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Star Citizen Live: Ask the Devs - UI Teams

10 November 202301:02:121,582 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:05

    hi everybody we're back it's been a long long Hiatus for that little thing we like to call citizen G uh welcome to Star Citizen live um what did I call this show uh citizen con 2953 followup part one the UI and Resource Management people we're probably going to have to shorten that for the thumbnail I'm your host Jared hucke and if you've never seen Star Citizen live before it's where we take about an hour out of the end of our week and we chat with the wonderful developers who make our two games Star Citizen and Squadron 42 possible uh we've been offline for the last roughly six or seven weeks I don't know nobody ever looked at Jared and said that guy knows how to read a calendar uh to prepare for our big two-day event citizen con out in Los Angeles uh you

  2. 00:00:53

    just saw our behind the might might have seen our behind the oh I got a hold on I got a text message hold on uh Domino's is offering 25% off garlic sticks where was I I don't remember where I was but it's muted now uh we're back everybody our two-day event in uh Los Angeles uh you might have seen uh yesterday's behind the scenes episode of inside Star Citizen giving a look at some of the things that went into putting that together at least in the last days been uh leading up to it uh on this show today and for the next several weeks actually we are going to be doing a series of presentation follow-ups uh with members of the teams who gave their presentations to Citizen gone uh up first uh this week is members from our

  3. 00:01:41

    esteemed uh user interface team UI team do you guys have a team is it like like like like the rad cobras or something you guys have a a team name anyway Zane uh Emily bone and Simon how you doing everybody hello hello good so answer that first question is it just the UI team or do you guys have like like cool we're actually three different teams okay so well walk me through that so Z Zan and I are on the UI Tech Team okay and so I'm on the Squadron 42 UI Art and Design Team for now and Emily uh the Squadron 42 future team okay Simon for now you you hang dangling over I think things things are very fluid all the time so who knows boy howdy are they um yeah no folks have uh I think folks have

  4. 00:02:30

    seen through the messaging of Citizen con and through some uh stuff they may have seen through the monthly report and everything uh yes we are rearranging some development resources at the moment uh moving a lot of folks back over onto the Precision Universe uh now that Squadron 42 is feature complete um so yeah so we're excit that's was a big part of the citizen con messaging was looking at all of these things that have been done or created for squadron 42 and are now about to begin making their Journey uh to the persistent Universe over the next three six nine 12 months depending on what it is and how well things go um you4 constituted our navigating the universe presentation at citizen gun we've collected some questions from the community and we're going to jump into those for for a few minutes but because this is really the

  5. 00:03:18

    first time we've had to to to chat uh since we got back um how was your experience did did you did you enjoy citizen con this year did you run into any crazy stock uh tell me what it was like from your perspective cuz I was just running around like a chicken with her head cut off the whole time I I thought it was really cool because i' it's the first citizen con I've actually like been to in real life so like presentation we did was a bit scary but after that getting to meet like the backers and just see the show and everything it was really nice because like when you sat at your computer all the time just making new stuff and thinking oh it's full of bugs or we've got to fix or we got to get it done on time you don't really see people that appreciate the end results so that was really cool anyone else uh yeah superb I loved it it's super exciting uh and

  6. 00:04:10

    it's weirdly I get to see loads of bits it's like a really extravagant Show and Tell for us as well like you get to see bits of the game that from other teams that I've not seen so I've not seen the hold the L video deliberately uh held it back and then when I watched it I was like quite emotional sat the back of the Auditorium it was uh really really exciting so um weirdly I enjoyed it as a participant as much as uh being involved in the actual show as well I think it was really cool just to be able to show off what we've been working on you know and you know I'm pretty proud of that and uh and I was just really excited to show that that map feature um um I've actually lost quite a bit of sleep uh on

  7. 00:04:58

    the on the lead up to Citizen con um so I actually wasn't really feeling too well at the actual event but I was pretty I think adrenaline was taken care of that anyway yeah adrenaline tends to carry us through like I I I think there there's a number of people who went crashing down right afterwards me included uh Emily what was your citizen con like besides bossing bonering yeah I enjoyed doing that uh yeah it was it was really cool like I've never really done anything at that sort of scale before and it was just really nice to uh finally show off the star map after I've been working on it for quite some time so it's yeah the star map the interior map the Moby glass it's just it's I mean we we we we've talked about this on and off over the years I've been

  8. 00:05:45

    doing this for about a decade now you know user interface is one of the only aspects of game development that touch every single other element there's nothing that goes into either one of these games that doesn't have to go through you in some way way shape or form that you don't you don't present some aspect of it make some aspect of it usable tangible and like this so it's a it can it can as zanen said it can lead to some long long nights and some long long hours and whatnot but it's uh it's it's it was super exciting to me to finally be able to pull the curtain back because we've been waiting we waiting to see so much of this stuff um and so as we jump into the questions um one of the first questions was we don't usually do a one question but I saw the she had these on there um does all of the stuff have to wait

  9. 00:06:33

    till 4.0 or will some of the stuff that you showcased come in before uh uh the magic and fabled 4.0 well the easiest answer to that question is just wait and see but um no we're we're hoping to bring things in um bit at time so it won't be like a big lump of like here's all the new features like when when when they're ready they're going in and they're going to be as ready ready as soon as possible so um we're all doing our best to get them actually from like being showcas to being production ready so release status so which is still quite a jump but we're we're we're we're doing our best I imagine most of it is just as simple as take the step you did for squadron check the M make

