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Star Citizen: Around the Verse - Cyclone and Ship Persistence

28 July 201700:41:021,061 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:16

    hello and welcome to another episode of around the verse our weekly look at star citizens ongoing development I'm Sandy Gardner and I'm Chris Roberts it's great to have you back Chris yeah it's quite nice to be back here in La uh and uh did enjoy getting to spend a few weeks with our Foundry 42 team in the UK and Germany reviewing all the awesome work they've been up to on Squadron 42 and Star Citizen one of the many things being worked on by The Foundry 42 team is the tumbril Cyclone which was unveiled last week on today's episode we're going to take an in-depth look at this rugged new ground vehicle plus we examine the tech behind game wide persistence by showing you how it is used to get one ship to persist inside another ship's hanger but first let's check in with Austin and turbulent for their monthly updates hey guys Jake Ross here producer

  2. 00:01:05

    in Austin we're picking up speed with Gamescom at the 30 release fast approaching let's jump right in and see what's been going on here in Austin this month to start over the last month La engineering refactor the shopping Cod enough so that now Austin design team can start plugging the items back into the shops this also includes a first pass of getting the kiosks up and running for the commodity trading we have been focusing on getting all the shops related to the Pu stations and Landing zones functional first but we we will also be making a pass with the area 18 shops as well we've now got the ability to purchase armor piece by piece so we'll be adding that to the feature list we've also finally implemented the remaining ships into the price fixer tools the price fixer is a spreadsheet that allows us to see each ship's

  3. 00:01:52

    physical Loadout see the price of each item in that Loadout and determine the overall cost of each ship this is important because it will allow ow us to more accurately assign each ship their respa values which covers the cost and respa timers for the ships being released in 3 we also use this tool as a good way to gauge whether or not the ships we're building are over or underpowered for their intended purpose we are very close to completing this task and we'll be moving on to balancing the shop inventories and item prices that you'll see in 3 after that lead designer Rob Riner took a trip to the Frankfurt office this month to work with the AI and subsumption team and made a ton of progress on getting miles eart the mission Giver set up and ready to go we figured out a lot of work on the feather blending system and got him working with a small subset of his animations since that time we have received some additional code support to

  4. 00:02:40

    allow reputation to dictate his conversation paths with the player we literally just received the ability to assign specific missions with mission brief tags so we can have him playing different lines depending on what missions are available Beyond this we've just been plugging away trying to make the mission Giver experience as good and as polished as possible for the 30 release we can't wait to get miles E cart into your hands and get these missions for you guys on the art side Josh Coons finished images and videos for the cutless black and moved on to create the base material and white box meshes for the cutless variants the red and the blue however while he will complete the first pass on the exterior looks for the cutless variant he will move on to the constant flation Phoenix next to allow design some time to flesh out some key gameplay systems for the cutlasses a little bit more Chris Smith has been working on bugs for the Hornet and the constellation Andromeda he will

  5. 00:03:28

    start moving on a promo video for the constellation Aila next the backend Services team have been supporting three features and preparing for the deployment of diffusion the game servers now have full access to the diffusion API and will start using it with the shopping service in 3 in addition we have started converting our two monolithic Services the persistence cache and general instance manager into smaller stateless fully diffusion IED Services out of those two services will come nearly a dozen smaller Services each with very specific roles that can be scaled independently these will provide more reliability and performance most of our work has been Lower Level under the hood type changes which do not have any frontf facing bling to show off going forward we're plotting the path Beyond 30 and starting to mild many small services that will provide functionality and support for a

  6. 00:04:16

    large number of gameplay features and help unload work from all the dedicated game servers into our distributed infrastructure this month in the Pu animation team we started the research and development for how to implement our wild line system a wild line broadly speaking is any dialogue spoken by an NPC the wild lines we are working on are things like greetings cheers shouts and other verbal Expressions barked out by NPCs we are working with a new technology called feather blending mentioned previously which allows us to blend our performance capture of wild lines with a large number of usable animations this will give us as close door actor performance as possible while still keeping the functionality of what the NPC is doing intact we are also going through all of our existing animations and we are filling in any gaps missing from from the original performance capture with new transition animations the Austin ship animation

