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Star Citizen: Around the Verse - Stamina and the Actor Status System

8 September 201700:40:051,049 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:15

    hello and welcome to another episode of around the verse our weekly look at star citizen's ongoing development I'm Sandi Gardiner and I'm Jeremiah Lee nice to have you here today on today's episode we investigate the new stamina system gameplay and learned how various actions will be affecting your avatar in-game but before we dive in let's focus on the most important action happening around the offices alpha 3.0 that means it's time to check in with eric kieron davis and the rest of the team for this week's burn down welcome back to burn down our weekly show dedicated for being progress on issues blocking the release of star citizen alpha 3.0 last week we ended at 94 total must fix issues which was prioritized as nine blockers sixty two criticals twenty one highs two moderates

  2. 00:01:02

    and note reveals so let's check in with the team to see how we're progressing so many things about three hours a moment as we're drilling down more on the 3d PT u /e became us fix issues tom my and pause well got some more triage that we still do we're aiming to get through at least the the criticals before we definitely signed off on going yeah these are the mas fix issues but in the meantime I'm aiming to send out an email to the team about the must fix issues we currently have those the ones we want to start working on in order to push forward for evocati so focus on those the thing about game development is that with bug fixing and particularly drilling down on the most fix issues that we now have is that like most things in life you can have good days

  3. 00:01:51

    and you can have bad days with stuff developers can have a really good day where they just pull it a thread of a bug you know something they've been working on for a little while and all of a sudden they kind of have that you reach a moment they pull on it and then everything else just unravels and it allows them to fix the next few bugs stacked up behind that on the flip side of things you can potentially have a really bad day where a features got a little bit further developers of a put some more fixes in giving it to QA over to testing and QA goes goes in and starts testing it and they can go well that doesn't work there's an issue here there's one there this one there or you can get issue again with a feature or anything really in that you can come up against one issue and then extrapolate that out and QA will just go and down the rabbit hole essentially and go right well if

  4. 00:02:37

    this doesn't work well how about if I do it like this and what happens if it do this and what happens there and then there you can end up from that one put just initial find you can end up with another six or seven bugs we noticed there are these occasional black flashes see one there in Graham Bartow so as we were going around we kind of family nurses that just as you approach these lights they get more and more extreme so what we're seeing here is actually it's usually the lens flare that's just spreading a problem out but what's usually happiness is something is divided by zero or it's taking the square root of a negative number or just something impossible and so having done one pixel wrong it then just just smears it all over the screen so you turn it

  5. 00:03:24

    off and there's just a little bit of it's still kind of visible and going right up to it I think the the depth of field starts picking it up as well but you can just see there are these tiny little lamb' tiny little stipple effects so when we know that the fog uses this sort of like jittered and like per pixel gesturing so this kind of matches the pattern so like we if you turn off fog it goes away so it's probably fog and what we realized is this is basically when it's doing the rectangular lights what it has to do is it has to at one point it takes the position that it's sampling and it finds the nearest point on the light near to it and then it

  6. 00:04:12

    tries to get the the direction to that so it's sort of subtracts the two distances and divides by that distance so if you've actually managed to sample it dead on the middle of light somewhere on the plane of the light it ends up with a zero it divides by zero it just screws everything so actually we just put in a very small fix yeah so literally just checking to see if it's 0 if it is 0 we just use a completely different factor that's it's not exactly the right back to that it should use but it's it's not visibly different so yeah it works last few weeks we've been working on some shopkeepers and the admin office worker is sort of like a general-purpose

  7. 00:05:01

    location or NPC we have whenever you need to deliver or pick up something from a location that has lots of kind of sub like like a station or a truck stop or something this will be a little a general point where it'll go there before it gets you know delivered out to where it's supposed to be in the station and as you can see we have one of our NPCs here who I just got some new animations from Dave over there which should hopefully fix this stretching to talk issue which has been cursing us from being able to test it properly or use it properly 43.0 we we're reworking the turrets for all the ships and not only with ships but also you might have seen it in the rover as well so with the turrets we've added the ability to you for the designers to

