Star Citizen: Around the Verse - Depth of Character | 3.4 Ep. 9
Transcript — every row opens the video at that moment
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[Music] hello and welcome to another episode of around the verse I'm Eric Aaron Davis and I'm Dave haddock today we're getting up close and personal with twitch Pacheco exploring the early RMD of planetary cave systems and taking a look at new FPS weapons coming online in alpha 3.5 but first let's check out some highlights from the first ever lor ville rallycross in this community event 10
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racers competed in tumbrel cyclones in a death-defying race across Hurston with star citizen sottano taking home the victory exciting now over in development news as more planets and locations are added to the stanton system you are bound to run into interesting characters lurking in their shadows that's right a massive aspect used to create the flavor of each new location are the people who inhabit it yes let's go to Josh Sherman and Jeremiah Lee to take a look at the new mission giver waiting for you when our corporates so we're in the process of building our new mission give it 4 3 5 twitch pacheco or t-shirt wish Pacheco good to hear let's hope your execution matches your enthusiasm pacheco as a character has a little bit of a richer past where she's gone through some hardships a former
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operative and blackjack security and she got into a horrible accident causing her to suffer some nerve damage she was ultimately let go and she had some animosity towards blackjack security because of that but she tries to hide that she doesn't want to put that down she still wants to kind of be herself be this badass that she's always been as a soldier and we wanted to communicate that through her costume allow some personality through some of her other elements but Janko was heavily inspired by Blade Runner and also a lot of the 80s and 90s sci-fi film are also being in the crime syndicate we didn't want her to be wearing pants or a shirt we want her to be a little bit of protective gear some combat stuff here and there but nothing too heavy she wanted to be a little bit incognito so she'd have like a hood to cover her face or her identity a little bit so with Pacheco's hair the number one
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thing that we wanted to try was a very different style first off that gives her personality and makes her stand out and it feels like it fits her to begin with but also we wanted to make sure that we were able to do that with our new hair tech I want you to look special and I wanted to not give her just a regular Plain Jane type of hair I wanted her to have a little bit of possibly hidden culture and she she looks badass man so since this is all very work in progress with our hair pipeline and we're trying to finalize that now if it's not completed 43.5 we're not going to let that stop us for the release of Pacheco in 3.5 so I hope that when players see Pacheco and that they're excited and that they get to see a new style a new type of character we have a lot of already bad guys and this is going to add to that group but we're excited to kind of bring a different flavor a bad guy to you guys
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so you were there when they filmed twitch yes right yeah yep back in 2016 that's awesome so with you know is there anything unique about her and you know specially like with her performance or anything it was actually the first one we shot in that shoot which is a fun thing but she's got kind of a chip on her shoulder and hence what she's sort of gone over to the dark side and sort of working for the criminals that she had been previously locking up and and the actress like really kind of took that and ran with it walk away and don't come back we see you anywhere now our operations you're dead a lot of her line readings with that sort of that rage and that kind of anger and take those two it to really bring the character to life that's awesome and then you were just in the UK home again what were you out there doing we were doing some pick up stuff for squadron 42 kind of little character vignette stuff
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for the players to hopefully discover and we were also doing some PU kind of wild line character pickups to help support kind of law system designs working on so your life you lead Dave it's very awesome so there's some also some radical new firepower coming to the PU and alpha 3.5 here's Johnny de CVS and Jacob Mathis with details on some of the instruments of destruction being unleashed on the PU in three point five we've been working on another assault rifle that's the German is 71 this is the first weapon aside from the sniper rifles that we'll be putting out that ship to the scope so this is a real high precision slightly longer range rifle default fire mode is single shot a little bit more precise there's no full auto on it and you're kind of closer range options in the burst mode on there as well we've got
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the Casta comms coder which is the third pistol we're putting out live I think the real difference you'll see with this one is the amount of power that it puts out like everything about it just kind of screams power you only get six rounds in a magazine it looks like it's going to tell you hands off when you shoot this thing it's just like the recalls super beefy that sounds super beefy as well so I've been working on the Gemini s 71 and the new UK cicada these are two really good examples of a weapon that follows the more traditional for robust weapons pipeline that we've established as well as a new weapon that requires and has had technical hurdles which is the coder we're going to go diving t2 the engine we'll find out have a look at these one of the core design structures that we've put in place when it comes to a ballistic weapons is to follow these muzzle breaks as we can see here we can
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see the vents where smoke would come out and we try to obey that as close as we can to try and follow real life just to highlight we just turn up the emissive just to really show what we're talking about here on the left side we can really see that the particles actually emit where the vents are similar to what you would see in real life and this is what really gives weapons in star citizen that really nice realistic appearance the coda by casting arms is slightly different as long as being a pistol it's also a lot more different we saw the muzzle break very fluid and that nice pinpoint accuracy that you would see with with wife was but with the pistol is meant to have their whole hand can feel and very punchy main thing that made the coda stray from our traditional
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weapons pipeline was that it just needed to have that aggressiveness that cast leg arms really want to try and get one of the main technical hurdles that we had with the Kota pistol was the shell rejecting from the back where we had the shell casing colliding between the weapon and the helmet of the player this caused multiple issues sometimes it would look right on planet but it would look very wrong in space where you'll start getting trapped between the the helmet and the pistol that was one of the main things that really defined the Dakota was was this shell ejection so the f71 and the cast irons cred has actually now been finished has gone through the review process and should now be getting into the hands of the backers shortly last but not least the planetary development team has been doing some R&D on creating underground cave systems for the persistent universe it's quite rare that we get to showcase
