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Star Citizen Live Gamedev: Making FOB

26 July 202401:11:461,929 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:05

    Hi everybody. Welcome to CIG reacts. I'm your host, Jared Huckaby. Uh on today's program, we're just going to sit and watch a bunch of videos made by you and tell you what we didn't like. Would be a pretty good episode. You should have CR in here reacting. Just go to camera two. I'm lying. Uh welcome to Star Citizen Live everybody. Uh I'm Jared, this is John. Uh welcome to the show. I see a lot of first time chatters in the uh in the in the Twitch stream. Uh so, you know, people always say, "Why do you do the same intro every single time?" And I'm like, "Have you seen the number of first time chatter boxes in this thing?" So, we're going to do it. Uh if you've never seen an episode of Star Citizen Live before, it's where I come really close

  2. 00:00:54

    to getting fired each and every week. Hi. Um now, it's probably taking about an hour out of the end of our week, sometimes longer, sometimes shorter, and uh we talk to you. We We sometimes we answer questions uh that come from the community. Sometimes we answer questions that come from me. Sometimes we we just get to know people. And sometimes, which is what we do on today's show, which is a game dev show, uh we sit and watch process. We get to watch uh how the developers actually build uh the items in the places and the things of the Star Citizen universe. Joining us on today's game dev show uh is uh is is a good a good good friend of mine who is one of us one of us people I just it's one of my gossip buddies. We just I got I come to his desk. I'm like, "Oh my gosh, did you hear about that?"

  3. 00:01:40

    He's like, "Oh yeah, but you know that." That's like really all we talk about. Uh it is What is your What What's your title now? I'm still lead. Lead environment artist. Lead environment office office lead environment artist. Um first name? John. John. Almost forgot then. my own name. John Griffith, John, how you doing, man? Yeah, I'm good, thank you. There's not a great intro to the show, is it? Oh, I think it's good. It's you know, it's keeping it loose. It's hard when we take a week off, like it's just really hard to to get back going. Uh so yeah, so what are we doing today, John? So, we are going to create a new variation, something that already exists in the game, but giving it a different kind of lick of paint, almost. And kind of reusing it and putting it down as an

  4. 00:02:29

    independent thing. But it's not just a facelift something. So, we'll I'll go I'll go into a little more detail here. You and if you're playing Alpha 323, now you might know you might have found the new distribution centers. The these big giant hulking heaping areas of gameplay scattered throughout the planets and just the planets, there's not any on the moon, is there? Just planets. Just the planets of the Stanton system. For the upcoming Pyro system, considering the Pyro is far more Sometimes it's it certain aspects of it. I don't want not all of it, but certain aspects of it are more combat-oriented, combat-focused and we are evolving the distribution centers in certain ways to include more opportunities for better combat. The level design team, working with the

  5. 00:03:15

    level design team, implementing things like greater elevation and and and just more complex areas that that can are really conducive to firefights. And that's what we're doing today. Uh Yeah, sure, right, yeah. So, we're doing the art side of it. Yeah, we're doing the right more so, but I will be able to show you, you know, what the art impacts, because just by, you know, moving a box from the left to the right, the, you know, the ledge grab stuff has to go with that. So, we're just going to kind of blanket ignore that for today and just look at the picture. And these are the these are the little ancillary areas that are kind of off to the side of these of these distribution centers. They're not like a big keeping building. so we've got the compounds or FOBs as people call them

  6. 00:04:03

    and we're just focused on that and we created a new kind of location archetype with these separate to the DCs, but we're using the content that we made from the DCs Okay. to an extent. Uh it's one of those things where you you know we build modularly so that we can reuse these things in multiple different configurations and that's exactly what what what what we'll be doing today. So, without further ado, uh cuz there's this way too much to do as it is, uh let's switch over to the to the screen share and I'm going to turn it over to master of ceremonies John Griffith. Mhm. What are we looking at? So, this is for people who played the distribution centers, this sits outside of them on the peripheral um as kind of like after you've got through the security defenses, you'll probably have to go here for the first part of

  7. 00:04:50

    the mission before going into the distribution center themselves. So, this thing you've already seen and we're going to take this as our base. Um but yeah, this is basically how we set them up in levels, so we have the actual base unit. Ignore whatever that is um and then we have these overlays that sit on top, so it means that we keep the same base, but the overlay switches. Um so, it's kind of yes, you can be modular in your kits, but you can also be modular on the next level up, which is quite nice. So, I've already done a bit of setup and we're going to go over here to number two. So, one of these already exists and we're just going to do another variant of them, so Uh to answer the question in chat, what does FOB stand for? In our term, we use forward operating base.

  8. 00:05:39

    So, the those who were guessing forward operating base in chat, correct. Uh I saw another pretty good field operation base, absolutely applicable name. Uh but yeah, forward operating base is what we refer to them as. So, in this version that I've already done, we needed to make it look more abandoned and before I was talking about how things we change then has an impact on other disciplines like design, like lighting, sound, that kind of thing. So, for this version we were trying not to change too much um because time, time pressures and and such and resource, but in this case, you know, what we can get away with doing is just changing the tint, you know, so these were yellow.