  7. 00:05:13

    team has been hard at work with our continued efforts to refine the cockpit and turret experiences we are in the midst of an R&D phase of implementing button presses utilizing the item to Features this has helped finalizing dashboard and cockpit metrics across the different ships that use the same cockpit type the UK Engineers have refactored some backend systems allowing us to fully implement the blending of the base GeForce pose blend spaces allowing additive animations for button presses as well as playing different hit reaction animations based off of hit Direction damage amount and overall health of the ship as always we are diligently at work fixing bugs for our next big release the devops team continues to work on increasing capacity with our build and deployment pipelines in preparation for 30 they've also been making additional changes and buck figes to support the new Delta pack pure and

  8. 00:06:00

    so far the internal tests have been really promising our corporate technology team or it department has just completed another major upgrade to the Austin Network and added more Hardware to the build system so we can deliver more builds in parallel our resident audio team member Jason Cobb has had his hands full this month as well he's continued work on der crash site sound design for the different Moon environments performed a variety of particle audio implementation experiments for revamp ship debris noises he's tested and mixed refinements for ship emergency State audio and captured sound effects for various props and materials as opportunities arise July has also been an exciting

  9. 00:06:51

    month for Austin QA and it's impossible to describe everything we've been working on but here are a few things we've been testing the New cutless Black while in St we've had a new missions re and PCs as a big ongoing Focus ship testing has continued to be very busy as more ship families that have been converted to item 2com online large scale play tests for arena Commander starm marine and Stanton have been ongoing weekly alongside our laqa cohorts and we've also been conducting cross Studio play tests with the team in the UK we've also been testing more mobiglass applications like Starmap the personal manager the mission manager and the mission board as they've become available to QA over the last few weeks some other fun items we've been testing are character gravity and freef fall as well as continued testing of cargo mechanics we're still providing support for the animation team here in Austin as

  10. 00:07:39

    well by continuing to clean up map files to help free up our animators for other work our normal engine and editor testers are still extremely busy testing new tech for the developers such as capsule-based actor entity The Entity component update scheduler and director actor animation and control some features like the new stamina and oxygen breathing systems are getting some balance changes with QA helping our designers there as well the player relations team has been busy recruiting new team members in anticipation for 3 in addition to starting to grow the avocati ranks the team is adding four people to the Austin office we're excited to have these new additions join the team in the runup to learning and testing for 30 that's everything we got to show you for this update guys we look forward to delivering everything we've been working on to youall in the upcoming release and at Gamescom thanks for all you do for us and we'll see you in the

  11. 00:08:28

    verse hi guys this is Ben from turbulent and this is your platform update this week we're going to hear from Paige Saunders who's going to talk to us about the upcoming ship Matrix changes and we're also going to be talking with Victor banet who's also known in the forums as in the chat as fulgrim to talk to us about the next Spectrum update I'm p and I'm a full stack developer here at turbulent Montreal I'm working on updating the ship specifications in the database to reflect more accurately where cig are at with a vision on the the game and the ships that are in it a lot of new things have been added to the ship Matrix so we're taking the opportunity right now to include things like Quantum drives and Quantum fuel tanks uh as well as smoothing out all the existing components to make it more clear exactly what is in each ship the

  12. 00:09:16

    challenge with the ship Matrix has been including the new ground Vehicles into it so we've added in uh capability to add ships ground vehicles and anything else that comes up there's a new sizing scheme for ships uh so you have weapons maintaining the size 1 through 12 and the other components maintain a more uh easy to understand small medium large uh system that's related to the ship sizes so that you can tell what goes in what ship um and whether a ship has a size that's larger or smaller than it would typically have so we've redesigned the ship detail page so that you can tell for each component uh what size it is uh and see from the Icon what type it is uh as well as uh what it can be upgraded to and what could also fit in the slot then you can zoom out and see an overview of the ship with all the slots that are currently populated and the slots that

  13. 00:10:04

    are available for you to upgrade your ship with backers have noticed that the ship Matrix in the past hasn't got a lot of love so we've reworked the database to make it a lot easier to update from this point on we're going to be able to uh as things change in the game quickly get in there update the ship make sure that it's up to date and reflects accurately exactly what the gaming experience is going to be hi everyone I'm Victor QA at turbulant you probably know me as a full gam on Spectrum I am the I am the QA on the RSI website so spectrum and the website and a little bit of the launcher so I'm going to talk to you today about Spectrum so Spectrum 036 is now on the PTU with the aati uh 036 includes new features like uh the new text editor so when you um

