that are coming in and we really do take them on board so hopefully we'll be able to give you the audio that you deserve create like the

  20. 00:15:29

    most uh immersive experience that you uh you deserve really uh so if there isn't anything you don't like or things you do like please post on the fors because we do check it on a daily basis and it's something we really do take on board so yeah that's everything from me uh so a great thanks from theodo Team for uh checking in and we'll catch you soon hey guys um K good the creative director at El phonic I'm Rodney H the lead designer at El phonic uh this week we're you know marching towards packs got a lot of things coming and we just wanted to give you a little update um there's been a lot of stuff going on um there's going to be even more upcoming soon but I just touch on some things you know a lot of fans have been asking for his controller support um we definitely

  21. 00:16:18

    been working to make sure the FPS can be played with the controller but just you know a little warning it's not going to be as good as a mouse I don't I just don't think it's possible especially with some of the mechanics are being so precis based but they're all really good players are going to be able to really um utilize the controller to its fullest so um we're looking forward to seeing how people make best use of that so yeah and also we've been spending a lot of time on uh getting the sniper rifle into the game so it's an energy based weapon um in the future there'll be a lot of opportunities for attachments um but yeah so that should be going in you probably won't see it during packs but um shortly after packs probably see a lot more for that and uh you know just continuing to bug fix for packs and you know ready to show you guys what we've been working on yep I guess that's it uh

  22. 00:17:07

    we're excited for uh next week give you a little bit of more of an update hey guys I'm Jake Ross associate producer for the Pu here in Austin and here me with me this week I have Ken fof concept artist and uh we're here this week to give you a brief update about we're doing here in Austin uh one of the things that we're working on is uh helping bring the FPS characters up to speed uh for the FPS release coming up pretty soon helping bring those up uh in quality a little bit um with the help of David Jennison our lead character artist here in Austin uh we are also doing um uh look development and concept work on the character clothing sets as I've mentioned uh previously uh specifically

  23. 00:17:56

    on the the white collar uh set for the Terra um location and uh Megan chiver in-house concept artist is working um in tandem with Rob McKinnon the excellent Rob McKinnon to help uh bring those those clothing sets to life uh so uh I'm going to pass it over to Ken who's going to talk a little bit about the cool uh mining gameplay uh Concepts that you recently saw on the mining post for um you know when the Orion sale went out uh Chris Olivia helped with that a little bit he he did um he did a cool mining kind of third person POV shot uh but I will let Ken talk a little bit about he what he contributed go ahead Ken yeah so um uh I worked um closely with Tony uh you know coming up with some like early concepts for what the UI like HUD could look like for the players

  24. 00:18:44

    um so obviously that's that's you know subject to change but what we wanted to really communicate is uh is that you know the the idea that that there's definitely a uh an idea of like skill surrounded by this so there was the challenge of finding a way to to make these these like technical readouts read pretty easily from a glance because you need to be able to understand them and know what exactly they're telling you quickly because you'll you know you're going to want to be as focused on what's actually happening in front of you as much as possible but at the same time in in a way that uh you know you you you also need to be able to balance all these readouts because you know like Tony had mentioned on uh the uh the

  25. 00:19:33

    write up for you know all the gameplay and stuff like that is that there is uh definitely a uh very large importance placed on Challenge and skill it's not something that you can just kind of click a button and then boom you've mined a bunch of materials so uh that was that was one of the main challenges with coming up with uh those those kind of UI Concepts awesome thanks Ken appreciate it uh yeah that's it for from here in Austin uh we'll see you guys next time see you later bye thank you guys uh doing some impressive work around the world always busy and we hope we've improved the sound for you just a little bit this week and improving it again next week now it's over to mark for the return of bug Smashers hey everyone welcome to another episode of bug Smashers um you know I

  26. 00:20:21

    just got back from the Academy Awards had a great time but this year I just did not win it hopefully I'll get it next year because I know the best programmer I'm gonna win I'm win bug bashes hey everyone we are in a fancy Dancy test map and I'm going to hop right in and show you today's bug so here we have the Avenger and this is its little back door cargo when you you use the use key on it it'll open up so what we want to do is once you sit down have this automatically fold up so in the XML we said hey when you sit down we're

  27. 00:21:14

    going to run this animation to close the door cool beans let's see what happens go sit down in the seat and then get out of the seat real quick speed up the time 100 seconds W then we'll exit 100 seconds so I just basically fast forwarded myself and let's go oh to the back of the ship so as you can see the animation played and it actually closed the cargo cool except for one flaw when I try to open it up as you can see it shows the use key so when I hit it nothing happens and now I use key goes away leaving the door forever and ever closed no so what's happening little