  9. 00:06:29

    They were this color in the original and we can increase the wear and the dirt so we get a kind of a different look straight away without really doing a lot, which is really handy for us. Um I'll just go back over to the one that we're going to be working on just so I can demonstrate that, but if we grab this building here, let's just turn these helpers off so you can actually see. Dink. And then in here, where are you? Where? So, if we bring this down and back up, so, you know, you can see quite easily how we can make things feel or look different just by moving a slider, which is really handy for us.

  10. 00:07:15

    Um obviously there's lots of other things and I won't be able to get into absolutely everything today, but things like you could if I turn the layers on, that would help. Things like we could change what number it is. So, maybe this is number eight. And there you go, it's changed to a number eight. things like decals on the ground, we could move these around, we have dirt in different places than we have before. Um, but, you know, what we really want to do today is change this substantially. So, I'm not going to really be thinking about Not high level design and where all the mark up needs to go. Um, but let's just do something that's a bit different using parts that we already have, that you probably seen before, and then we can get it down onto planet. You can see that process, or at

  11. 00:08:05

    least how we used to do it. And, um, you know, how we go from A to B, as it were. This is where, uh, I issue the same disclaimer we issue every single time. Because, again, every show is semi's for a show. Uh, nothing, absolutely nothing in game development is made in less than an hour. Not well, or good, or enjoyable, or shippable, anyway. Um, so, we're showing it, we're going to show a very abbreviated, a very condensed version, uh, that doesn't have any of the peer review, that doesn't have any of the, you know, calling Khan and, uh, Antoine from level design team, "Is this right?" And they're just like, "No, they're just like, no, no, it's not." Uh, so, as you we can see now, we you're already you pulled out you first thing you started with is you pulled out those big tanks. Yeah, so, I think for me, um, so, things to kind of keep in mind are the building

  12. 00:08:54

    we want to keep and the walkways around it, because this is where we have, you know, our spawn closets. So, this is where the AI would pop out of, and it makes sense that, out of everything that's on this platform, that the, um, you know, the building stays. You know, that's the purpose, that's the reason why we're going there. Now, this doesn't have an interior at the moment, so, we won't be changing anything inside, but that would also be something that you could change quite easily. Put in a new interior. That is essentially a very big spawn closet right there. Yes, yeah. And, yeah, again, it it's always difficult to know, you know, some somebody has watched everything we've made for the last 11 years, and so, they can audit a, you know, a two-year degree in game design. And somebody has just, you know, this is their first or second show or whatever. They've never heard what a spawn closet is. So, a spawn closet is basically a place to generate

  13. 00:09:44

    AI from. Uh so, you don't have to have uh recurring bad guys just pop out of the middle of nowhere, which breaks immersion. So, whenever you're building uh any FPS level uh or even a even a spaceship level in in certain certain situations, you build spawn closets in places where the ships or people to come from that are believable. They're conceivable, and you know, you don't question it other than saying, "Wow, a bunch of guys were on lunch break inside that that room, weren't they?" Yeah. Yep. Yep. Yep. Yep. Um so, you might be saying, "Well, why John, you're not deleting everything?" Cuz you might need it later. Yeah, exactly. I'm just deleting it because this is how I work, you know, and everyone works differently. I quite like having stuff to one side that we could probably just drag back on later if need be. Um or we could group it and use it

  14. 00:10:33

    somewhere else. Um right now, I'm trying to just clear out this area so that so in in the other ones, we have some build-up. But what else could we put here that would kind of change the silhouette of the overlay itself. Zorb says, "I was born in a spawn closet." Ooh, that's awkward. First first time chat it. First time chat. It's the first thing Zorb's ever offered to the show. Wow. Good job, Zorb. It's only up from here, isn't it? Hard to go much lower. Uh Trevok says, "Infinite spawn closets break immersion." That they do, uh Trevok. Uh and and our spawn closets don't spawn infinitely. There are there are there are timers that break that kind of thing up and stuff. And then per- uh permission, there's a certain number of resources so that, you know, you can effectively clear and stuff. Okay, so we're getting somewhere with

  15. 00:11:23

    this. So, we have things on As you've noticed, I've got the layer outliner open. So, we have things on different layers. And that just means that multiple people can work on the same, you know, location um at one time, which is really handy, so you're not overwriting each other's work. Um and yes, that does happen from time to time, and there's not a lot we can do about it apart from telling people to make sure that they get latest layers. And if they're not sure, please ask. Crown eight says, "This is Jared's birds and the bees talk." Oh, no, you haven't heard my birds and the bees talk. It's It's pretty serious. gameplay And this is the other fun thing we've got to do. We'll find out where these things live, and the best thing to do is

  16. 00:12:12

    just Ah, there you go. Turn things off and on until you find them. Let's just remove all this for the moment. Cool. So, now we have a huge gaping hole, and oh, don't forget the lights. So, all the lights are still there, so we just need to get rid of them. And I think I'm just going to put these away because we only have an hour, so She She has got done saying how you don't like to delete anything. I know. I know, but But in this case, lighting would have to come back in and change it to or adapt what they had to what we have or what we are going to put in here. So, it's a bit of column A, a bit of column B. At the end of this, we

  17. 00:12:59

    should just send the monstrosity to Chris Campbell and be like, "Can you light this, please?" Yeah. Waste an hour of his life. Maybe a bit longer than an hour. Um okay, so we've made Well, until he figured out that this wasn't Yeah. Yeah. So, we've made a hole, and that's great. Uh let's turn some layers off so we don't change them going forwards. Let me give that a save. It's only Carl asks, "Does the editor allow multi-select merging so you can at least temporarily merge the building and walkways into a single entity for the purpose of movement, copying, and placement?" Yes, it does. Yes, it does. So, what we can do is we can grab this and say this thing, and then we can put them into a group. Call it whatever.