  14. 00:10:53

    when you write something uh on the new post for example you will have new tools like uh hyperlinks format hyperlink formatting like the uh the Emoji Toolbox will be there and more important the preview of the of the post and drafts so now when for example you're uh you're busy typing your your tread and you want to check what your friend are are saying on on the Forum or on the chat Lobby you just you can just go check what they do and everything will be saved so now we have draft 036 includes to the mini profile the mini profile is um like the current profile but uh with new features like um the

  15. 00:11:43

    post count and Karma so the post count will be um imported from the old Forum so people with a lot of post in the old Forum won't lose all this post and the Cora is um once you get every every every time you get an up vot on uh um on a Trad you you made or a comment you will get one comma point and uh it will be your it will be on your on your profile too so we'll add a new feature too which is the jump to new track reply so for example you know I'm a staff so I will post something in a trade and uh a backer would will be able to just go down the trade see the small icon of uh stuff reply click on the icon and we will be directly jump to the the reply of the stuff and if there are more

  16. 00:12:34

    than one reply of stuff replies um you will be able to jump between the replies with a small button so everything is good uh this features is available too for um organizations so you can just set up it in your setting in your settings and use it this is a feature that you ask and we devop thanks guys for your upate a little quick note on the launcher uh the team has been working very hard with cig engineering to try to get major progress done on the new Delta launcher which comes with the Delta Patcher which is a faster patching method uh the team has been really working on refreshing some of the UI elements uh we're keeping the same UI base but we're refreshing it with some of the 30 new imagery we're uh

  17. 00:13:23

    you know changing the entire core of the application in this update and so we're going in full swing testing on multiple platforms uh you know installation paths at the same time most of our engineering team has been working on getting most of the digital distribution uh channels ready so that you know we can get get those objects as fast as possible to you when you request a game version uh so that requires also Security reviews and you know deployment scripts but that's basically where we're at on the launcher we're really working hard everybody is working really hard to get this Patcher out and uh for you guys for 3 we're hoping we're going to make it we're pushing real hard so that's our update for this week on platform see you guys next time miles eart is proving to be quite the popular test subject for various systems uh definitely he's the new

  18. 00:14:10

    cafeteria really um the design and subsumption teams have really put him through the paces to get stuff like the reputation system and feather blending working all that effort is going to make for more interesting and realistic NPC interactions in the game which is our goal with the introduction of our vast planetary Tech another aspect of the game that's recently gotten some extra attention is our Fleet of ground Vehicles last Friday we revealed the tumbril Cyclone yeah we did it's very very cool and uh let's take a closer look at the cyclone and its many variants my name is Paul Jones uh I'm one of the art directors here at Foundry 42 my name is Steven Hosmer and I am a tech technical designer at Cloud

  19. 00:15:00

    Imperium we're sort of starting to enter into the world of land vehicles that gives us a wide brief uh the buggy that's a it's a it's a good one this is a new manufacturer it's always exciting to have a sort of Clean Slate according to the law this this manufacturer this company been around for a bit used to sort of provide uh sort of super rugged vehicles for the military so the Cyclone is intended to be a uh land vehicle where you get in and drive around on the surface of a planet it's supposed to be like a fun vehicle to drive fast it has four-wheel drive it's got uh four-wheel steering also something that you're supposed to be having fun while you're driving around on the planet taking jumps off ramps just doing all the things that you can in a in a wheeled

  20. 00:15:47

    vehicle you can sort of tell that it's got military routs in the way that it's it's got It's very functional but there you know there is that sort of hint of you know knowing its market and it just wants a little bit of flare so there's you know there's a touch of artistic flare designed Aesthetics in there and now this is sort of like their first entry into you know sort of uh manufacturing and providing it and selling a new vehicle it's based in functionality basically it's design so it's very much approached from that point of view the Ursa Rover I would call it a tortoise and the uh Cyclone I'd call it a hair where you have the the Rover it's going to be you know slow and steady you've got the cycl clone which is going to be fast and fun to drive and then the nox is going to be like a Speedster that's going to get out