  8. 00:05:53

    define dead zones and active zones to control how fast the turret turns back and forth and then recently we've added a feature to have you get into a seat and have the turret rotate while your wallets getting ready for you to shoot at enemies or other penalties turrets are basically like a mini vehicle where they have seats in them and other sea components and so our existing code can't tell the difference between a currency and a ship seat and so it it just chooses whatever it finds first so we have to define no for this turret we want you to use the turret seas or for the ship we just want you to use the term we've got this year a ticket for a bug that you were randomly dying within visiting or outposts on one of our moons it happened in all of them so we had to

  9. 00:06:42

    open up the editor as you can see here and find out what the issue was and if you look here you see that we have these blue boxes I made them a bit higher than that posted for this example but this is the atmosphere that or well this is the box that contains our room system which contains atmosphere and actually air so you can breathe within our locations but as you can see there's a gap between two of them or between all of them well it should look like this because when they're not touching that means the air actually just goes nowhere which makes it like disappear in time so you would randomly die at different times because you wouldn't know when they are actually run side

  10. 00:07:30

    and that was that bug report with God so we found out that okay they're not connected we need to fix this issue our first solution was actually us to make all the rooms bigger to make sure they touched each other and as you can see in this example here but we soon realized like or well straightaway realize that that also means you can breathe outside you can technically stand on this window even though it's outside you can still breathe and survive without a helmet which also shouldn't happen because you're one of the moments that doesn't have air you can breathe so what we had to do was use their custom shape tool that lumberyard provides and actually make these shapes fit so they go out and

  11. 00:08:20

    extra bit where the door comes so the room still touch each other but they don't reach outside so you can actually not stand on the outside also being able to breathe at the time of filming this we've reduced our total must fix issues by 18 which brings us to 76 issues stopping this first release at the same time we've checked in a total 773 new updates to the 3.0 branch and now this week we've also made some more important decisions on what we'd like our first round of non CI G testers to help us evaluate as well as provide feedback on and keep polishing and fixing we're really going through this release with a fine-tooth comb making sure all of the new tech and features work harmoniously together so while we're all passionately working to knock out the mountain of blockers as matt said uncovering one thread may unravel and reveal a whole

  12. 00:09:08

    myriad of issues that we always hope will knock out more than one big issue at a time but putting my personal dreams aside as we're completing and polishing features those numbers are going to change and sometimes dramatically sometimes higher sometimes lower so come back next week to see how we're doing here on burned-down for a more detailed look at what bugs we've been smashing be sure to check out our 3.0 production schedule report which we update every week on our website now it's time to talk stamina the dev team has worked hard to build a robust stamina system that takes numerous factors in consideration to provide a more realistic experience for example if you into combat you'll discover that your aim will suffer due to the deep breaths being drawn by the character or worse that you don't have the stamina need to escape if the situation goes south creating a system that requires players

  13. 00:09:56

    to think strategically what their movements was one of the many goals that team had to tackle to see what else had to be considered when designing the system let's take a look at this week's feature the actor status system started the life as a much smaller piece which we're trying to figure out how to breathe in space how to breathe also how to suffocate in space how that works the initial implementation was a pretty dodgy thing we did just so we can get to zero out the door we're putting some kill triggers outside the airlocks just to make sure people don't walk outside in their t-shirts obviously people

  14. 00:10:44

    managed to do that because of our wall collisions not being 100% there and people ended up floating in space in their t-shirts not not such a good thing so eventually we started working heavily on the system but there were a lot of other things that had to come online before this system could actually be a fully functional the main thing that had to come online was our room system our room system defines the space of every room what the atmospheric composition is in each of these rooms and how air travels from one room to the other the other problem we had to deal with was how to how do doors opening and closing react to this our doors initially did not support this feature so we had to read or out all our all our doors all our airlocks elevators so that when the

  15. 00:11:33

    door opens it actually allows gases to travel from one one room and another the standard component defines a default seminar course the default seminary generation as well as the requirements to maintain optimal seminary generation on every breath the standard component queries the room system for the atmosphere composition and volume of the current room then replaces a fraction of the oxygen in the room with carbon dioxide and updates the seminary generation based on the amount of oxygen replaced if there's no oxygen in the current room there's no regeneration and the player has a limited amount of time before suffocating the stomach component in we were able to implement a life support system for the player to survive in space by turning the players helmet itself into a room so the Perito matically enter this room when equipping