  18. 00:13:50

    Then we have this, and you can move the whole thing around. Uh so, yeah, we will group things a lot, yeah, which is very handy. I I would be surprised, and and I'm going to say this, and somebody's going to point out a software that doesn't do it, but I would be surprised in any layer-based software that doesn't allow the ability to group because these collection these any subsequent work of significant depth and time is going to get really crazy with the layers, and you've got to be able to group layers. Yes. Yep, yep, yep. I surely that's just standard. Yeah. Although, again, there's going to be some software out there that doesn't, and and somebody's going to point it out in chat in a few minutes. Cool. So, you could go for something

  19. 00:14:38

    like that. That's changing it quite significantly. We now have, you know, a point of interest on the horizon as you coming in. You know, it's quite tall. At the moment, it's yellow. Um so, so something like that could work. And, you know, in terms of the actual layout of the space, sort of fits. We still have this sunken area. Maybe we could tart it up a little bit. Just leave the lights floating everywhere, man. Yeah, we'll deal with that in a in a moment. Uh but, I'm just reusing parts that, you know, if we look over here, uh these are from the DCs, um and so, it's kind of like, well, what what can I reuse from other places? I've also got Where is it? Uh, so, mapper asks, "Does your job also imply 3D modeling or is it only using

  20. 00:15:27

    assets made by other teams or built levels?" Interestingly, this is not John's job. John's job is the 3D modeling and is the 3D modeling and the overseeing of the teams who make the 3D modeling. Uh, the arrangement of these things is usually done by a level designer. Um, I wanted a level designer and they weren't interested, so I had to settle for John. I would say yes and no to to that. I would say Oh, did that bullet No. Um, I would say the Yes, level design, they do the white box and then we follow that as best we can. Obviously, some assets are bigger or smaller than you originally think

  21. 00:16:15

    they're going to be. And so, what can we do to massage them into place? Um, there we go. I think the the misnomer is that it's you only do this or they only do that. In in in we make hybrid gameplay teams where it's people of multiple disciplines and the more each person understands of the other disciplines, even if it's not technically your job, the more you understand of their discipline, the easier the shorthand becomes, the easier it is to communicate, the easier they can say, "Oh, like that thing up there." He goes, "Yes, I I I understood why you did that, so I can replicate that here." And stuff like this, so which is why John can do a show like this for us. When yes, in all likelihood, it would be probably be

  22. 00:17:04

    more appropriate for a level designer to be here. But, I I I hadn't done a show with John in a while. Forget the the joke I had before. The truth is I hadn't done a show with John in a while and I missed him. And I'd been asking him to do this for about 6 weeks. Yeah. So, the I don't do 3D modeling really as part of my day job. Yeah, I'm That's leave that to the professionals. Um Which you used to be. Which I used to be. you became a lead. Yeah, and now I I do the jobs that no one wants to do. No, I like I enjoy I enjoy doing that work. Yeah. You We We're joking about it here, but there is a very real thing in game

  23. 00:17:53

    development. It's not just game development, it's in any corporate environment where you know, as you're working your way up, eventually there's a point where you become leadership, you become management, and you get to do less and less of the day-to-day stuff that got you into the business, got you into the industry. And it's always a It's always a struggle. We've had several We've had several people who have been promoted to lead, and then they have to do responsibility They have to do you know, HR stuff and reviews and management stuff. And they're like, "Well, I was a very good artist, or I was a very good programmer, I was a very good but I'm not a very good supervisor." And so, they usually then move out of the lead into a position that we refer to a lot of times as principal. Uh

  24. 00:18:41

    principal is is that somebody that's kind of at the at the height of the of of the of the workhorse field, and they they they get to work kind of on their own a lot of times in silos building stuff. A great example of a principal that you might be familiar with is Zane from the UI team. He's got so much experience and so much talent and skill that you know, he can kind of he we can set him off on a thing and he can he can build something like building blocks for us. While other leads while other leads you know, lead the team and stuff like this. Um, I'm probably a I'm probably a an exception to that. I I try to delegate stuff. I I I've done much better the last year and a half delegating stuff to to David. Say hi, David. Hello.

  25. 00:19:29

    I don't know if you could hear that. I've done much better in the last 18 months delegating stuff to David, and the result has been ISC's gotten a whole lot better. Um, you know, I pulled myself out of a lot of a lot of those responsibilities. So, like that, but it's not an easy thing for for a lot of for for a lot of people. I'm just talking This isn't a game dev conversation. This is any management conversation. Some Some people are good leads, and some people are meant to be principals when they reach the the certain level. I'm probably closer to a principal, uh, to be honest, cuz I like doing the work. But, I am where I am, cuz it's where I need to be. You're generally a pretty good lead.

