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Around the Verse

Star Citizen: Around the Verse - Carrack News, ArcCorp Views | 3.4 Ep. 4

31 January 201900:13:46345 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:03

    cyclone the original cyclone for new ways to answer the call of cyclone start with the cyclone RC molded promotion this one is fast as hell now here's the new cyclone RN with better scanners for your scouting needs what's that you say beat up I can't hear you haha you want a machine gun then choose the cyclone TR and the new cyclone AAA with new features like this really huge gun you can take down ships take down anything you want to it's huge answer the call of cyclone the original and still the darn-tootin best vehicle of its kind you're ahead in a tumbrel all the way hello and welcome to another episode of around the verse I'm air kinase and I'm Josh Sherman paging mr.

  2. 00:00:52

    Herman mr. Herman nice today we check in with a VFX team on thruster effects get the scoop on some new weapons coming in alpha 3.5 Jarrod returns I don't know if I'm ready for that and we get a lot closer to our Corp with a look at environment tile sets I love environments okay and I love tile sets last week the Samba corporation got together for king of the ground a PvP event that pitted donors against Marines in a battle to seize control of an outpost I really enjoyed seeing all the different armors and actions and events like these you would I last weekend we invited our community to take the cladius Valiant for a test flight and show our best formations in celebration of Australia Day as usual

  3. 00:01:41

    we had a ton of great submissions head to spectrum to check out the winners I never cease to be impressed by our community there's some really cool shots absolutely now back at citizencon we introduced our upcoming new flight model and over the past few episodes we've been exploring how the different aspects are being developed and that includes VFX work now let's go to Jacob Beckley for more on that with the new FCS system you're going to be able to have your thrusters damaged on your spaceship this is really going to affect how combat works and the way your ship flies however there needs to be a visual representation of this for the players they need to have to see how damage both their opponent spaceship is and their own we're currently in the research and development stage trying to achieve a visual goal that we want to get across all spaceships so that there is the same band of quality across the board this space is really fun they get to kind of

  4. 00:02:29

    just throw stuff and see what sticks I can just you know throw those a fire in there loads of smoke Sparks and kind of get to be excessive I don't have to worry about optimizing anything or kind of making it work too much I can kind of go this is what we want this looks awesome how can we make that work and make it work well within the visual effects is going to be a lot of Sparks and dust from fire plasma anything it kind of looks chaotic and it's got to look really obvious we want it to really put in like big plumes of fire coming out big like explosions of smoke coming out maybe once you thruster gets like absolutely destroyed we're gonna have big sort of whirling fire when maybe coming out the back if we can the way I go about creating these is using our

  5. 00:03:17

    particle editor as I would for spaceship thrusters however I need to go inside dataforge we've got new things with the ifcs - that allow me to control the damage amount being fed into my particles and use them to manipulate how things work and how things look at specific points in the damage it needs to work on all levels of damage from barely being hit to fully being destroyed more variants we can show to people the more we can decide and get more feedback Erik a yep what is your favorite ship in star citizen it's funny you should ask that question it's actually immortalized on my license plate now they're the 890 job what a successful transition thank you yep right now let's go to jared to find out

  6. 00:04:05

    more about it the ship teams around the world are firing all thrusters building out the ships you're going to see in the upcoming alpha 3.5 and beyond for the origin 890 jump we're in grey box phase where the teams have completed the white box layout and are now building out the geometry that will lay the groundwork for final art part of what we're doing right now in grey box is determining the proper turret placements for this very well armed super yacht some of which you can see here and here we're also exploring the overall exterior window sizes and shapes as well as thruster orientation these aren't the final sign up locations yet but that's quite literally what right box in grey box is for to work these things out for the interior what you see here is a mix of white box and gray box design as work continues in the

  7. 00:04:52

    atrium we really thought times new roman' cells the notion of luxury hi John crew I'm teasing it's temporary and work has begun on the master suite with some really cool stairs that doubles decor the medical Bay and everyone's most requested amenity bathrooms as development continues one of the things our teams want to address with the 890 jump is the sparseness found in its predecessor the 600 I as this is still bring a box we'll have more to show you on that in the as the work progresses now looking farther ahead into the future we've got work continuing on the anvil character which is also in mid gray box now up first we'll take a look at the drone Bay Sands drones you can see the drone control station there in the back and the hooks for the drones up above the mess hall social Center of any spaceship and where

  8. 00:05:42

    your bathroom gameplay loop begins and the bridge where all the action happens you can see here that we've still got the three hanging seats on extension rails and after experimenting a bit and white box with the radar globe from the Idris we've actually decided to go back to the mapping table idea down to the original concept while work continues on the exterior which you can see here note the various retractable antenna on the top are simply retracted here and will be a trigger above state so that you've been deciding you want to fly with the you know pointy things or not pointy bits finally just as we experimented with the radar globe we've made additional iterations to the landing gear and profile the ship bringing the overall silhouette lower to the ground and less