  16. 00:12:20

    the helmet and the stamina system can maintain optimal regeneration because the room quays will always find the helmet we also added a guest purifier that removes noxious gases from the helmet including carbon dioxide and a gas tank that maintains the pressure in the helmet by feeding it oxygen when it comes to having no helmet on or simply having a helmet that does not have a breathing system you will be not be connected to your suit you will breathe whatever is available in the room and that will have some consequences especially when you get into places that either have low pressure or not enough oxygen in the atmospheric composition in the room or simply noxious or poisonous gases in the room so that will create an interesting gameplay and we're trying to

  17. 00:13:08

    make sure the player doesn't always keep his helmet on it should become fairly costly to keep a helmet on as this brings a lot of interesting gameplay possibilities to star citizen where you have to rush to to a suit locker get your suit quickly on because your ship is getting depressurized and there's no other way you either get to that suit or you die now the the main stem a consumer is the players movement well the player is moving their standard reins depending on stance equipment weight and movement slope so walking up the stairs is more expensive than walking down the stairs so basically every action the player does consume stamina if you're sprinting jumping crouching vaulting over obstacles that will consume stamina even idling consume stamina just on a very low scale compared to the other actions we want to encourage the player to think

  18. 00:13:58

    tactically when they perform actions we don't want them to just constantly run bunny hop everywhere we're trying to achieve a level of realism here basically people who constantly abuse their actions and not think about what they're doing will get punished while people who are mindful of every little thing they do will get an advantage consider yourself sprinting into combat for I don't know 30 seconds and when you get into combat you're so out of breath that you're just can't counter further for everyone else you're aiming will be really bad your recoil will be unmanageable if you won't even be able to get out of trouble because you don't stamina to sprint away from the from the mess you got yourself into so this way people who arrived fresh in combat will be way more effective effective than people who've just rushed there and yeah

  19. 00:14:45

    not too much walking instead of sprinting will still consume some stamina but your regeneration if nothing is wrong with your character like like chess room there's something like this they will still regen more than you consume where when you when you walk but you also have the option of completely stopping and when you completely stop then you get the maximum region because your character is not doing anything he's he's still consuming stamina because he's idling because we want to start consuming oxygen of the vir oxygen tank basically if you just idle in two hours in space you might run out of oxygen but if you sprint for ten minutes you might run out of oxygen it's the same because you start consuming way more the player abilities are the secondary consumers of stamina an ability consists of a type stamina requirement assembler cost and

  20. 00:15:35

    two check points in the game code saying okay this is where this ability starts and this is where it ends you can only access this part of the code if your stamina is higher than the requirement for it the cost can also be processed in different ways there is instant cost like for jumping or vaulting there's lasting cost like for sprinting and holding breath and there's also conditional cost which is instant cost that depends on what other abilities are running at the time and all that was good until well we added equipment weight into the mix jumping with heavy armor and the railgun in your back on Jupiter is a lot more expensive than jumping with a light armor on the moon so this meant all abilities suddenly had variable costs so the designers couldn't reliably adjust the ability cost to ensure the fair experience we fixed that

  21. 00:16:24

    by taking the remaining stamina into account instead of current stamina so instead of saying you need 20% stamina to be able to jump we are saying jumping is not allowed to drain your stamina below 10% to show the player status we are using different combinations of post-effects the problem is when several status conditions are using the same post effect like for example when bleeding at low health and those and all these conditions modify the brightness so we needed each effect to be noticeable enough on its own but also not go crazy when stacking with each other so implemented a centralized component that runs with customizable rules with a new implementation you can say for example all contrast modifiers after the first one have their strength reduced by 50% and together they can