  21. 00:16:35

    there but it's not going to take as many hits so it's kind of like in between that pretty much defines quite a few things right off the bat you know just ergonomics you know what it's meant to do whether it's you know like I said it's not meant to be a crazy sort of six-legged vehicle or anything you know we want it you know it needed to be fast needed to look super rugged it could take a hit uh it still sort of you know has open elements um to it so it's you know you're still going to sort of feel the wind in your hair so to speak if you have any hair you know we sort of hit it quite hit it quite early on actually in the process probably within the first two two weeks we knew where we were going with it so the modularity is something that was specified by the design Department um and so I think it works really well you know it's almost it's

  22. 00:17:23

    it's kind of you know it's very similar to sort of a real world and sense of having a truck and then you've got your flat bed at the back and then you can sort of add add and subtract basically the first variant is just the base it's just a regular buggy with a flatbed on the back that's meant to carry cargo so if you're just you know sitting around on your homestead and you want something to go from place to place and carry a little bit of cargo that's the one for you the next one is the turret version the TR and that's uh mostly a military version kind of hearkening back to the old days of tumbril it has a turret so you've got a third seat for turret operator and it's got a 360° Arc and it can fire any direction it's kind of uh like an infantry support vehicle like if

  23. 00:18:11

    your boots on the ground operation this is your Cavalry this is the the thing that's going to get in get around get around uh all the other um troops and kind of support them the next one is the uh Recon and the Recon is our n version I believe and that one's meant to be something that goes like under the radar it's got stealth components and then you can kind of get into like an enemy uh base kind of scout around use your radar to find uh imp placements or something like that use your beacons you can kind of put them down use them to like light up a Target that you need like the guys in the sky to come down and and Rain fire upon um or you can just use it as a exploration vehicle you can go out you

  24. 00:18:58

    can map terrain you can you can go onto uh one of the planets that has like a dust storm or something you can drop it outside of the dust storm Drive in find whatever you're looking for whatever objective you're trying to find place your beacons and say okay hey this is a landing spot in this storm you can bring your ship in you can find those beacons they can call you down you can pick up whatever you need to get there uh the next version is going to be the racing version the RC um it's mostly just we're taking the base cyclone and we're putting basically nitrous oxide in the thing you get the boost on that thing you can take those jumps as fast as possible you can get around as quick as possible it's like if you're uh like in Baja you know you're like going over the dunes and you're like hitting the Boost and you're just

  25. 00:19:46

    going as fast as possible uh and then the last one is the anti-air vehicle and that one has two size two missile racks so you can either have a size two size two missile are four size one missiles and then it also has a countermeasure package which includes shaft flare smoke screen and a size One EMP you know you always think it's good it's interesting it's you know it's fresh um but you sort of sometimes you think oh yeah we'll nail this no problem and then there just the little things that trip you up and keep tripping you up and it's just getting it's just getting aware of you know all the things that we need to take into account you know in enters and exits you know whole cabin all the all the you know all the instrumentation has

  26. 00:20:33

    to be in the right place you know and you constantly sort of jiggling trying to hit what the game needs and then what us as artists want to sort of push in there and sort of experiment with you know there are a couple of things that maybe we could have improved on but we'll you know but when it goes to the production team we'll have a chat with Nate we'll have the kickoff and I'll be like okay this went well was less happy with this you know maybe maybe you guys can you know flesh us out a little more sort of really Advan again the manufacturer so we know you know when when we building tumbril uh Vehicles okay this is this is what we do these are the these are the these are the materials this is the you know this is the cloth this is the metal this is the paint this is the color here's our decals here's our here's our UI style

  27. 00:21:22

    and just sort of clarify all that basically probably the most challenging thing is probably always the deadline the beauty of being this this being the first one you have a certain amount of naivity in terms of you're not quite you know you're doing a land vehicle but you're not quite sure the problems you're going to hit and often with this sort of stuff it's very much you know you make one change and it has a it has a ripple effect to the whole vehicle so make a change to the front suddenly the front's out of balance with the back so now we've got to change the back okay the back's changed now so that's affected something somewhere else and so it's it's it's trying to manage all those sort of little tweaks and changes and and still hit the deadline basically so that's that's always a tough one for me I mean we always do it um but it's