  26. 00:20:16

    Aw, that's so kind. When I When I talk When I talk to you guys, and I talk to I talk to Ian and stuff, you're you're a pretty you're a pretty good lead. I not the best. I try to do good by the people I work with. Mhm. Do you miss getting to spend a lot of time modeling, cuz you're lead? Uh, not I mean, I think Uh, not really. I think I am quite happy to let people, I quite like the high-level. The how do things come together to become this location. the The where's this going to go? How many do we want? Who's involved? What

  27. 00:21:05

    kind of resource do we have? How are we splitting up the work? Um I really enjoy that aspect of it and you don't really get to do that when you're a mid-level doing the modeling. So, in a way I kind of had to work up that and then come here. I've I've been a lead in other places and but here I feel like I'm near the top of my game in being a the best, you know, lead I can be for the people that I'm working with. it better to just start with the best? Being the best and just starting Yeah, the best. Diplomatic. You called yourself the best. Very diplomatic. I can be. Diplomatically. I'm the best. Um So, this is this is kind of annoying cuz

  28. 00:21:54

    it's like this mesh here it's got these um whatchamacallit, like holders on it. So, ideally we'd want something to go between them but I don't really have a thing. Um but I'm just going to I'm just going to free wheel. I'm just going to leave it. There might be something we could use. If we go down here, where's that pipe? Is it in this layer? Yes, it is. Um but I mean, having said that, I do get my hands dirty. I don't do 3D modeling so much anymore but I do do um this kind of stuff where we're creating something new from something something that we already have. Um Uh we we got a message from Callum

  29. 00:22:42

    Dainty. Oh, yeah? He said He says, "Tell John to turn the number to a three." The number to No, we've No. Uh So, when we were working on the DCs, there is a story behind this. Concepts. And originally it started in concept art. They kept putting 03s on everything, you know, a bit of scale, a bit of a number somewhere. Um you know, that's great. I think it gives a bit more kind of reality to things. Um but the problem you then encounter when you're actually in development is that every artist then puts a 03 on what they're doing. So, you go to a place and all you can blummin see is 03 on it. name has a 03 And everyone thinks

  30. 00:23:30

    they're being original. They're not. yes. Yeah, so that's why I opted for Well, in my first one, 04. That's actually my favorite number. Not zero. Four. Four? Um Why is four your zero zero and not something else? a nice even I don't know, one syllable. Something about it. It's like that. Ah. Love it. What are we doing again? Uh You're watching our favorite numbers only on twitch.tv/starcitizen. My favorite number is 86. Is what, sorry? 86. 86. Yeah. And why is that? Uh because I I grew up loving a

  31. 00:24:18

    an old show on television called Get Smart. And it had it was like it was a secret agent comedy show and Maxwell Smart was Agent 86. And he was about as competent as I felt I was. Okay, fair enough. not very much growing up. So, I really related. Seeing if there's anything else we can just pin on. Fuzzy Eagle, first time chatter, says, "What causes the invisible walls that you can't shoot through in assets?" Oh, so that would be some sort of It could be down to a material or it could be that it's a mesh that's set to transparent, and then therefore you can't shoot through it. We try not to use invisible collision.

  32. 00:25:09

    it will I think on some, you know, grating, it's kind of like you I think it's We try it so on this for example, if the AI is below you, they can't shoot you, and you can't shoot it them because the holes are too small. But in say a chain link fence, that's when you might be able to have things pass through because that's more likely to have bullets, you know, passing through it. So, it's it's kind of finding the line of do we want the people to fight each other through this, or is it just too much of a bad gameplay experience, so therefore we make it so that you cannot?

  33. 00:25:57

    I don't know if you'll ask answer this. but do we have a status on the Erastra? Uh the status of every ship is the always the same. Check the public road map. Public road map is where you're going to learn uh the of the eminent release of any ships or vehicles. I believe in just this week's road map update that the Zeus, uh two of the Zeuses, were added to the road map for Alpha 4.0. Uh beyond that, there won't be any updates. Okay, so we can build something out of this as well. What time we on? uh Morgan Melyphizan says that is actually a a a a Skyfire, the

  34. 00:26:45

    Transformer version of Valkyrie toy. So, we have Starscream now. Yeah, this is this is Okay. You're talking about this guy. It's got to go to my camera. So, this this was the best Transformer ever. Uh it was it was stolen from the from the Macross line. And then there was a lot of whatevers and they couldn't do it anymore. This is this is the original Skyfire Jetfire. Now, this you can't make they can't really make toys of it anymore. This is actually a Macross a Veritech that is painted in the Skyfire/Jetfire colors. Uh cuz they're like, "We won't let you make it anymore, but we can make it." Which is why you see the the Macross logo at the bottom. So, when I saw a Macross Veritech in the colors of my favorite Jetfire, I had to get it. So, that's what that is.