  10. 00:07:21

    multiplayer box and just work in start citizen uh no in a word um oh where'd you start I got a snort from TST in my ear I mean just just um integrating the codes a uh multi-day multi-week problem and then there's additional features for let's say the visor and the mobiglass which are obviously maybe not in Squadron that are going to be in um the Pu and then there's obviously uh different maps and different layers outs and like and also people can go anywhere and do every anything and like the combinations of stuff that people can do when they play in the game all need to be tested and

  11. 00:08:09

    and go through that uh sky sky dancer in the chat said that stuff looked pretty far along and it and and it is it's as far as along far along as you we showed it at Sone but again that was for the single player environment and integrating it into the multiplayer environment will take the work of not just your team but you know multiple QA teams and multiple other precising Universe teams you know who you know you got to hook it into the mission system you got to hook it into the you know the the the overall location system and stuff like this so so yeah you know Ser uh server meshing and you know the replication layer all things that you know aren't necessarily a part of the Squadron development you now need to take accounter for um that's not to scare anybody away and be like you're not going to see this stuff in a year and what not because I can already see the the chat it's just we want to we want to be very forthcoming that this isn't step that's going to show up

  12. 00:08:57

    tomorrow but it's not necessarily step that's got that needs to wait until 4.0 it was is you guys will tackle the work and as the work is completed and ready and go it'll just it'll go into the Pu yeah we're we're not holding all of that that we showed at sit and come back for the 4.0 release when it's ready it's ready when it's ready it'll go in US team leads are like planning that right now I was talking to to yens earlier about can we do this here and can that go there so yeah we're we're on the case as well we're we're figuring out how soon we can get stuff and and some of the things are out of this group's control as well so like the interior map you think well we showed the carot but we've got a few other ships that we'll need to ensure look great um speaking of the carck let's jump into some of these questions

  13. 00:09:43

    we collected from the community uh this question says what is the role of the craphy station holosphere in the 600i or carck uh if what's the role of it if you can do everything from your Mobi glass will it SN with your Mobi glass does it do something different than the mob glass what can you tell us um I so I think the uh the the the main thing is like so like as we mentioned in the whole the line view we're we're trying to really emphasize the physical interactions with the world um and that you know makes the experience a lot more immersive and engaging um because obviously like you know if if you you can do everything from the Mobi class right like like how compelling is that like I it's obviously like it's not farfetched to imagine in the future like well might just to control everything with like Ai and brain chips and stuff

  14. 00:10:31

    but like doesn't really make foring gameplay so um and and also um with the the like I think like the hollow Globes like the big thing about it is like there should be like certain benefits to using something that's like specially geared towards the ship they're using like for instance um like networking like if you're if you're if you have like a lot of crew members that you're working with like it would I think it would be like really nice to be able to like amalgamate the data so that like what you're showing on like one display like one holog Globe everybody standing around holog it's like Amal ating their their like individual data into like one one sort of display and then they can make like strategic planning and stuff around that and then like the same goes for like the the cartography deck or anything like I like also what I kind of want to do as

  15. 00:11:22

    something like really cool is to have like a Prometheus style um terrain like a cross-section of the terrain on on the Holo table on a on a Hol so that like when you're like scanning and like you're scanning for like resource deposits and things like that like it's something that the ship like specifically does and then you know obviously I think that that information would then be able to like be saved to your mob glass because I think your mob glass really is kind of like about displaying the data that you've acquired over time uh through the use of various equipment and then um um like the act like this the other displays are kind of like about actually Gathering that data uh this next question just says Galaxy view I I I guess uh will we add so yes just literally just as Galaxy view here so somebody was asking like um so we can

  16. 00:12:11

    see the the solar system we can see the the interior map what about like the we pulling all the way out to the multistar system you all right yeah so So the plan is we definitely want to be able to kind of pull back even further so um if people have seen the the star up on the website we're thinking of something similar to that so you can see all the different systems that will be in the game eventually probably we can only like actually go to the the two that we're uh working on at the moment but we do want to have that big high level view um so you can see it all in context I also like the idea of being able to like actually go through the jump points as well so if we could do that that would be really cool oh like in the map actually just yeah yeah yeah fancy uh uh here here here's a perennial question Jesus I think we I think we've seen this question since 2015 the birth of the Pu can we organize map markers and pins

  17. 00:13:01

    using folders or tags I think you should be able to I think um we should offer like various ways of actually um sorting through that data so I think like one of the ways is um you know I think that would be good is to be able to have like user generated folders so so so that you can organize your own data and how you see fit but also be able to organize it by like hierarchical locations so like you know Stanton system and then you know planet Moon and see be able to kind of like uh filter your markers that way um and possibly also like tagging the markers so you can kind of like tag them um individually and then that will kind of go uh go into like the sharing of it because you might want to only share like a subset right so you need to have like good ways of of filtering by um by like subsets of and then being able to

  18. 00:13:52

    add notes to the map markers titles stuff like that full full full labeling things yeah yeah I mean we already showed like the the titling I think I think we should be able to um you know have that uh flexibility cuz otherwise we're kind of like you know you're kind of like you don't want to be like stuck in a box and just like so yeah we we'll we'll we we'll look at that for sure we going to start drilling down into it one one thing that we uh one suggestion that we would probably will look into not saying we're definitely going to do it but um we can potentially get data from the surroundings as well so if you're so if you got a mining deposit we could potentially kind of automatically say what what's in that deposit on your little marker so things like that we we've got potential to do one day you just went right into the next question