  22. 00:17:12

    never exceed a certain value the buff system has been in the game for a while but we never really had a reason to use it extensively buffs are pieces of data that consist of a type a value and sometimes a time limit their purpose is to allow virtually anything in the game to modify the player status using a simple interface the actor but component receives all the buff requests and automatically stacks the buffs of the same type together and broadcast the new value over the network bleeding is implemented as a debuff in game right now when a body part takes damage it applies a stack of bleeding with a value of 1 that means the player will take 1 damage per second from bleeding taking damage the other body part applies an additional stack of bleeding so the player will now bleed for 2 health every second healing one of these body parts will remove the corresponding buff the

  23. 00:17:59

    buff component together with the stamina health breathing abilities ng force components make up what we call the actor status system we use it to change the gameplay experience depending on what happens to the player so for example in the new version 3.0 well taking damage to the arm will affect the player's combat abilities like recoil and weapons way damaging the legs will affect navigation reduce the movement speed and increase the seminole cost for jumping and sprinting damaging the torso will decrease your stamina pool and regeneration running out of stamina or pulling too many G's will make the player pass out and so on one of the important things for us was that the player understands what is happening to them just having stamina there is not enough the player constantly needs to be aware by looking at his screen what

  24. 00:18:48

    condition the character is and we had to employ a lot of smaller tricks in getting the player to figure out oh I'm running out of breath I should stop a bit catch my breath or oh my oxygen is out so we had to go add a lot of visual effects on the screen when you're running out of breath we had to add a lot of audio breathing we had a lot of animation additives happening to the to the player we had to affect the players aiming moving up and down with every breath it's also a lot of UI work that had to go into this to tell the player what's going on at every every stop step of the way on your visor you get information about what's in your suit what what's your condition how much stamina do you have

  25. 00:19:37

    what's in your suit what what's in your tank what's in your suit what what your stamina is but if you want informations about the outside then it's the mobile apps right now that gives you all the information about the room that you are in my role based on the system was to outline the sound design elements of it speaking with design and codes and animation and basically coming up with a sound design system that would be able to play breathing sound effects in relation to what the actors act the state system was doing I work closely with you and Braun use one of our audio programmers and together we kind of start to build this system be able to give audio feedback to what the actors state system is doing so the player can have here's what the player character is doing e audio component drives the animation of the

  26. 00:20:24

    character for therefore the breathing that is going to sink so the audio will sync with the actual animation of the character breathing and also on the mobi glass you've got the heart rate monitor and we will be syncing with that as well so heart rate breathing rate will all be in the sink it's all driven from the same system the first step for me was doing better research to find out what breathing styles we're going to need and the relative speeds and characteristics so I thought the best thing to do was to record myself I rather than getting some talent in because I didn't know if it was gonna work and what I did first of all is set up a tempo mat I decided to go along and just record myself at different beats per minute bpm so we started it 20 beats a minute and then every couple of hours I increase the speed by 5 bpm so arranged from 20 BPM ups 119 BPM so in that actual time we

  27. 00:21:14

    from a three-second inhale and three-second exhale up to a point three of a second inhale and point 3 of a second exhale which is really really fast so I a lot of fun calling that the the benefit of recording to the tempo map is you've got a lot of variation and you've got a lot of assets that very very quick however the downside was I didn't realize how breathing rapidly without needing to how much I could measure well I did nearly pass out a couple of times at the upper end of the BPM scale fortunately did and once I got enough material what I did is I had edited all together so I split all the inhales and all the exhales for the specific BPM and then bounced them all out of Reaper so I had individual inhale assess and exhale assets the actor stated system sonically consists of

  28. 00:22:02

    three main elements so you've got the breathing styles which the different types of breathing then we've got the grunts and vocalizations and then we've also got the SFX support so that's like sound effects relating to your suits like alarms and my UI elements to fight that currently we have 13 breathing styles that will most likely increase that's currently split across two Suites so we've got a breathing suite full FPS so we're just running around so we also have a breathing suite for piloting because in those two different situations you will be using different styles of breathing so in FPS you'll be having normal breathing recovery breathing when you're fatigued taking damage and injury but then when you're piloting we use specific breathing styles for that situation one of them is called a GSM which is anti g-force