  35. 00:27:42

    Okay, so this Now I want sideways operating bases. So lol Okay, you know, this is for for a fast job, this is uh not too bad. You know, still got time. Got some silhouette break up from a distance, which is nice. And then when you get into it This is not my finest work, but you know, you've you've still got this

  36. 00:28:29

    downstairs area. Um you could potentially, you know, ledge climb over that and up there. This is a bit of a death trap, though. So, maybe I'll bring the stairs back in and have them there, which are here. now just need to find the layer, which is this one. Oh, yes. As as others have pointed out, uh if you do have a question uh for John or myself, uh preface your question with the word question in capital letters. Uh it helps me pull it out from the rest of the chat. I I will remind folks that John is an artist and I'm a dummy who makes videos, so

  37. 00:29:19

    keep your questions appropriate, I guess, for our uh working experiences. Yes, yeah. So, that's a bit better now. I think Caan would even though he probably hate this design, he'd at least be like, "There's a way out." Cuz that's what we don't want to do as well. You know, we don't want to send people to dead ends, essentially, because then that's no fun for for the people playing. Mhm. Uh so, let's get a longer Let's call Caan and see if he'll like dance. Down here, what would do it? 4 m? Just call Caan. Does he even pick up? I don't know. We're going to find out.

  38. 00:30:08

    I'd be I mean, it is Friday at 5:30 there, and usually when a CIG developer gets a call from me, it it they think they think it's like the Grim Reaper. Like, he's he's asking me to be in a video. It's like that. So, I can see why he would not want to answer. All right, so Caan's not going to answer. Okay, I'm going to That's obviously not aligned. I'm just going to ignore that. We don't need to worry about that right now. these pipes are weird. Wait, so QA genius is it us? Yeah, yeah. Pipes Yeah, just a whole bunch of people who suffer through teams just got triggered. Apologies.

  39. 00:30:57

    For you folks who have teams at work, how are you dealing with the new custom emojis? Did your work enable them? Are you being absolutely tormented by your QA? The bevy of custom emojis. Okay. So, one of my pet hates I'm probably going to do do my own pet hate now and not fix it correctly, but I don't like it when things don't terminate correctly. Mhm. So, pipes and they just kind of go to nothing and you know when they just go

  40. 00:31:45

    into the wall and you're like just cover it up, surely. Just takes 3 seconds. Here's a question. When are we going to see more roads linking bases and garages and stuff? Well, more roads. Like my favorite thing about the distribution centers was it was the very first any kind of implementation of roads. I mean, yeah, it was within them and stuff like this, but it was just like So, that was interesting doing that SitCon. So, not only did we make the, you know, biggest sandbox locations going in the game. You know, who cares about that? The roads thing. Roads. Yeah, don't know. I'm going to say it to that one cuz I I

  41. 00:32:33

    actually don't know. Um It wasn't a question for John. He Yeah. I set him up. Roads, people love roads. And in some locations we do have roads. Yeah, but you can't use them. They haven't been released yet. What are you talking about? The what? Things on Pyro? What things? Like locations on Pyro have roads. Like what location? Like the train bus? Uh yeah, the outpost. Yeah, some of So So the train bus have roads? Some of them have roads. Going through them. Oh. Oh, that's right. Those are They're like tracks. Okay. Yeah, yeah, yeah. They're They're dirt roads. Yeah, but some of

  42. 00:33:19

    But they're very clearly roads. thoroughfares, roads. I get what you're saying. Yeah. They're not exactly like gravel. No, no, they're all tarmac. Oh, yeah, yeah, yeah. You know. Yeah. No, I get I get what you're saying. They're not these. Yeah. They're thoroughfares. They're They're areas that are specifically It's very You can You can tell immediately the intention is to drive a vehicle Yes. through this something. But but the broader roads that link in places A hard maybe. We would love We would love to, but we have more pressing concerns. Yeah, it's just I don't I don't I don't I don't I don't know if if Pyro is the right the right system for a series of complex interconnected highways and stuff like

  43. 00:34:06

    that. That's not really the vibe of of of of Pyro. Jared, did you watch the Atmo Greycat social race that took place in the history zone? Uh not all of it. I I caught I was I was I was tripping through Twitch the other day and I caught about 15 minutes of it. You know, I follow Atmo, so whenever whenever they pop whenever I open Twitch I see them on my follow channels and whatever, I always I always check them out cuz um um what they do is always what they do without any kind of internal tools and and and stuff is is incredibly impressive. It is It is the work of incredibly dedicated and incredibly dedicated and uh uh uh uh I was trying There's no What's a word that means full of a lot of effort?