  28. 00:22:02

    thingamajigger here uh the cargo door it has an animation State and if we go up to here the switch has a button State now the button State and animation state are two separate things now the button state will handle animation States but this still thinks that the the button is open so when you sit down we're changing the animation state to close but the button still thinks that we're open so when you hit it it's trying to play the close animation but the close animation is done so it the button gets confused if we hop right into the button code we can see right here it will actually when you hit the button it will trigger the animation to go hey go to this close

  29. 00:22:51

    State because we're it thinks we're open so we're going to it will actually wait until the animation is done and then it will continue on in updated State however what happens is this gets triggered it'll trigger this function again it'll go in here and say that the wait for animation has aborted and basically prevents you from ever hitting the button again because it's thinking it's trying to close the door even though it has finished closing the door so the fix is actually a real quick thing to say hey we are in a wait for animation so after or if this animation is done or Trigger or has finished already because we folded it up it

  30. 00:23:42

    won't allow us to open the door back up again so so I'm going put that bad boy right up on the top build all the things all right we're going to pop back down down in our level open up the cargo bay door goes down and then back fast forwarding because all we want is the door to close after we sit down all right so let's leave that little intermediary area so now cargo bay is closed so if I hit my

  31. 00:24:33

    use key it should open up yay it opens so I can leave so if I close it again hurah so now in the fun Avenger when you sit down the cargo bay will close and you could reopen it and leave the ship yay now well unfortunately there is still a bug because while it does update the animation State the button state is still set to open so you have to hit the use twice um this will actually get solved when we switch over um all this logic from our xmls into our ghost system but in the meantime you just have to press

  32. 00:25:21

    the use key twice uh we have a known jff ticket for it so we know it's a bug but at least now you can could actually open up the the cargo bay door so there you have it cargo as you can see we had a little problem with the Avenger door um didn't want to close but we took care of that and I just wanted to say hey fans out there just want to say thank you from the bottom of my heart you know I didn't win this time for the getting the Oscar but there's always next year I want to thank KX for being an awesome you know being there whenever we need an XML setup I want to thank John pitet for being there by the way he's here which is awesome for you know setting up all those physical things anytime you need physics happening like a carrot getting

  33. 00:26:09

    thrown across the room he's there to make sure it works I want to thank forest in the back for setting up all the awesome VFX so when stuff explodes you have pretty particles I want to thank the cameraman behind you you can't see him but there's actually three of them one toing a Boomstick one holding a I don't know what that is some kind of device but thank you I want to Jank that guy talking in the background don't know who he is but he's given so much support I want to thank myself for doing awesome cuz well you know I'm awesome I want to thank um Aaron Robert for being Chris's brother CU without him we would have two CHR thanks Mark let's see what we Will's

  34. 00:26:58

    up to for this week's MVP hey everybody I'm assistant Community manager will here to bring you this week's MVP this week's MVP goes to year 100 who you may know created the original imagine trailer he's back with the collaboration of other Star Citizen members with a new trailer called the fighter pilot check it out my name is Bri Rowan and I'm a naval fighter pilot for the United Earth Empire when I was a child I looked up to

  35. 00:27:47

    the skies and wished I could touch the Stars themselves since then the uee has funded my training my education and the career of my dream I've seen amazing sites been to incredible places developed life skills become a leader all while defending the Empire I love I get to come home to the arms of my wife and the smiles of my children knowing that I am protecting their happiness and freedom I couldn't ask for anything more fulfilling than that my name is Bri Rowan and I'm a fighter

  36. 00:28:45

    pilot we'd like to highlight another organization this week Valor Aerospace has been around for quite a while and they're dedicated at Carl Sean following his footsteps they focus on exploring and Engineering they also have a strong roleplay mentality and require that their members are 18 years or older so if you're looking for a new organization be sure to check them out and before we go I'd like to throw out a personal shout out to disco Lando for his new show wonderful world of Star Citizen in it he comes up with no new ideas and basically steals all the fan spotlights that we've done beforehand so thank you very much disco and to everybody else you're this week's MVP thanks will one of the most important things the team here and around the world is working on is balancing the arena Commander experience um I think you'll see in the forums it's