  19. 00:14:40

    will the star map show details about planets population climate available resources factions stuff like that how how far do we take the star map before it just becomes a galopa it could go anywhere really I mean like where it is now where we're looking out for now it's it's probably going to be pretty similar to the fun well the core functionality be kind of similar to what's in the current Star Citizen just with this much better interface um but in future like you seen Google Maps that's changed over the past 10 or 15 years and it's constantly changing we could do the same kind of thing with a star map if you wanted to but I think I mean our priority is to make it nice and playable first like really useful we understand that maybe the current implementation is not so usable so uh you know there's a priority of

  20. 00:15:28

    make can that use one then we we can look at all these additional features we've we've got a feature list as long as you're on that all look like oh that looks cool we could definitely do that we should put that in and that um but I think knowing things showing things that you know about on the map is sort of like really important like when you learn things about a planet or a location then this should be could be uh integrated into your map so like pinning stuff or you finding out about I don't know it's an icy moon with this kind of population whether it's safe or not is is a lot of that sort of based on your knowledge about what you've learned about the universe whilst you're exploring exploring exploring around it well there's that and then there's you know things like the galopa which you

  21. 00:16:16

    know it exists you know outside the the the game right now but you know eventually we begin to incorporate into into the universe and I imagine there's a lot of opportunities to to plug into that and pull information from that you know just easy cross reference through tags you know if if I'm if if I'm looking at you know Microtech you know oh well what other information there's the information that I've gathered or you've gathered or members of our team have gathered but then what does the universe already know and pull that what the governing bodies of the you know find me a safe place to go on land and refuel and things like that so I would say that probably seems more like a galac toia feature as as a Starmap feature and then just maybe the starm map can tap into that in places uh once the galactic it comes online um will the map show multi-stop Quantum travel

  22. 00:17:07

    routes well so so for now it'll probably do very similar to the the current implementation so you can I mean you can kind of plot multiple stops on the way um but we for now we don't want to do like a full I don't know like if you want a SAT have on your phone we don't want to go into that much detail where it's kind of doing everything for you you can choose multiple routes but I think in future those kind of features do make people's lives more easily easier so um yeah I think it's the kind of thing we probably look into I don't want to flying through some really dangerous Zone I won't be able to be able to avoid it which sounds sounds a good idea yeah I think there there's big things like I don't know you don't you want to be able to know where you need to stop for fuel and how far you can actually reach with your current ship and that kind of thing we can probably improve the the way

  23. 00:17:56

    that's that's dealt with in future as well uh the the ne the next question uh in the chat here they're talking about um whether your own ships can appear in in the star map you know some some folks um I don't want to name names but they basically leave ships all over the presan universe it's just just Rex hulks some still fully intact they just leave it and go to another one um what are our options or plans to showing you know our own detritus amongst the starm map well well um we definitely will have the ability technically to do it um this is sort of like a design decision about what you can track and what you can like we always have a thing for tracking with

  24. 00:18:44

    the AR markers anyway so there's no reason why anything that's on the AR would also be integrated into the uh the mapping system to show exactly where you left it floating in some Moon somewhere um yeah I mean for now you can you'll definitely be able to see where your current ship is like if you just got out of your ship and wandering around you you'll be able to see that on there um I think we I think we're going to for ships that are say you've got it locked up on the space station for example so it's not actually in the game world that'll probably for now liveing your inventory and the the other menus but yeah but yeah stuff lying around is much more likely the the ships that are associated with you yeah one thing we we never really showed the the radar very much at citizen com just because it didn't really fit with the flow of everything but we've we've kind

  25. 00:19:32

    of improved the radar generally and you can zoom into that and see it full screen the same way you can with the star map and so on so there's I know the kind of things that you would see as contacts on your radar You' also be able to see that in the the big version too yeah that's kind of like another use case for like a ship Hollow Globe is actually like the radar and you're you're seeing like all the ships and possibly like the whole Fleet and planning a battle Yeah so cool for multi multi crew Gam play if you stood around and you can see see your your friends flying around you and ping around yeah so it's it's very much like a pervasive why throughout the game like serves a lot of many many purposes you I'm glad I'm really glad you brought that up S because I was literally just talking about how you know hey you know because let's let's be real we dumped about 71

  26. 00:20:21

    episodes of ISC in two days and that's not an exaggeration when when you break down the number of topics and the the number of minutes you know you spent on them we did 71 episodes of ISC in two days I know because I was there helping you put them together and exhausted so we part part of part of the challenge for for this quarter and into next quarter is figuring out what the heck we're going to talk about what's left to talk about but one of the things we're discussing is we didn't really get to cover radar and scanning a whole lot of stuff so I was literally going to break that to you after the show but I'll just do it now we're coming we're coming yeah it would be be nice to to show that stuff yeah because we we know what it does but we not told anyone else yet we're coming sooner than you might think um so the new the new the the stap does take into account stuff from the

  27. 00:21:08

    new radar and the new scanning stuff and really cool yeah one one thing it's like you kind of got different views so if you're looking at the actual Starmap view that's like the camera is really far away from where the actual player is so if it was real life you wouldn't be able to see that thing from that far away so you do have to kind of zoom into the radar view to see say ships flying around and so on but I think probably we'll have friends on the big version of the map as um I don't know exclusively how UI this is in that ship team but will everyone including non- team members be able to see doors opening on a ship so that they can track players well I checked with Rich Tyra about this just now and so yes at the moment that's the that's the the way it's going to work so I think technically it would be harder not to thinking about it thinking it through