  28. 00:22:11

    always it's always team effort let's you know how do we do it so the Cyclone is going to be a great addition not only does it look like a lot of fun to drive all the variant should provide for some pretty interesting and varied gameplay of course one of the main questions that's popped up is what ships will it fit into if you're looking for that answer then check out this week's Cyclone Q&A there you go and if you're interested in knowing the tech involved in making that happen then this next segment is for you as you'll see getting a ship inside another ship's hanger and keeping it there isn't as easy as it seems it never is my name is Chad mckin and I'm a game play programmer here in the Los Angeles

  29. 00:23:00

    Studio we're talking about ship and ships which is a topic that touches on a few different systems on one hand you have just kind of the physics uh and game code involved to actually make the ship and ship behavior um work consistently but there's actually a whole larger other topic that it touches on which is persistence um how do you get the ship in there in the first place uh you can just drive it in there but if you park your ship at a space station log off log back on you really want that ship to be there the next time you spawn it you want you to have your dragonfly or your nox and so the question is how do we get there in 2.6 this isn't possible you you won't get that ship back in your constellation or or whatever it won't be there but if you do

  30. 00:23:47

    want it to be there we need a whole uh host of Technologies in our engine and in our backend services to support that behavior it's this little thing that seem so small that actually requires um a lot of effort to make work correctly but that effort also enables a lot of other behaviors in the game that previously weren't possible so right now in in 2.6 what we have is effectively um a very simple system that just tracks player accounts and specifically um loadouts in player accounts so it tracks your specific Loadout that you have equipped as well as any vehicles that own and their loadouts this is fine for the gameplay that we have right now in the game so yeah you'll you'll have your

  31. 00:24:35

    weapons the next time you log into the game if you do a modification on your ship it'll be there the next time you log into the game but if you make any kind of change in the game world uh or in kind of inside your ship uh that's not going to be reflected in any way because the persistence database doesn't know anything about it this is a great limitation whenever you consider the kind of game that we're trying to make we want to make this large game this living world that can change and be dynamic but this persistence behavior that we have is completely ignoring all of the nuances that are required to achieve that behavior one large uh part of that is this fact that we're so tied to loadouts because of that that means there's no concept of a loose entity so

  32. 00:25:24

    let's say you have a ship uh a constellation and you park a nox in inside it the nox isn't attached to the constellation right it's not on the wing a fixed to a a gimbal where a turret would be it's just lying there in the ship in order to make that work we have to completely refactor the way that game code handles uh persistent data and make it in such a way that instead of tracking accounts instead we're tracking a map of entities that point to parents and potential uh item ports that they're attached to and offsets with this requires is that we need to look in the persistent data record for the ship we're going to find all of the children of that ship so we're going to find all of the uh item Port attachments that'll be all the guns and now uh that we've made some refactors in the Precision

  33. 00:26:13

    database we can also find Loose entities in that ship so it's going to find the cargo uh item that we left in there as well as that knot that we left in there as well loose items now also have offset information in the persistent uh data data record that informs the spawning code where to line them up so we spawn the ship the constellation we spawn all its children we SP Laing spawning loose items and we have to spawn them in the correct location in zone space so they line up correctly we also need to introduce them correctly into the zones of their parents so that they don't fall out uh if you don't put the knock in the constellation Zone um they'll either Collide and explode or it'll fall out and just leak into space so we have to do a lot of fix up in spawning code but

  34. 00:27:02

    if all goes to plan we spawn everything in the right order in the right place in the right Zone comes in you see it it looks exactly like you saw it last and works perfectly this makes it to where something doesn't have to be in a load out for it to be um physically uh owned by another entity but that kind of touches on another thing the old methodology only had one concept of ownership you just owned something or you did didn't and that's fine again whenever you're dealing with uh your ships um if you have an attachment like a gun you've bought that um or you've acquired it through some means and that means that you can attach it or not but in gam playay you may get a hold of something that you didn't buy it may be in the game world or it may be something that you want to take from another

  35. 00:27:50

    player how do we track that in persistence well previously just there was no distinction what we need is a distinction between physical ownership and legal ownership so that you can legally own something you bought it but you don't physically have access to anymore because somebody took it from you it's in their ship now that was another large set of changes to make this distinction between physical ownership and legal ownership it had large ramifications on how we store and manipulate the data I had large ramifications on how we uh do this thing called Network ownership originally whenever a server would connect to the backend services the persistent cach that the player connected to would make a request for all of the items that the player has and it would then ask the server to entitle these to the new