  29. 00:22:52

    straining maneuver also known as the hick technique and it's a technique eyelets used to stop passing out over high G's it kind of like the force my boss their blood pressure to remain high in like their head and stuff like that it's when you're pulling really high G's you start here and going what's loads of reference material and that the kind of that the stresses and strains and pilots put themself through is insane though the game actually calls discreet inhale and exhale triggers just great the love of modality we've got is brilliant so the active state system and the audio component in and pass particular values in relation to stamina Oh to health even like composition of the oxygen and the atmosphere in the room that feeds into audio components which are control

  30. 00:23:41

    through fired a torch there's a day forward record that I can control the breathing Suites the breathing styles and all the conditional transitions and through that I can dictate which breathing style is played at a certain time and how that breathing style correlates to the values that are being passed from the active state system so the actual audio exists in wise which are audio middleware tool with this is what the third currently 13 different styles are breathing they're all live in their own discreet actor mixer hierarchy within that action mixer there's a blend container which contains inhales and as a blanket a no that includes exhales so uniquely be triggered independently one after the other and within that they each have a range of random containers

  31. 00:24:29

    ranging from the 20 bpm all the way up to 190 bpm and then the blown containers actually respond to an RTP C which is a real-time parameter control which takes values from the actors data system and the audio component and that selects which of the BPM breaths it should play ah then the game calls the the play trigger which is like play breath inhale or prey play breath recovery exhale it triggers it from wise and that's what you hear in the game the the animation for the breathing is driven off date forward record and you control the controller curves of the breathing which can influence the curves of the animation for audio it represented a unique challenge for us because normally we're at the end of the stream but

  32. 00:25:16

    downstream process normally everything gets done we put audio to it this is the first time I've ever worked on a system where audio drives another feature so audio is actually driving animation so we have to make sure we sync with animation very closely because normally our footprint is post it's never normally it directly impacts the input of another department have after singer you can't have a breathing and breathing going in and out and the animation going out and in always involved with the breathing animations the procedural breathing animations and so making the players arms and chest move up and down a series and and mostly focusing on going in sync with the audio and getting the feedback therefore the player once they're tired or exhausted so the system itself is fairly complex in the backend there's a lot of sort of

  33. 00:26:03

    variables involved in a lot of different states and levels to it but from the players point of view we try and keep as simple and easy to read as possible because obviously it's it's all about player feedback of it and being able to see all I'm tired oh I'm exhausted and it's slowed down about need to stop discern myself and sort of communicate match them sort of simply and easily while also having the complex here at the backend system and having these sort of more advanced systems and behind that it doesn't saw you down but it will tell you that you're more tired and you won't be if you're running along you won't run slower but you'll run heavier and the audio will get more intense you'll breathe heavier your arms will move more and I'll have more of effect of when you're trying to aim at someone if you're exhausted your aim is gonna be all over the place and obviously this is quite a it's fairly subtle at the sort of normal standard levels and you wouldn't really

  34. 00:26:52

    know so that's the whole point in the breathing system if you're doing things normally you don't notice your breathing and that's only when you're probably exhausted when you've really been exerting yourself and he will go vertical no your pant in your arms are moving about your chest is heaving and you'll be exhausted from the breathing animation point of view the primary feedback for the breathing that's the audio that's the thing normally in games that you hear yourself breathing that's how you know you're tired the main thing was getting the animations to match up with for sodium we can't use just a big kind of nation because the breath lengths are different you breathe deeper or shallower a long bridge the deep breaths take short rest so we couldn't we thought about maybe having animations captured and then blending between them and lensing them or shorten them and then we had to go procedural and the way we did always we've got curved it and that comes directly from my after or

  35. 00:27:39

    from the animators till we pull that into their forge via script that was running they're all paused and in the Arabic and then that day is then read the game and it can be played by because just to speed over our own times obviously I'd Stadio tells us this is going to your next breath we go that's how long that mission has lost and also ties into the imposed system and so an lumberyard you've got our name pulls over top the player which determines where he's aiming and so that plays on the best that by the last layer it plays on the animation and that points the gun where he's looking am I just some F he's looking straight up that points the gun shop if he's looking down he looks straight down and then obviously suggested four different weapons and maybe eight different pavatt points and such using the procedural animation we can put it over the top of the impose and so if you're looking up you breathe correctly over there a direction and it all and works smoothly and it works not