  28. 00:21:57

    it' be it' be really hard to exclude that dat yeah exclude that that data like if you know if you know about the ship you know about the inner workers you might not necessarily who know who's walking through it at any time but you might go H that door seems to have opened and closed right so it's got it does have gameplay implications so I know it might make it trickier for some people but also people who do want to know Snoop on that stuff it's going to be a fun bit of gameplay as well I think so a couple layers to that one one is you know whe you can see people working in your ships you know another one whether you can identify them if they've done something to hide their presence maybe you don't see them but you'd still see your own doors you opening and closing in your ship want so yeah a couple different layers so so the the the markers on the interior map are what

  29. 00:22:45

    you detect on the radar so if you can detect people um like we saw the Ping stuff in the demo that we did then they they will also appear on the interior map uh but as you saying if they've got some mechanism of hiding themselves then maybe they won't be so clear on the interior M as well yeah I mean we have like the ability to hide and show different render layers so like we could hide all doors if that's some gameplay requirement or you know cuz also it's like able to see like the weapons on the ship as well and all the different components um so we can like hide those individually and I don't know if it's like something where we get just like a base schematic of the ship and then you kind of have to like hook into the ship to get that extra information or whatever so you can see that from but we have that we have we just have that capability in the display yeah the fact is the fact is really cool and we've not

  30. 00:23:34

    we Haven we've not really explored that too much for now so maybe there'll be some interesting gameplay that comes out of that as well not NE something not necessarily needed for a single player game but one of those considerations that come into play with a multiplayer so um how does the map handle areas you don't know about okay so at the moment so the idea is is um it's kind of you discover things as points of data so say when you going into the Stanton system or pyro whatever you'll you'll see the planets the the Big Planets probably the moons as well um but you don't necessarily know what's on the surface of that planet so for example if there's a a mine or a mineral deposit or something like that you're going to have to get close to that to actually detect it and then it's going to appear on your

  31. 00:24:23

    map so essentially if you don't know about it you're not going to see it um but as you explore the universe and build up this you know your your data Bank your map it will start to gradually populate and you'll see more and more in the uh looks like twitch is having an issue right now but we're going to Soldier on because we're still recording um chat's asking about hacking now you talked about you know you have to control the different layers and what not so from an offensive standpoint it's reasonable it's possible you know somebody could come in and start disabling layers that you would have access to possibly through hacking yeah it's conceivable if we want to do if we want to do that yeah again sounds a good idea yeah I mean the way the way the game the way the game's builts really cool it's not like I mean we've got all these systems but they all hook into the hole so quite often they'll

  32. 00:25:10

    kind of interact with each other so yeah you might get sort of emergent cool stuff happening from that kind of thing okay uh will root finding go all the way from on foot to your destination on another planet like like like how complete a a route are we looking at building here door too cross star systems no no so um you've seen the on the the demo the live demo we did you can the the on foot routing is pretty comprehensive so you can go anywhere within the location just to anywhere else that you can actually get to um but we want to have we want to keep it when you're actually navigating in space it doesn't basically say we don't want to hold your hand too much essentially so the space navigation you will have to plot the route like you do now and so on um but there won't be this thing where I

  33. 00:25:59

    know go to the space station get in your ship then just it'll take you straight there and then you got to get out of the ship that that kind of thing we feel that's a bit too far I'm not getting from my Hab in Area 18 to to my friend's Hab in Microtech orador yeah and and like one thing we do want to avoid as well is um there's a term that some of the directors have used which is called playing the map where you sometimes if it's too much of a satav you don't even look at the game screen you're just looking at this tiny little circle that show you where to go so we we don't want that we want to make people feel immersed in the world there s of some crazy technical challenge behind that anyway if you you talk about the hab thing was like well where's the first step does it root you to the asop terminal and then does it tell you what ship to uh uh because you might have 10 ships you might already have uh some

  34. 00:26:48

    ships on the landing pad which one's it going to pick is it going to pick the fastest one is it going to pick the safest one uh you know it I I agree with you no I think just on a technical basis I don't I don't want to set off down that route I think I think let let the players play the game how they want and give them a a hand moving around like the some of our more complex environments but it's not about like just uh you've seen people drive like this right where they're just following the sou into a field or something playing the map's a very real thing I think I I I I eventually tapped out of I think like the the Arkham series of games because I was just constantly in the map mode I was just running around in map mode I was running around in in bat vision or whatever it was it was just like I'm not playing the

  35. 00:27:35

    game I'm playing the UI it know was great UI but it it it now it now you know superseded the game at that point so much as much as we uh like to promote UI I think we've also made some great uh visuals beyond the UI so yeah I mean like like for instance the the the new ship Huds like we've taken like the the effort to try like clear up the the view of like all these UI elements like it's like really cluttered in the PE right now it's really messy and so like that's kind of we we want to you know clear it up so like you can appreciate the environments a lot more right uh uh you say clear it up so I want to ask you about customization you customization I think again since since the first version of the Pu went out in December of 2015

  36. 00:28:23

    people have have always asked questions about customization uh can I change colors or can I change brightness or can I change or or can I move this over here over there uh talk to me about customization we've only got a few more minutes before we switch over to Torsten and yo but I think this is what people would really like to to know and have discussed is how far are we looking to take this are there technical limitations that will just prevent us from doing everything we want just talk to me in general about how important or not maybe it's not please don't say it's not but how important is the ability to customize the UI well it happen there's two levels anyway there's a in-law customization as in how you'd actually customize your ship um that's a bit beyond the scope of