  9. 00:06:30

    looking like a Datsun you may also notice progress on the retractable cockpit shielding - overall I think the carrots coming along pretty well and it's a good thing because everyone knows this is my favorite ship actually it's like it's so good it is becoming my favorite ship for ships in grey box those are looking pretty great Wow we've got some updates from the world of weapons here's the Kota pistol from Cass Tech Arms he can never have too many pistols the s71 assault rifle from Gemini looks as cool as the sr-71 huh nope and for ships and vehicles this concept for the mighty tarantula ballistic cannon from gallon sonow that's the one I most don't want to be shot by do you uh prioritize these things well I am a studio director Josh

  10. 00:07:20

    we prioritize everything finally this week one of the most highly anticipated features of the upcoming alpha 3.5 is the persistent universe debut of our Corp unlike the natural beauty of Hurston our Corp is covered head-to-toe in man-made structures planets have heads and toes now that's what happens when you miss meetings yeah let's check in with luan Vette ready for a look at the work he's doing building the buildings of our core so since the last time we've seen our Corp a la has happened we've done a lot of work with the industrial and suburbs area areas and right now we're really trying to nail the look of the buildings and how those scatter how the buildings around area team might look how the transition between that and the industrial might

  11. 00:08:07

    look so really trying to look at the planet as a whole and trying to blend all of these elements in the main focus right now for me has been on the suburbs these suburbs and lower suburbs area are pretty important because that's the immediate area around the landing zone so the landing zone is composed of area 18 some city tiles which are kind of like if you think about Austin downtown Austin where the tallest building would be area team and then you have this gradual sort of rise that would be the downtown areas and the lower suburbs and then it would go off on to the industrial areas for the low suburbs we're looking at buildings that no higher than about 300 50 to 400 meters the reason for that is because we're exploring different heights for the no-fly zone we're trying to validate these buildings on a artistic side from anywhere between 350

  12. 00:08:57

    to 600 meters in height we found more comfortably now we're at about 400 meters and that makes the buildings look just good enough even though they're low poly that it they're believable for the player and they integrate pretty well with the ground texture which is essentially these buildings from taken from higher up and baked down into a flat plane with parallax occlusion to create depth so this kind of creates enough of a blend that it looks like a really dense city and you look believable enough at about 400 meters so that the no-fly zone can come into effect at that point so from the low suburbs you go into downtown downtown is all about these higher buildings that go towards area 18 so the city tiles are a little bit more bespoke

  13. 00:09:46

    but they're not scattered procedurally by the planet so one of the tests we've tried is how will this look if it's just procedural buildings how would this look if this is just tiled the tile buildings how will this look if it's a mixture of both so right now we're looking into maybe having more of these bespoke buildings around air 18 whereas the rest is all sort of these procedures scatter buildings but maybe we can take a few more of these city tile downtown buildings and put them around the ecosystem so that you can have areas to look towards and go to and areas to go and land on and fly around with the downtown buildings we're looking at anywhere between the no-fly zone height to 800 maybe even a kilometre tall buildings so these are dense enough but there's enough of them that it can

  14. 00:10:36

    create enough of an opportunity for the player to fly around when they're going towards the spaceport and area 18 with our Corp having the no-fly zone much lower and these buildings much taller not only will be able to fly around them really nicely but ifcs to is sort of an opportunity for us to look into how to create that experience that isn't frustrating for the player for example if you just flight through that no-fly zone and you just die that's a little bit annoying having to go back to say your spawn zone get your ship again and you know maybe one of the things we can do that we're looking into is as you fly past the no-fly zone ifcs to can warn you and take control of your ship and bring you back up so that's one of the things we're testing there's three

  15. 00:11:23

    more tests to go but we're good balance between an experience that's fun for a player and an experience that validates art from a good enough distance so I think the main takeaway for trying to achieve our core is to create an experience that's not only very believable but you know create a sense of wonder this in the city that's you know the size of a planet so I think our corpse should be a really really good opportunity for the players to you know meet up almost anywhere and create all kinds of different gameplay scenarios like missions which could be really interesting and you know even even landing on top of these buildings and maybe you know getting your sniper out and just watching for the right approach to strike against the player so that

  16. 00:12:11

    could be one of the things that are you know really excites me now while we aren't promising that you'll be able to fly or land everywhere we are as excited as you are to fly through the man-made canyons of the city covered planet I'd just be happy if the no-fly zone didn't immediately blow me up that's on the list too good all right and that just about wraps us up for this week's show remember the tumbrel cyclone commercial contest is still accepting entries so get out there and kick up some dirt don't forget to tune in tomorrow at 8 a.m. Pacific for the return of reverse the verse live on twitch.tv slash star citizen Jarrod will be sitting down with todd papy to answer your questions about the current state of the game and work on the upcoming 3.5 patch as always thank you to our subscribers for sponsoring these shows yes and of course thanks to all the back for making the development of our games

  17. 00:12:57

    possible until next time we'll see you both Oh around the verse you're welcome both where did that weren't even come from YouTube no one else just you to figure it out thanks for watching for the latest and greatest in star citizen squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at

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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