  36. 00:28:29

    intrusively as we started only with a breathing system we were we thought our job is mostly done but eventually we are asked whether we can add the GeForce system to go through the same process because it's basically just forces acting on the player and causing various good or bad conditions on the player so the current GeForce simulation the the one in the live version right now is very accurate it's very realistic it goes as far as simulating how the human body naturally adapts under the effect of g-forces however moving forward we need a more generic simulation that works with any type of entity in any context not only human players piloting a ship and we need it simple enough to be able to run on all entities at all times for example we need unsecured cargo to fall over when the ship accelerates our new solution monitors

  37. 00:29:17

    the accumulated velocity of the entity and all the physics grids they are are inside of so we take the linear and angular velocity of the entity transformed them into the parent space and add the parent velocities and transform them into the parent space and so on until there's no parent and then we can track any change in the accumulated velocity any change in velocity means acceleration and acceleration means g-force this kind of became the birth of the actor status system which is a larger unifying system kind of brings together every little thing that can happen to the actor to the player or to other characters so we wanted that all the effects that appear on the screen of all the things that happen to him go through the same filter as don't want them to conflict with each other if we would have made separate

  38. 00:30:04

    system for for every little thing that can happen to the player let's say he's hungry or he's thirsty or he is affected by g-forces or he's out of breath each of those would have conflicted with with the other and that would have been a nightmare for all of us so that's why we had to unify and this became the actors data system it seemed to take off and every single idea from how the player reacts to g-force and exhaustion and being able to do abilities like jumping and jumping over ledges are all affected by this we've got at the grunts and the other zones in his dialogue only to interact with the breathing so it's becoming rather complicated so I've set up a system in the code to to link quite a few different systems the lungs of the players are how he animates and how that affects the the

  39. 00:30:52

    warble of the gun needs to be driven by the breathing and that needs to be in sync with the audio that we've provided the challenges we had were you know we'd start off with something simple and it would work fine for one scenario so we basically just try sprinting and and when you stop sprinting it quickly became apparent that it didn't sound very little realistic so he just quickly start breathing at a normal speed and and we would expect him descend exhausted for a lot longer so to find general of that to how long it takes to recover and how he sounds ways when he's recovering later on to need styles of breathing so that one boys their recovery stellar breathing so when you send exhausted he deeper longer brace until you've recovered I set up a system using our usual user interface for the dev team data Forge and we started off

  40. 00:31:41

    with just basically it looks like a table of numbers and parameters for the different ranges of breathing speeds and lung volumes that would need to be taken in to give the player the amount of oxygen back into his system to make him recovery stamina which is you know vales miracle of the breathing given the amount of oxygen in the atmosphere or the room we calculate um how much stamina you can regenerate so for each breathing style we tend to have a Bezier curve to make it possible to fine-tune the amount of time of these go or needs translates into how fast these needs to breathe or how deep mr. brief quickly from lair realized we had so many different styles of breathing like when you're injured or recovering from exhaustion or piloting a ship and experiencing high g-force the transitions between these became so complicated to manage we couldn't just

  41. 00:32:29

    do a straight interpolation in between each one I set up a new thing which we termed a breathing suite so that was a flow graph set up they joined them all together with with different transition nodes and the transition itself we'd have a flexible number of conditions that would make it follow the different parts of the flow graph to a different style so we've expanded that with so many parameters like checking the health or the stamina or the g-force or whether you're blacking out and we can get it to react in in so many ways that make it sound realistic that I think we've got more than 14 different styles and it really gives the player a feeling that that's something realistic is happening so the active status system in general attracts a whole lot of variables things like exertion you have stamina of course and that all ties into the room system which has oxygen but you know a room may

  42. 00:33:19

    not have just oxygen has other things you know might not have full pressurized atmosphere so it's important for the UI to sort of communicate state of your surroundings are you know so what kind of oxygen is present and your current atmosphere basically so if you go into an airlock and you know you depressurize then your oxygen tank won't refill anymore or if you're on a planet with low oxygen or there's a low atmospheric pressure then you know that your oxygen tank probably wouldn't we feel as quickly the would in a regular atmosphere one of the big things that we that we tracked in the UI is as basically an ECU graph which is an indication of your stamina so if you run up a flight of stairs or you know you sprint for a long time then you obviously see your heart rate going