  36. 00:28:39

    account then those items are sent to the server and cach locally they're also sent to the client and cash locate on the client what this meant was that there's a large set of data that exists both on the game server and on the client that is mirrored but if any change need to happen to that persistent data changes would have to happen synchronously both on the server and on the client and this is a large technical problem previously we kind of avoided it because we didn't really have this Dynamic Behavior we had some shop uh behavior that could change it and we had some H kind of hack code in place to manipulate it on the client and the server synchronously but once we start having larger systems directly manipulating this persistent data having um fragmented clones of the data across

  37. 00:29:27

    the network is is a huge issue both uh for security as well as for uh behavior and Sanity of of the data instead we've needed to move over to a system where the server is the authorative owner of the data and clients don't actually have a copy anymore instead they have to make queries to the server whenever they want to display something so let's say you go to a kiosk you want to buy some cargo well instead of directly checking the data that we have cached on the client we make a request to the server the server server will collect all the information that's required and send it to the client this makes it to where it's always up to date it's always correct and everybody in the network always sees the same information it also makes it to where some nefarious behavior on the behalf of the client isn't possible anymore because we've kind of closed off the ability to

  38. 00:30:16

    introduce uh information that wasn't there to start with one issue that we have uh right now is that I mentioned before was physical ownership and legal ownership well if we want to establish physical own ship that means that we also need to allow for transfer of that physical ownership to give an example let's say there's some cargo that's on um in an outpost on a planet that cargo might be spawned in with something called an object container which is just something that we've touched on in previous U material that we put out and so this object container just contains entities that get loaded into the game if you want to pick up that cargo and put it into your ship there's several steps that have to happen to make that work correctly first U we need to do the persistent transfer of the piece of

  39. 00:31:04

    cargo but there's an immediate problem that we run into the cargo in the object container isn't a persistent entity it got loaded in with the object container it was never persistent to start with so we need to do something called promotion to make it into a persistent entity and to make it uh what's called Network replicated then we have to make some modifications to the way the object containers work object containers assume a certain fixed set of entities will get get loaded in and we're actually modifying this list so we have to modify the way the object containers work so that they can have changes to their uh entity list uh networked across the network and to support late joiners so that anybody who joins in later into the game sees the changes to the object container so we've done a promotion to the uh cargo item we've removed it from the object container now we're going to

  40. 00:31:53

    transfer the persistent ownership of that to the player who picked it up the player has it it's in their persistent data record now the player walks into their ship and they put it into their ship we do another uh physical transfer of ownership from the player to the ship the ship now physically owns it and the persistent data record is updated to where the piece of cargo is in the ship now if the player logs off and the ship gets unspawnable and it'll be under their physical ownership even though the first player yourself legally owns it in order to get ships and ships working requires identifying physical ownership and legal ownership or requires doing all this

  41. 00:32:40

    persistent tracking but it's that same technology that also allows us to make our game World At Large um more Dynamic and have more life as far as as its Behavior so that means that you can make a change now to the world and that can be trapped there are some limitations still um changes in the World At Large are going to still be what what is called session level persistence so you can make a change to a planet or you can make a change to a space station and we can track that for the lifetime of that server but it's tied to that server um but that does mean that you can start actually changing the world if there was some cargo at that space station you can take it and somebody else won't see it anymore or um you can maybe leave something behind that they will see if

  42. 00:33:29

    you left your ship there well that ship's still there and someone else can come along while you're walking around on that planet they see this nice ship just sitting there maybe they'll take it away and it won't be there anymore and now we can be begin hooking in criminality systems to maybe give someone a wanted level whenever they've taken a ship that isn't theirs or taken some cargo off a ship that wasn't Theirs to start with it also means that if you for instance want to fly under the radar have some stolen Cargo in your ship that's not in your cargo grid so it's not in your manifest you can do that but that leaves it uh open for other people to then take your ship or take that loose cargo easier and it's going to make pirating more dangerous and it's going to make uh cargo more interesting I think whenever