  37. 00:29:13

    what I know about but we also talk about accessibility as well so the uh the size attacks color blindness and all things like that so we have as a as a system programmer like we have to deal with that kind of stuff that's we're building all that in anyway because we have to we have to do appropriate things for color blindness and and and text sizes so you can read things and not have just such tiny text everywhere but that really helps the game designers as well because the game designers will talk about how we want to be able to customize our ship or we want to be able to customize the way a shop looks or something like it we from a systems point of view that that I'm involved in it's just about trying to make the UI as flexible as possible so then we can do that that sort of stuff I don't know where we're at with the design for customization of

  38. 00:30:02

    particularly ships obviously the ships of the most important things I mean yoga showed quite a lot a lot of that stuff off at the at the show which is pretty cool um yeah I think at the moment a lot of more that we can do as well yeah a lot of the customization at the moment is things like on the mfds you can choose which MFD you're looking at that kind of thing um for now our main focus is like take all that information and get it get it good for the player and also try and get it contextual so you're not seeing things you don't need to see and that kind of thing so well for now you can't customize everything to a great deal it it hopefully is a better player experience um and I think longer term um we've always talked about being able to have say if you buy a new helmet maybe it has a different kind of style of UI if you've got different mobiglass maybe you've got the pink version for

  39. 00:30:49

    example so I think tying tying things to items is probably going to be the first thing before we get to the level where we letting players customize every single piece here and there yeah I think the customization will probably manifest itself first in like the accessibility options like for color blindness and TCH size and things like that and then anything beyond that probably later down the line so about just things like brightness against white backgrounds of microt tech y yep I is this an A W is this like this forever demon at the end of all things UI is the UI against the white snow of Microtech it's way more complicated than you expect believe it or not like you think well can we not just draw it with a drop shadow or do we we adjust the brightness and but yeah it's we definitely know it's a problem

  40. 00:31:37

    and we work on it quite a lot and then it kind of comes and goes we'll go through waves of like it'll come up and right no we can read it we got to fix it so we make it better and it's like yeah that'll do for now and then six months later it's like ah you can't read this can't read it on the snow background so yeah we'll get it perfect one day but I'm sure there'll be more of those like waves as we get there it won't be as fast as some people won't be as fast as I want it let's just be completely honest but it's all right I appreciate that you're work I appreciate that you're aware of it I appreciate that that you're working on it and I think some people will be too um all right last before we let you go uh uh bone are you recovered from being a meme um yeah that was an unexpected turn of events I wasn't I did of all the things that I was predicting could or

  41. 00:32:27

    couldn't happen that wasn't one of them but yeah um it was all very um wholesome it seems um he I I appreciate the love of the community what was going on in your head Emily what happened told me to do it I did this is true he told me to do it can I say in my defense that like I was I asked Emily to be clear to what the problem was is when demo is something like the star MPP I had a tendency to just go freestyle and just start spinning things around and like and was like no no we need to actually demo specific features So I says well you just tell me to do the thing and in my defense I I couldn't hear a voice when we're on stage and you hear it you hear the reflection because it's it was a big

  42. 00:33:15

    hole and you hear Emily would say it and then about half a second later I would go like this so it made me look like a bit of a muppet to use munan turn um I like not the last question there there is one last kind of Bugaboo question I want to ask about uh a landing UI uh that's the besides the adjustments and the customization one of the big big forever questions is is the return either the return or the next iteration of of some kind of you know downward facing Landing UI that to help folks out any Joy any love any hope you can offer anybody here yeah so I have looked into it to some degree um it's not very progressed right now but it is something we're thinking

  43. 00:34:02

    about and working on so yeah so using using that Hollow Sphere for useful stuff watch this space you switch to Emily's camera Emily I want you to look right at that camera and say I'm going to give you a landing UI I'm going to give you a landing UI I promise I promise all right uh that was the opposite of what I said would happen at the beginning huh so uh thanks guys uhk thank you for taking the time to hang out with us and be here with us uh thank you for everything you did in putting together that citizen gone presentation um I I I I I I told you when we first started talking about it it was going to be one of those most one of the most uh uh sought-after and enjoyed presentations and you guys absolutely delivered so thank you thank you so much uh uh uh Torsten GMA are you still there no nope okay so we've lost

  44. 00:34:53

    our second guest so we're going to take a short break and see if we can't get get them back on the line and uh if all things work we'll be back with tors and guo for a followup to their Resource Management presentation at sagon so stay [Music] tuned all right is that working yo TST you there y yes hello we're having a we're having a day here apparently when you don't use the studio for six seven weeks everything breaks welcome back to Star Citizen live citizen gone followup uh joining us for the second half of the

  45. 00:35:40

    show are torson and Geo from the euu uh gameplay and feature teams uh welcome guys say hello hello nice to be here it's going to be one of those things all right so yeah so uh you guys did your presentation on uh the resource management system uh sometimes referred to as the engineering uh uh gameplay system uh how' It Go was it well received did you guys have a good time talk to me for a minute while I work on one more technical thing um well um I think I think we didn't get all the time to talk about all the things we want to say for engineering so it's good that we have

  46. 00:36:27

    this segment to clarify a lot of the questions the community is having and so that Thon can really you know go on and on about his [Laughter] designs yes would you agree with that Dron well partly yes yeah uh but we we we had to rush it a bit uh on stage but uh yeah so it's good that we have the opportunity to talk a bit about it yeah you you were the unfortunate you had the unfortunate placement of being directly after the um future of star engine presentation which started out as a 45 minute long presentation like all the others then grew to 55 minutes then 65 then 75 then 85 I don't know what the actual runtime was uh but if you if somebody can look it up on YouTube and and see but I'm pretty sure we got upwards of nearly 90