  44. 00:34:56

    What's What's that word? Just Just people who who who don't get scared by the amount of work that's involved. Uh they have that in spades, whatever that word is that I can't think of. No, I don't. But Brave is is is is overcoming fear and stuff like that. It's not That's not what I mean. But no, yes, I did get to watch a little bit, not as much as I ever like to. Uh as always, it was very cool. Then But yeah, they um you know, after we did that whole, you know, you're not going to you're not going to be able to get vehicles inside the distribution center. Yeah, they were like, "What up?" That was basically a set up, wasn't it? I I only asked the question when a developer says the answer like that's like, "All right, yeah yeah yeah. You want to go on record?" I said, "Is Do you want to go on record saying you

  45. 00:35:43

    can't get vehicles in there?" And they're like, "Uh yeah." Sam. Uh Sam. Okay, so Fortitude's a good word. Fortitude's a good word. That was probably the word I was looking for. Healthcules? Healthy Healthycules? Like Hercu- Hercules, but with health? I don't know. Uh says, "When creating levels, how does how much does the narrative play into the design of the level?" I think it depends on the location. Um I think we we think about who's going to occupy the space, and then how is it going to be branded because of who's going to be occupying it. Um

  46. 00:36:32

    I think in at CitCon there was Adam did a presentation on Rough and Ready taking over the Pyro space stations. So, in a way all the branding was done to represent, you know, Rough and Ready's bad look. So, there's definitely a which gang will be in here or who will be in here and then the you know, the branding Yeah. Be beyond beyond the beyond just the the branding and stuff, the narrative stuff um in about 3 weeks uh no yeah, in about 3 weeks on ISC, uh you'll see uh we're going to introduce you to a whole bunch of the uh of the planet side locations that you're going to uh encounter in the Pyro system. And uh you'll see immediately that the uh that the the farms, the scrapyards, the

  47. 00:37:22

    the the the trading posts that are operated by uh the citizens of Prosperity uh are pretty differently dressed than the same same type of locations that are owned by the Head Hunters gang, for instance. Uh one clearly is more interested in putting forward a a good first impression to people or the best first impression that a harsh place like Pyro will allow them. And the others are just like, "Nah. Nah, we're not interested at all." And then uh and then 2 weeks after that or 5 weeks after that when we get to you see you start seeing uh uh the Xeno threat locations, the places where they live and stuff. Um they're just like like they're they're they're definitely built to be a little more intimidating. Yeah. I feel like that. It's it's like they want just the sight of their place to be

  48. 00:38:12

    fearful. It's like that. So, so yeah. So, uh the answer uh to that question is yes. Uh certain narrative elements do come into play. Again, it take it depends on it depends on what's available. There's not always a narrative element available, but when it is available, yes. How long did he say to that ISC? It was it was it's it's it's 3 weeks until until the surf the first surface side episode and then it's 5 weeks until the second uh surface side episode. We're trying to you know space them out, but we're in our we're in our alpha 4.0 phase. Uh last yesterday's show on uh 324 was the last our last show on 324 uh for whenever it goes out. Uh there was there were a lot of questions.

  49. 00:39:00

    Uh we we saw a lot of concerns and stuff about about the hangers and the and the inventory system and freight system. We want we wanted to revisit that topic one more time. Uh I know I saw I saw I saw more than one uh uh react uh which is like, "Oh my god, talking about cargo again?" And I'm like, It got It got 14,000 hours of watch time in less than the first 24 hours cuz we only had 24 hours when we started the show. So, it had 14,000 hours of watch time before so So, yeah. So, I mean, obviously some people had questions and wanted to know about it so But yeah, things like the the search system and the and the removal of the armistice zones for the hangers and stuff like that. So, some important information to get out there. So.

  50. 00:39:51

    How about Apollo's question suggestion? I didn't see Apollo's question suggestion. Sorry. It must have scrolled up while I was talking about other stuff. Question is ISC now fully dedicated to 4.0? ISC is never fully dedicated anything. Uh we're we're going to take a break. Uh there's there's an episode around the the the top 16 or the top eight of ship showdown uh where we're where where we we take a week and we're going to uh we're going to talk to Gav Rothery. concept artist extraordinaire who's made who's designed more uh who's visually designed more vehicles for Star Citizen than any others. We're going to take a little break that week and and and and talk to him. Uh but yeah, for the most part for the most part yeah, the the next 1 2 3 4 5 6 7 episodes, eight episodes are all dedicated to 4.0 content. So,

  51. 00:40:42

    with that one little break in between to support the ship show there. Okay. Hopefully this doesn't crash. Oh, there we go. So, I looked I looked away, I looked back and there was a donut. So, hopefully Carl would be proud of this. But now let's think about this as a gameplay space. So, we've got the you know, what I'm coming in I'm seeing from a distance. Um but how's it going to play? So, we've already got the stairs in so that's good. It's more of a through route through here. But also we thought about if you could clamber up and out here. So, there's kind of three points of entry. But then also it's the well still quite an open space and actually that they would probably say you need something in the middle level design. But at least now if you're coming into

  52. 00:41:28

    it you can duck down behind cover. You can still shoot out, you know, you're not really protected from there I guess. But then you could run over here. Likewise, I mean if you're coming in from here you're basically screwed. But we could put something like um a fence panel here so that you could at least duck out from it which might help. you could also What does this look like? Um Well, this is currently empty so I should probably delete these bits. But if you were say jump the railing here, run run run down and then get down here and you're you've just still got some protection from over here. And then likewise, I mean you're basically screwed. I thought I mean, we they probably wouldn't allow

  53. 00:42:16

    this gap, which is fair, because ideally, the AI would use the same cover that you use, and they would probably get stuck there. So, we'd probably move that. Um but yeah. consideration. I'm glad we're talking about it. It's like not everything can go everywhere. Sometimes, you know, certain mechanics, both gameplay and technological, require the placement of certain things in certain places. Definitely. And I think as well, it's kind of what we were saying before is that we all have our roles, but we have to be aware of other people's roles as well. And so, there is a case of, you know, that looks like a problem area. So, instead of waiting for somebody to call that out, why don't I just make some changes now, and then take it from there.