  43. 00:34:18

    and other things in the game as well whenever you can take it from somebody else another thing this allows for is collecting right so you can if you find a big Benny's machine in the world you can kick it around maybe with another ship got to do some work but if you try hard enough maybe you can get this big Vin's machine and you say your constellation Andromeda cool now you have a big Vines machine and you take it with you and you own that thing well you physically own it at least you you sign off you sign back on again it's still in your ship maybe you can find another one somewhere start a collection you can have three or four of these you can trade with your friends give give them a a big Benny's machine maybe they give you weapon it allows for uh some more emergent gameplay you don't necessarily have to have a gameplay system in the game that is specifically tracking big

  44. 00:35:07

    bny's machines but you can still play with them because now you physically have access to them and that access is tracked in your persistence data we're starting to introduce diffusion which is a whole new way of interacting with the backend services that gives us some very interesting uh possibilities for the future for 3.0 it's just going to be a small set of uh diffusion Services um that are going to be online but moving forward we're going to greatly increase the number of these diffusion services and that has some really interesting impacts on uh persistent gameplay because it means that you can now have some diffusion service that's tracking an economy and persistent changes that you make in the world will impact the economy it will impact the cost of items it'll impact the location of them maybe

  45. 00:35:56

    the delivery of them there could be be services that are delivering missions the missions can be based on persistent changes in the world uh you can have Services based on pirate activity or Services based on um AI activity it allows us to have the combination of persistent data and persistent changes um to be utilized across the server instances and um have these Services enable U more kind of higher level um behavior and higher level modifications to in-game actions based on diffusion Services we're taking it to the next level to where we can get a more Global Universal look at persistence we can start caring not only about player persistence but the ship's persistence

  46. 00:36:43

    space station persistence Planet persistence Universe persistence ideally we want to move to something that we call the server mesh which has either a larger or a single uh mesh of servers that govern the entire universe and all the players are interacting with each other across this large server mesh that will allow some um truly persistent behavior in the world so that any one change that you make on a planet any planet or on any station is going to be persisted for all the players across the entire game it will make it to where if I leave something on a planet it's not in one server it's on that planet there is one planet and that has that change so 3.0 we're introducing these serialized persistent variables that will allow gameplay features to start tracking persistent information this

  47. 00:37:32

    will include features such as uh ship health and player Health as well and stamina so if your vehicle has the wing blown off of it and you respond your vehicle it's not going to have that Wing if it becomes unflyable you're going to have to start engaging with some of the other gameplay systems that we have so for instance you could have it repaired at a repair station or if it's beyond repair or you don't want to go through the effort you can make an insurance claim on it if you have uh insurance for the ship this will be expanded to include other behaviors in the game so like I said um damage uh and health for the vehicle but also stamina for the player so certain kinds of effects will be uh persistently applied to your player there will be other things in the game such as ammo your ammo is going to be persistent if you run out of ammo

  48. 00:38:21

    you're going to have to buy more ammo it's not going to be the way it's been where you can just fire away and you don't have to can be so concerned about the consequences additionally there'll be other things the interactable entities in the game will now have the capacity where we want to we can identify certain entities and make their states persistent so say there's a data pad that you interact with maybe you switch Its Behavior to be in an on state as opposed to an off that could be tracked and be persistent um we're identifying every day new places in game code where we have certain behaviors that have traditionally just been networked across the the network to keep the clients and server in sync but it's very easy to just turn on this persistent flag and start having that now be a persistent value that's tracked across game sessions so we're looking

  49. 00:39:10

    for these uh opportunities to take these game uh gameplay behaviors and make them more permanent as far as the lifetime of their effect I think it' be a very interesting world to play in and a very interesting set of gameplay features I really know their game has so that piece was a great way to show how all our systems tie together under the hood it was a massive undertaking to lay that groundwork but it gives the game a ton of functionality once everything is up and running and that's all for today's episode thanks to our subscribers for supporting all of our shows tomorrow we have a special happy hour Game Dev planned live designer Gareth Bourne will be building a solar system using the Sol Ed tool with help from the viewers tune in to our twitch Channel at 11:00 a.m. Pacific to catch it yeah that sounds like that'll be a

  50. 00:39:56

    lot of fun so you don't want to miss that uh finally thanks to all our backers we couldn't build this game without your continued support we could not and until next week we will see you around the verse [Music] thank you for watching so if you want to keep up with the latest and greatest and staff citizen of Squadron 42 development

  51. 00:40:45

    please follow us on our social media channels see you soon

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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