  47. 00:37:14

    minutes uh before all of said and done so uh I do appreciate uh you experting things and getting us back on on track um so we're not so we'll go ahead and we're going to do a follow-up on ISC and and some about some of the talking points uh we didn't get to cover but for now let's just jump right into some of the the questions from the community that we have while things are still working uh before we lose you again um first question from the community will soft death ships be repairable uh so that's a good question and it comes first with okay what is soft death So Soft death is a bit of an interim solution due to the fact that we cannot actually current in the game you know let you damage power plants or relays or anything like that so that

  48. 00:38:02

    means that you know the way the game works currently if you set something to zero HP it will just explode soft death allows us to bypass that a bit so that you get you know a non-functional sh that you can still loot um with well with the physical damage system we expect that to change and instead of having a soft death as its own thing um have it be more along the lines of if you lose enough parts to your ship um well you will stop Flying or you will stop being able to fight and whether it does repairable uh well it will depend uh in some cases some components are easy to change and Repair on the other hand uh power plants for some shapes are so large that would you need you would need to tow the ship all the way back to port to do any kind of repair and and that's one of the I'm sorry go goad T yeah so to add to that

  49. 00:38:51

    the soft death that we currently have is basically just an interim solution to the proper soft death that will then come with with what G just described and that's going to moving forward sorry okay like even moving forward with with melstrom there it will be even be more complex where like uh players will be able to shoot away certain sections of the ship so uh you don't even have to like repair the ship items on it but you like have to exchange entire segments of the the the the ship itself and when Vehicles like uh the SRV and stuff come on you these these vehicles that are designed to tow uh other ships and other wrecks one of the one of the virtues of that is they they'll be able to tow grab onto these soft death ships and bring them back for

  50. 00:39:39

    repair right yeah exactly so so in the end people should expect especially in the long term a more detailed damage system stuff a big example that came in the questions was crash Landings that the ship still TS to explode um you know in theory as long as you know you have enough crumple space so to speak in the sense that you know you don't you don't hit that a a mountain head on uh with melstrom you would probably expect to lose Wings yep no do we lose him it's one of those days we had a really good two days at citizen con where you know stuff was like this this is this is my penance my P we've lost GMO and torson right now uh

  51. 00:40:29

    we're going to attempt to get them back here did the just what what happened all right we're going to go back to the we'll be right back sign uh sequence and we're going to see if we can do this one more time be back in a minute everybody hi everybody so yeah we're not going to be able to get toron and yo uh back uh for this show so so we'll we'll attempt to address those things and have them back on uh one of the future shows that we have before the end of the year um right now who wants to ask me anything I mean I could just send the show here or we could do uh uh uh ask disco ask Jared we got we got a live chat right we got a live chat what you got what you got what

  52. 00:41:18

    you got for me uh you can you can uh let Gamo and torson go since we can't bring them in Dave but let's see what else we got anything anything how are you I'm doing all right I'm doing all right uh you know it's been a little hard coming down from the high of Citizen G citizen Gan was like you know Pinnacle of almost a decade of my time here uh making all that happen and so the last couple weeks afterwards have been really hard crashed uh but yeah it's to be expected uh any news on the railin no not for me I don't make spaceships uh what was your favorite and worst moment at citizen con give me a little bit to think about

  53. 00:42:08

    that uh Jared what are you most excited for this year most of what you just saw us talking about the the UI stuff uh I mean I'm not it's not hyperbole when I when I when I say that UI is the one element of game production that touches everything else I mean I'm sure I'm sure all of you many of you most of you you know saw what that new star map does saw what the new internal map is saw what the new Mobi glass was and and and how they will completely totally and utterly you know reinvent the experience of of living in the prisent universe and then had to go back to you know the game as it currently is and log in with you know the game as as

  54. 00:42:55

    it is today uh it's hard it's hard um so the thing that I'm most excited about is getting that stuff in there it's one of the reasons we we launched this five weeks of uh citizen G follow-ups that we have with the UI stuff because that is the stuff I'm most excited about that you get that stuff in there and everything else just changes after that uh how many weed what is that oh how many weed how many weed cig smoke in month I didn't misread that that was the syntax that's I was tripping on the syntax uh can we get another Jared exclusive starcloth demo no no um I I I still I I I still owe Chrome ninja a

  55. 00:43:44

    call I said I would call him afterwards and I never did I'm such a jerk um is that model 3D printed and where can we get the vs this this is the rosinate from uh the spans uh big fans of of Star Citizen in Squad 42 the uh James the the two folks who make up uh James Corey uh Jared where can I get that hoodie you were wearing you have to hire in and work here several years ago uh it's not even available uh today um uh what happened with the fire marshall at the after party I don't know I'm not the Fire Marshall uh Jared use voice without the video No it's it's the whole machine that brings them in is down that's why we can't even do just voice unfortunately uh when are you and Tyler

  56. 00:44:35

    going to do a show together again man if I were up to me if we were up to me we'd still be doing citizens of the Stars man we used to you know we were always on that stuff together but you know you know reality happens you know that we we improve the quality of the other of of of the other shows ISC not this one this one's a POS this week really got to get this working but uh you know the other show you know it Tes takes a lot more time a lot more effort um so we you know we couldn't continue the show that you know you just kind of got you know goofed off on and stuff like that but I miss him it was it was one one of the best parts about s gon was getting to hang out and be together um question do we know of any ships being completely reworked you tell me you're asking if you know of any do