  37. 00:29:33

    it's a constant battle between the mouses to powerful the joystick is too powerful The Hornet is too powerful and so on so we are starting a new segment where we talk to some of the divs who are working on that balance to uh hear about some of the challenges they face Let's uh go over to it now hi guys I'm Matt Sherman I'm one of the technical designers here at cig Los Angeles and I'm here to talk to you today about some of our 103 weapons changes for some of the Ballista weapons uh the two biggest changes that went through were an update to the Sledge 2 Mass driver as well as the tiger Street cannon on the Avenger and so what we did to the Sledge is we decided to give it its own different ammo type it now uses a 60 mm rail shot and what that means is it's going to be a faster moving projectile it's going to do more damage on each

  38. 00:30:21

    shot and hopefully give the Sledge to a bit more punch that it it sort of felt it was lacking while not inflating the ammo box on the gun anymore the other big change that we did was to the tiger streak and that was to really get the Avenger feeling more in line with what it should be uh we've changed up the ammo type on it to a 25 mm round which is giving it a bit higher base damage and then we've also changed up the ammo box on it so now it's got 1,600 rounds total uh when you've loaded up into the game one of the biggest things that motivated us for this was especially on the 325A when the Sledge 2 being its main nose gun feels weak and underpowered uh or too hard to use it it kept people from wanting to actually fly

  39. 00:31:09

    the 325 or really get to know the 300 series and very similar to the Avenger where uh the tiger streak used to be a bit too weak for its own good and when that's the signature gun on the Avenger it really makes it not feel like it's living up to expectations and so we wanted to just just bring things more in line with uh what the guns should be to make sure the ships feel right as we move into 1.1 we're still continuing on with a lot more balance changes uh for all of our weapons including the ballistic weapons so we've got a lot of great updates uh set for you and we're going to do another balance update once 1. one's out to give you more information on those changes again I'm Matt Sherman technical designer here at cig Los Angeles and thanks for watching

  40. 00:31:57

    now last week I had a chance to sit down with the uh team that came up with the Orion uh balanced the stats set out all the reference to the art team and so on we talked about the process let's check that piece out hey everybody uh welcome to where the magic happens the uh loan conference room at cig Santa Monica um I am joined here with the team that uh designs your spaceships let's uh go around and introduce everybody so I'm Dan Tracy lead technical designer here at Cloud Imperium games Lance Paulo art director and Travis day producer now we uh we typically get together for one of a kickoff meeting uh like this configuration pretty much the same group of people um tell us about how that works well yeah I think the first step right is that you identify a design need in the game right so a role that you want a role that needs filling

  41. 00:32:46

    from a ship uh and so from there we kind of backtrack and then sit down in this room with these people and discuss what that ship might look like what behaviors that ship will have what the design for the mechanics behind that ship bar how many people we want to fulfill that role um and that's kind of really more I guess on the design side is where that starts usually we when we start looking at sectioning off what a new ship design is going to be about we look at what's currently in the game already and how we're going to be uh looking at other ships that need to fulfill a particular vacuum for any of the future mechanics that we're also going to be doing such as mining so with the Orion the biggest thing that we wanted to tackle was how does mining kind of work across the game

  42. 00:33:35

    and what is that end goal going to look like so we looked at P's particular setup of what they needed to accomplish for their particular cargo management and how they're going to be uh taking on bigger asteroids that are at Jump points that are long long ranges away and we needed to come up with a larger ship in order to fulfill that role so we wanted to actually tackle how are we going to take on large asteroids so we're thinking okay we want to do something that's uh that's already relevant within our our kind of U mechanics that we already have which is shooting and and blowing apart these larger asteroids so we said hey we need a ship that can actually handle this particular large

  43. 00:34:23

    beam and then be able to gather up all the smaller bits and then also refine them and then this is also where like art comes in to help us kind of visualize how all this is going to actually work together on how we're actually going to be pulling in these uh these asteroids and and how how does this actually concept out RSI uh Orion needed to fulfill uh several different needs uh it needed to fulfill uh a mining need it needed to fulfill some interior component where uh once you've uh brought stuff into the ship that there's a station where uh those components are broken down and process we want there to be enough of a of a level feel uh to the ship so that uh the player characters can wander

  44. 00:35:10

    around and see parts of the components uh as the as the asteroid is you know broken down and shoveled through uh the process so uh the the you know the form follows function design comes up with the set of requirements and we build around that and then uh stamp in uh the the various uh visual language that we want to get across uh for money and the visual designs that like we've talked about numerous uh conversations that we've had is what is the interior going to look like with this thing is this going to have like graded uh sections of it so you can just see this like big slurry that's going through it and then what are PE how are you going to actually walk around it so you can see all the Ora being refined and processed through that and you have some great