  54. 00:43:06

    Oh, Apollo's reposted this question. Uh would you ever consider releasing tools to allow players to design a location like an outpost, space base, or other locations to be submitted to the team that could possibly be used in the verse if it were good enough? Um I'm going to do you one better, Apollo. Meet me at camera one. you should check out the uh one of the last presentations at last year's CitizenCon, where uh we we introduced uh the upcoming uh player uh base building uh stuff. There's a whole There's a whole Not the whole presentation, but a big uh chunk of that presentation dedicated to uh the start of letting players add permanent locations to the verse. Uh so, I don't think we would do it in a thing where we would create a thing and let you submit to us, and we would put

  55. 00:43:52

    it in. we're just going to give you the tools to start building places of your own. And you should check out last year's CitizenCon. I'm not telling you anything new. No No Nobody's There's no leak or information here. I'm I'm you something that came out in October last year. Check it out. That's how we do it. That's how we're going to do it. Hm. If I just do this. So, what I'm doing now, no, it doesn't want to do it. Fine. Be like that. I'm going to go this way. They're asking when questions like Like I I Like I Like I'd answer a when question. I'd answer a when question and then Chris Roberts would come busting through like the Kool-Aid Man. Actually, that's not true. Chris Roberts

  56. 00:44:40

    would probably tell you when. Now, we do. But, no. Right. When it's ready. The answer to all when questions are when it's ready. Anything else is unfair. It's like It's like It's like It's like last week. Last week we had the 500th episode of ISC. And I said in the outro hosting that we were targeting 4.0 for something earlier than the end of the year. We are. We want We are all working towards a release that is that is sooner than the last week of December, which is which is I think what a lot of people are saying. Now, is that the same as me saying it's going to be? No.

  57. 00:45:30

    It's not. I don't know when it's going to be. The answer to when it's going to come out is always the same, when we think it's ready. But, it's there's this thing that happens where people ask us People ask us when People ask us when and then we we share We're We're We're targeting. We're attempting. We're We're all working towards getting it out at this time. And then it doesn't happen at that time and there are invariably somebody that's like, "Oh, see I G promised." And I'm like, "That's That's not the definition of a promise. We told you what we were trying to do and that's us being honest and that's us what we're honestly trying to do. Uh sometimes we I mean we just don't make it cuz that's how game development is. But it's so we do try to be responsible with how many times and how many places we share that

  58. 00:46:18

    information because if you just keep saying we're this we're trying for this this we're trying for this we're just we're trying for this this and then they don't happen they keep happening and stuff like this it's there there's plenty of people there are plenty of people who preferred that I didn't say anything at all. Yeah. And because they they they get their hopes up and then it doesn't mean it. So it's a catch-22. It's if we never say what we're trying to do then people say you're not sharing anything. You're not you're not telling us what you're trying to do you're not telling us what's going on. And then if I tell tell you what we're trying to do and then we don't make it then people go I wish you hadn't told us. And it's like I'm on year 10 I'm on year 10 of this. not I'm on year 10 of this. So I'm not super fazed by it anymore. But it's I I I will

  59. 00:47:05

    I mean I'm pretty responsible with it. At the end of last year I said you know I gave a list of things we were targeting for the first 6 months. And those things all came out in the first 6 months. And then I came back the first show of this year I said the first 6 months of the year again. And there were those things were out in the first 6 months. So I am I try to be pretty responsible with my estimates. but yeah it's we are targeting we are trying everybody everybody everybody here is working very hard to get 4.0 out sooner rather than later. Yeah. Uh the work for 3.24 does not block the work for 4.0. They're in different streams and whatnot. So we're trying real hard to get it out. We want it out. I mean it's just going to be real how badly do

  60. 00:47:53

    you want 4.0 out? Oh really? Yeah I can't wait. It's going to be great. It's like it's like I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I Yeah. Uh we all That's we we all want this stuff out because we want to move to the next thing and the next thing and the next thing and the next thing. So, yeah, what I said last week still holds true. We are targeting a release earlier than the end of this year and we're all working very hard to make that happen. Okay. So, in that interlude, I did another thing that we can do as well, which is use the tint system. Um So, this means that we keep all the same geometry and stuff,

  61. 00:48:41

    uh but we have loads of primary, secondary, tertiary colors in in this format and you change the colors to whatever you want and then you apply them. But, if you're not happy with that kind of color arrangement, you can then say, "Oh, I want to swizzle it." So, then I'm going to go Swizzle is a technique. So, secondary, secondary, primary or you could have, you know, whichever combination of these three numbers, you swizzle it and you apply it and it changes it. So, again, that's a really quick way of saying, "Okay, this one's um Head Hunters. This one's uh Rough and Ready. This one is MicroTech. This one is um Hazen Dynamics. Um so, I've changed it to I wanted an orange if I'm being perfectly honest cuz I think it would look cool and it would