  57. 00:45:24

    you weird question uh how is everyone doing mentally after the hard push of the event um I kind of talked about it at the beginning of this part you know it's it's it's big highs can often lead to you know uh big lows afterwards it's the case with me in my particular brain chemistry other people can just go on and stay you know super high uh but it was a it was a it was a high it was a high it was I mean whatever you guys felt watching it imagine what it must feel like making it uh it was just it was it was hands down one of the better one of the better experiences of my entire time here uh let's see what else we got what

  58. 00:46:13

    else we got Lando which Jordans are you rocking today uh uh uh not not anything fancy the these are these are my Jordan stay loyal twos uh in Midnight Blue um these are the these are the ones I wear when it rains uh uh so not the classic Jordan 1es or the Jordan 3s uh that I like but the these are the these are more comfortable and they're a bit more watertight um so I so I wear these ones um um buying things on citizen G increase our con level I have no idea I have no idea I I have virtually no involvement with the con or the or the subscriber program for for my work it's it's got to be for

  59. 00:47:02

    everybody you are all citizens uh did you cry over server meshing uh I didn't but that story CR said was absolutely true I mean it was I I that uh I mean he he recounted the the story so I don't think I have anything to to add to it but but he was uh you know it was just one of those kind of you know everybody gets together and kind of reviews what they're what they're about to what they're talking about uh showing things to a CR so he can you know you know plus something up or send us in a different direction and Paul Randell has this video he says he goes just casually just casually I think I've I think I figured out how to demonstrate server meshing because I mean I mean you you remember some of you

  60. 00:47:52

    remember you still give me you crap about it we we we tried to tell a server mhing story at the beginning of this year and the problem with it is is that it's not a very visual thing so if you can't show it it's just a bunch of people talking uh so we learned that the hard way we kind of knew it we thought we would try anyway and it didn't work uh so it took it took a year it took the better part of a year eight nine months uh and and Paul Rendell super stud that he is shows up and says I think I've got a way I think I've got a way to show it and he shows this and we're all just kind of like like just anime eyes watching this thing like I can't he did it you know yes it works but also we figured out how to demonstrate it visually you know because the thing works on the SK size and scale

  61. 00:48:39

    of star systems and stuff so it's a very hard thing to show visually uh and he did it and it was a recording you know most of Citizen con was pre-recorded you know stuff like this and Chris's response after after he you know he teared up he it was was he challenged Paul to do it live which is uh uh which if if you want to know what it's like working for CR man show he showed him this amazing thing and he was like this is great this is wonderful if you weren't a coward you'd do it live and uh yeah then Paul and myself and a couple it people spent the next uh three weeks because it was just three weeks before completely rejiggering that presentation in order to figure out how to how to do it live and stuff so that's probably my favorite thing

  62. 00:49:30

    about citizen gun going back to that question my favorite thing about citizen gun is by favorite thing about working here is that we don't chicken out it's it's it's it's we don't take the easy Road uh you know it's if if there's if there's a way to do something that would be better than even if it comes with more more risk and it almost always comes with more risk uh we do it that's why this is the only place that lets me do this job the only only only company in the world that would let me do this and that place I love that all right uh I'm just going to check my chat to see if I've uh uh made anybody angry here nope nobody's angry with me at the moment so we're going to keep on keep

  63. 00:50:18

    the questions coming we got a few more minutes here um do you look at questions that don't have the question prefix no no uh chat's too crazy chat's too crazy the the question prefix the the big capital letters surrounded by brackets uh that's how I've trained myself over the years to to to try to pull these things out of chat and I still miss half of them or three qus of them completely if we're if we're being honest with each other uh can you tease some upcoming ISC topics soon well uh we said it earlier in the show uh and it wasn't hyperbole citizen con was isc's it's it's if you wonder what you know if you if you wonder why no other game company does a weekly recurring

  64. 00:51:06

    Behind the-scenes docu series uh in the middle of their development it's CU it's hard it's really hard uh but then to also do a big two-day event where we basically dump an entire years's worth of ISC content in two days while still having to make ISC content uh yeah it's hard but it goes back to what I said you know it's not the easy thing the easy thing would be to you know take a take a quarter of ISC off or two quarters of ISC off or whatever but you know we don't do the easy thing we do what we think is the better thing so yeah uh so ISC topics uh for the remainder of the year are going to be a little you know some of the things that are ones you can expect uh we got two weeks of iae coming up so um pretty

  65. 00:51:55

    standard uh these two weeks of every year are dedicated to you know ship content so the next two episodes of ISC that air during IE are going to be all dedicated to uh the new ships and vehicles uh that are debuting at this year's event um then the week after that is probably going to be a look at pyro playground uh and the and the um what's it called the public test channel is that what we're calling it preview channel the preview Channel uh a bit it's going to be a bit about the preview Channel and what it is and how it works and why things will come to it and why things will go from it Stu and then a look back at the Pyro play P pyro pyro pyro playground um for the folks who didn't get a chance to experience it and why

  66. 00:52:42

    certain things were this way and that way um and then we we got we got like a we got like a 17 minute section that's just dedicated to uh camping and griefing at the spawn Habs you know you have the option not to I understand the thing lets you but it's a choice to do and a choice not to every one of us are capable of making those choices uh and then um and then and we could do some uh 322 stuff that hasn't been announced on the public road map