  43. 00:34:06

    up your ECG graph getting a bit more intense so then that kind of lets you know that you're exerting a lot of energy and you're maybe take a rest if it's getting too high so it's very it's it's cool because it's not like exact value that you're saying it's a bit more indirect just kind of cool and then you know it's a nice visual in terms of the UI as well this is display on your mobile glass and we're also going to be displaying on on vizor as well so I mean obviously and kind of a very important piece of information that you pretty much want to have most of the time and be available to you at all times we have it in the hood but there's additional information in the lovely glass that we have I was the another good thing to know about actor status is what is the state of your surroundings so in your immediate atmosphere because you know you can go in and out of rooms different planets might have different atmospheres

  44. 00:34:54

    different atmospheric pressures different atmospheric compositions and not all affects how quickly your gas tank would refill let's see if you're running low on oxygen or something you want to refill it or whether or not it's safe to take off your helmet or not you can pull up your mobile glasses to see kind of like in that movie the Martian where it's checking its status for planning ahead this will be only dependent on the tools the players have we want to give them the most basic tool which is the mobi glass to just check what is available in their room right now but they might have access to some better equipment which gives them they can scan two three rooms ahead or look at the door and go what's on the other side that will help them choose whether they open a door whether they don't also

  45. 00:35:42

    on the doors the the refactoring of the doors we have indicators now that what the conditions are on the other side you always get the warning there will be a red light if something's wrong on the other side you will not be able to you will be able to but it's your concert it's your problem if you just want to open a door to outer space it's but the game kind of gives you the information it's up to you to whether you use it or not and you will suffer the consequences if you don't work on the actor status system will not stop here this will be a long ongoing process of adding multiple things to the conditions that can affect the player we're talking here from small little things of basically getting poisoned from whatever's in the room to getting drunk needing to go to the toilet all the little things that can

  46. 00:36:31

    affect the player temporarily and then we can expand this to go even to stuff like long-term diseases and all kind of depressurisation sickness radiation sickness and all these things that won't be something that the player can get rid of instantly they will have to go find the medical specialist in the game that can treat those things and that treatment might take a while we'll have to see how do we implement that but the possibilities are pretty pretty large here the an ultimate goal for the actors data system is to have the blue have it support multiple races as they get introduced into star citizen and world players will have to be aware that certain races breathe a different atmospheric composition when they enter their ships and their territory they need to be aware that you

  47. 00:37:19

    cannot just remove their helmets and if they have to deal with these races as and transport them across the universe they have to cater for those races needs they can't just shove them in a place full of oxygen they might not like that they might simply suffocate or they might have at first conditions to certain chemical elements that you must just love there needs to feel really nice too you need to be aware of every little thing that's happening in the in the world you need to be aware of this room might be completely the pressure right that's the pressurized that's why we give the player tools they have the mobile glass app that they can use to check oh this has 0.1 poisonous gas this does not have enough pressure this oxygen is too much here rather than just too little and you might have a hyperoxia problem of if you breathe that

  48. 00:38:08

    for a lot of time so it's it's just players need to be aware we give them the tools to be aware of the environment but they need to check and make the tactical decisions and the good choices whether that allows them to survive or not as you saw stamina is but one component and the actor status system combining stamina with these other factors like health and g-forces makes your avatar feel more like a real person not just a game character yeah this new system also creates a lot of interesting new gameplay scenarios players must consider how the armor they're wearing or rooms atmosphere condition might affect their stamina decisions like that will help make the game feel more immersive well that's all for today's episode thanks to our subscribers it's because of you that we can produce all our shows and provide constant

  49. 00:38:54

    updates for the community September subscriber flare will be released on Friday so be sure to keep an eye out for it very cool and finally a big thanks to all of our backers for their support until next week we'll see you around the doors yes I nailed it thank you for watching so if you want to keep it with the latest and

  50. 00:39:46

    greatest in star citizen a squadron 42 development please follow us on our social media channels [Music]

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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