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something this early on in the process and it's actually a cool chance to show the kind of blue sky experimentation we often do in development here our environmental artist Patrick GLaDOS and Florian solo neck with more imagine you're you're driving around in your cyclone on some moon right and you discover this very odd-looking geological structure that looks a bit out of place so you go and investigate and you notice oh there's actually crevasse there's some paths leading somewhere you will never know what's gonna happen next it could either be a tiny entrance and a gigantic cave system behind that right or just a super large sinkhole that allows you to fly in with your ship land there but you realize okay that was it right could
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happen too when we first got told that we should investigate more in you know the development of caves it was quite exciting because we were we were waiting for this for a long time it's something that the entire arc team really wanted to work on we have actually not built any new tech for what we are using to build procedural caves right now the stuff that we use is already known for anyone who has looked into a truck stops and how these are built but the application is a completely different one so when we started doing R&D for the caves we just needed some contents and some shapes that we could put in our case and so what we have in here is design reserved areas that could be spawned at specific spots that we decide
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where they should be spawned in so in here we test it with like an NPC that can be spawned on this little rock or something that could be my Noble or in this case something that you could climb on and walk inside to grab something in there once you enter the cave the next thing that you will see as a player or you should see as a player is a very clear path that is there for you to traverse a specific room there's a small of a hero style or room that we had to work with this was a specific test with housing and the gameplay reserved areas so we have this blue path that you can see here this is the area that needs to stay empty for the player to walk on so
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we can dress everything around it but needs to keep this empty and the orange areas they are the design reserved areas designers can play specific objects in here that can either be generated or basically be part of this Kevin and never change the cool thing is one chamber could either have multiple paths or just one path if it's multiple paths depending on the generation of that cave right because we will generate maybe a thousand caves and then choose three of them and then place them on a planet but depending on where the generation was in the seed of our entire generation some of these paths could be locked or freed up but you never know so it's not like it's going to repeat a lot so that's that's really cool when we
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create all the elements that are necessary for our cave generation similar to the truckstops create a graph that we have to work with we work with this procedure layer tool we and pick a seat and just generate everything so when I changed the seats in here I will basically get a different result we then have the possibility to generate assets on top of that which are the props that are needed to finish the whole process the first couple results that we got were really cool because we didn't know what the cake would look like in the end so in here we have something that we've put in one of the canyons of damar just to see how the verticality works with a larger structural setup so basically
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same room setup but different entrance with different seats that allow us to spawn different elements in there and in here we've got one of the sinkhole type caverns and in here you can basically see how larger structures can work with a planet set up once you traverse further through decay if you'll notice okay I can I can't just run through it because there are obstacles I'll have to climb I'll have to crouch this is the typical caving experience people squeezing through tiny crevices where most people would get super claustrophobic it might squeeze you down like crazy and it's it might even be underwater or stuff like that right so many challenges that we try to implement when it comes
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to caves it could be if properly done a fresh experience on every single cave that you enter and not feel like oh it's the same thing over and over and over again with the same layout and the same props and all of that stuff thanks guys and again this is a very very early sneak peek at this text so we're not quite ready to share just when you'll see caves and starts there's an universe at this time but keep an eye on the public road map for updates in the future and I mean this is a usual yeah anytime you know some tech comes online that we've been planning for but really needs that time for creatives to be excited or really dig into something that's what this is for right and that's what the ardent get so excited when you get out of our Dean you know what you're making and it's a pretty set box to kind of produce and get it done but yeah this is little early I think to show people this but we
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we were the excitement was palpable when we go within the last review so it was time we really wanted to share it with you guys so anyway speaking of the road map tomorrow's update you'll see the banner defender move from three point five to three point six the ship is our first foray into this type of organic design that will set band new technologies apart from other cultures and star citizen universe and utilizing both our ship and character pipelines together in pretty exciting ways so for this reason we're going to give the banner defender a little bit more time before it makes its way into your hands yeah it's gonna be really exciting to see all these unique kind of design cues kind of come together totally and that's about all for this week don't forget to join us tomorrow at 12 p.m. Pacific for special reverse the verse game dev with character creative director Josh Herman now we've seen Josh create all manner of creatures in the past but this time
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he'll be creating a piece of armor with your input not ours Oh No yeah as always thanks to our subscribers for sponsoring all of this video content and thanks to all the backers for making the development of our games possible until next time we'll see you around the verse thanks for watching for the latest and greatest in star citizen the squadron 42 you can subscribe to our channel or you can check out some of the other shows and you can also head to our website at www.uvu.edu/library
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