  67. 00:53:32

    yet so I'm not ready to sh to to say what that is um and then yeah I mean just we got like two weeks after that for 322 stuff and then we're done with the year then I take my uh my uh the thing that I dream about every two years a 17-day trip to Walt Disney World where I forget each and every one of you exists God it sounds so good Disney World not forgetting you exist uh uh will we see an ISC on structural Salvage uh yes can we play as bone in Star Citizen no there's only one uh will we see anything on bounty hunting or building interior soon

  68. 00:54:20

    um soon is a relative term uh uh you'll you'll see something on building Interiors probably next year uh work on building Interiors was the teams that were working on billion Interiors were pulled off and reassigned to getting uh the distribution centers uh farther along for the for their release as part of 4.0 and stuff like this and and showcase the citizen gone so the the work on billion tear is has sort of slowed down for a bit uh like I said to but as as the work on the distribution centers uh becomes more and more complete those folks will be able to go back and resume their work on billion te it's like we say the only constant game development is change we're going to check our chats and make sure nobody's angry at us again I mean I could make up another rule but that's what I'm doing I I make up a lie and just say oh I hold on I'm

  69. 00:55:09

    getting a message from my mom but no I'm just I every once in a while I just got to check and make sure that nobody's angry at me uh when I you know call audibles like this should we get out the Whiteboard uh what what's your favorite character in The expanse Amos um let's see did you cry watching the Squadron 42 trailer Ser um not cry because you know it's it's you you see me in there and what it's it's it's I was one part of many parts of putting it together uh scripting it and and and and and working out um that

  70. 00:56:03

    uh bone touched on it a little bit earlier in the show um s we don't always see we don't always show Squad 14 but we don't always see it internally either you know everybody everybody's got their work and everybody's got their thing that they're working on and everybody's got their part of things that that they're focused on and like this so we don't always see this this we don't always have this opportunity to pull back and see how it all uh uh fits together you know that that's that's the that's the stuff that you know CR and uh rich tyer and and those guys that's that's the world that they live in we're always just focused in these little areas so getting to see getting to see that come together uh getting to see that come together uh

  71. 00:56:53

    that video started as a little two to three minute thing oh we're just going to do a little thing and then we like no we can show this oh we got to show this and oh we got to show this and we got to talk about this and you know it's like again it would the easy thing would have been to do that little two or three minute thing we originally speced out but we don't we don't do the easy thing we do what we genuinely and historically believe is the better thing even if it's almost always the harder thing and that was certainly what hold the line was and I think the results speak for itself it's uh anybody that was at the event uh in whatever spare time I had you they probably heard me say you need to make sure that you're in your seat at 4:30 don't let any force on Earth pull you out of that seat because in that stage with that screen and that sound system and those 3,000 people in the audience uh that was a one heck of an experience

  72. 00:57:45

    man one heck of an experience uh let's see what else we got when are we getting Jared merch uh all right I I'll I'll sell you this for 75 um you can buy some of my old uh uh uh cassette tapes five bucks each um we need bubble heads no you don't need B bobbleheads that that's rude it's rude I don't I don't think Pete knows the story I don't think Pete knows why my head bobles everybody always like we need a disco bobblehead I broke my neck that's why my head bobbles I broke two vertebra in my neck in the year 2000 and never healed well and now if my now if I I stay too stationary for too long the cartilage INF flames and it's just a

  73. 00:58:32

    constant forever pain because I'm too uh chicken to get the surgery that they keep telling me I need so I Bobble it keeps it Loose keeps me pain free but in case you ever wondered in case you ever left a YouTube comment hey Jared just stop bobbling your head man I'd like to but it hurts just check our chat see if we're in trouble not hey Lenny are you in here Lenny never came back Lenny are you ready with the uh with with the raid we're we're gonna raid a star we're gonna raid a Star Citizen stream here I think Lenny's in charge of it Lenny is our our our recently uh added French Community manager Lenny send me a message on teams if you're ready if you're ready so we'll wrap that up and uh get that thrown to you let's see you

  74. 00:59:22

    any more trouble any more questions uh will there be an NPC Jared ingame for for in-game events no no I I I I I appreciate the request I I appreciate that it comes from a a good place and I'm I'm truly honored but there has to be some part of this project where you guys can get away from me like I only Host this show I'm not a good host look at me look at me right now look at me like this is not I'm no professional host I my job is to make this stuff from top to bottom to write it to produce it to direct it uh uh all like this uh I only host it because I'm the guy in charge of hiring the host and I just like it it's it's it's my

  75. 01:00:13

    it's my uh it's my little release uh each week but it's not actually my job my job is the the main stuff but it's like because I do that like there's got to be someplace where you can escape me it's got to be someplace where where you can you can enjoy Star Citizen without having to deal with my big giant bobbly head and that should be in game Let's see we got a message from Lenny Jake is on it okay Jake is on it all right so yeah that's it everybody thanks for hanging out uh thanks for hanging out with us uh sorry that we didn't get to the uh the second half of our guests due to technical problems uh we're going to we're going to see if we can't Square those things away uh before next week next week's show is scheduled to be uh members of

  76. 01:01:01

    the life in the first person and taking flight presentations so the FPS and the uh ship gameplay stuff Yogi and yens and them so uh we got seven days to figure this out and get this going so hopefully we'll be on track and then we'll figure out when we can bring uh torist in and Geo back uh and get that done so thanks for hanging out with us uh and we're going to start the raid here you guys can start at the raid um yeah just um I really like doing this and I really like you thanks for letting us do this talk to you later everybody 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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