  45. 00:35:59

    great reference pictures that that we're actually uh turning through and to really wrap our minds around how this interior is going to look and then how how does this thing actually progress through the the the length of the ship and then be deposited into the kind of sections off for where the cargo is going to be and those those were fantastic right so that that was exactly what why I and this this is basically where where you came in was uh how does this interior work and we were like oh shoot we didn't think of that but that was that was a really good catch cuz that that helped us visualize the whole procedure of like here comes the Orion comes up breaks apart an asteroid and then you have the individual tractor beams going in and churning out uh these smaller sections to uh cutting them down

  46. 00:36:49

    to the more smaller pieces that it's like hey this is a smaller section of gold now I can actually pull it into the front part of the ship and then turn through that whole thing and then from there we weren't too concerned about it but as soon as you were mentioning that it was like oh yeah we got to deposit these into the cargo hole so that was fantastic the approach that we've been taking so far uh with the exterior uh is what's the visual Motif how does it fit the the design requirements and then we started looking at the interior uh of the ship and what happens on the inside of the ship and if the ship is a level the player needs something to see something to be engaged with uh so we actually started doing a lot of uh digs on which is a fancy way of saying reference what like what do we want of

  47. 00:37:40

    uh the visuals and uh the things that came out of it were you know caterpillar Earth movers like something really just over the toop giant uh we wanted uh it to feel like a Refinery on the inside so you know uh to translate a lot of that that heat and being able to see this kind of dirty mechanical stuff uh but also the player needs uh the the ability to to to kind of watch that entire process all the way through so if you think about a car wash um exctly you know you're able to kind of like watch and walk along as your car goes through the you know that's like my favorite thing to do at a car wash right or or or sit inside you know um if we can find a way to everything like on a conveyor belt where it's just like going to one particular area and then getting refined and then maybe washed down and then this

  48. 00:38:28

    transformed and compacted so that it can actually be like maybe cufi and put into the into the square cargo holds for every one of these particular sections so that's exactly right a bunch of little walles there so you heard it here for a stars is in all the fun of a car wash well thank you guys uh let's let's tease everybody what's the next ship we're going to sit down and have a meeting like this about the whole series yeah wait think we already did the whole series what's we got the Starliner we got the Starliner the Starliner the Starliner we have the aspar prowler we have Endeavor the Endeavor we have The Crucible which is we have the Reliant we have the Reliant which is actually that's the that's the meeting we're missing right now actually happen a half hour well there you go so we got tons to

  49. 00:39:18

    choose for yes so check out the uh the new mining ship at the site learn about how mining works and if you're interested pledge for one and Star Citizen thank you very much thank you very much big shout out to turbulent for the mining mini game well done thank you very much ben you're welcome anything I can do it's very deep voice art sneak peek check it out what you just saw there were the uh

  50. 00:40:12

    first concept art we've gotten from Foundry 42 of the modular cutless I think somebody leaked a couple of those in her Facebook earlier in the week did I but uh that's uh some of the work we're doing for making the Interiors of the cutless modular and speaking of the cutless it is is available as a flyfree ship this week if you'd like to try out the cutless black um starting tomorrow you may do so it says the cutless blue well we're also going to be offering the cutless blue limited ship again for the weekend for anyone who's interested in picking that up the cutless blue and the cutless red are not in the uh actual Arena Commander yet but if you pick up one you'll be able to fly a black and the tarantula gun will finally be available for purchase people have been asking about this one since it premiered in the PT about 2 weeks ago so we are adding it to the store roster and uh it

  51. 00:41:02

    should go nicely with the cutless which can uh handle this gun the team is hunkering down for the push to Arena Commander 1.1 so please send them some happy thoughts yes it's going to be a busy couple of weeks here uh and at our studios around the world uh kind of putting it all together for the 1.1 release which is on the horizon we can't say when just yet but it it's our next big arena Commander release and there's a push to get it done so got some tired programmers and QA folks right now thanks everybody for watching and to subscribers for making this show possible we will see you next week on around the verse coming up on the Empire report should ships go faster find out why speed demons are risking their lives to push the limits and set the new alltime

  52. 00:41:50

    record could your flight suit be killing you a news study shows the startling connection between pressurized clothing and ghost limb Sy syndrome the imperator's new hairstyle ahead of its time or a cut too far style expert NCO hobbins weighs in all that and more on the next Empire report at 2200 SE what is it

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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