  62. 00:49:30

    work quite well with the yellow and the gray that we already have, but I couldn't find one. Um so, I've gone with the Kovalex red cuz I I knew where that was. And also, it means that, you know, again, we're looking for a red object on the horizon, something that stands out. Um isn't that great? So, now we're just going to tidy things up a bit cuz I made a bit of a mess. Um and then we're going to get this exported and sent over to Planet. If I can remember what the controls are. Uh so now we deleted everything that I didn't need because I didn't need it. Or if I had more time, potentially I would do a slightly better job. Uh Hassan Marbas has a good question. How come CIG don't take a little time to

  63. 00:50:19

    update the design documents and let us know if anything is conceptually changed? Um well, that's what we did last week with intro to jump points. We we literally just went over the entire design from start to finish of the current design after years of saying it might be this or it might be this and stuff like this. Uh why we why we're not constantly going back and updating the old stuff, we work on the stuff that goes out soon. We work We work on the stuff that's right in front of us. It's it's In order to get 3.24 out, in order to get 4.0 out, in order to get 4.1 after that and what not, those those are where our focuses are. Those are where our focuses are because they have to be. That those are those are our immediate tasks, they take up all the brain space, they take up all the effort, we work on that

  64. 00:51:06

    stuff. Too much think If you remember, the folks who the folks who were here watching the old days of Wingman's Hangar and stuff like that, you know, Wingman's Hangar was a great show, but if we're being completely honest, a lot of things were said in that show that don't apply to Star Citizen today. The problem with projecting out too far is that people change, ideas change, technology changes. You discover you can do something new that you couldn't do when you had that original design, and so then your design changes. You discover that you can't do something that you originally wanted to do, and so your design changes. Uh new people come in with brand new ideas. You know, no nobody wants to hot when you hire into a game studio or any game studio rather uh

  65. 00:51:54

    and you you're full of ideas, you're full of experiences, you're full of knowledge and you don't want to come into this environment like, "Oh well, every decision has been made. Every decision was made in 2013 and there's nothing for you to contribute. There's nothing for you to add to the project." And you're like, "Oh well, why am I going to be here? I'm just going to go somewhere else." So, every new person who joins the project has not every new person but a lot of new people who join the project have new ideas, uh new thoughts and stuff like this. So, we like to synthesize all that information and use it. Uh one of my favorite things about CIG and I've said this before is that we're never afraid of the better idea. It's it's when the better idea comes along, it's the only thing that matters is is it do we believe it to be a better idea? If we believe it to be a better idea, we go with that. Sometimes it's not.

  66. 00:52:43

    Sometimes we try a thing and it's not the better idea. It's like, "Well, we all thought it was the better idea. Yeah, now we know it's not. Let's look for another better idea." Uh you know, that's game development not game construction. But that's the reason why not there's not a whole lot of time and you'll find this at I won't I don't want to speak for every single game studio in the world, but you'll find this at quite a lot. Um I mean, I've been in this industry since we launched World of Warcraft at Blizzard back in 2004. Uh you'll find this in a lot of places you tend to spend your energy on the things that are right in front of you. This release, next release, and the release after that because there's too much that can change in my world and your world and our world and the technolo- and technological world. Uh that means that whatever plan you make for 3 years from now is likely not going

  67. 00:53:31

    to be in place 3 years from now uh because there's just too many other variables that change it. So, it's that's the that's the I was going to say short answer. It's short for me. I'm not I'm I'm not a very terse person. I tend to talk, but that's the that's that's the Jared answer for why there's not a lot of time spent constantly updating old design docs of stuff that we don't we're not going to be working on in the next 3 to 6 to 9 months. So, this when it comes time to work on those things, then we revisit the design design docs and we make the decisions and the updates with the people that we have, with the technology that we have, with the process that we have. And we find that that's a much more effective manner and it reduces a whole lot of wasted time and it reduces a whole lot of wasted um and unfortunate heartbreak

  68. 00:54:22

    uh because we haven't filled your heads with a bunch of stuff that we're not certain we can do, which is what we used to do way back in the day. we're just more responsible with it now is the short answer. What are you doing now? So, what we're doing now is we're just creating a quick layout of our new with our new uh overlay. So, it's one thing having the overlay, you know, we've changed the silhouette of the place, we've got some new gameplay uh area in there, but what else can we do to kind of make this more of an established place? So, you'll see that we've already got a couple of these already. Um Those are the Trade Federation ships from Attack of the Clones, right? Uh-huh. Left. There you go.

  69. 00:55:08

    No, no, no, they're not I don't remember. Um yeah, so again, so on the landscape, you're coming in on your ship, you've got a read on the location, and then as you get close, you're like, yes, I remember this one, it's the one with the two red columns. that's great. So, what we're doing now is we're just using again assets that we already have. So, these derelict um kind of containers and we've got these ingress points um around the um the location. But, if you just go on head-on um with no cover at all, you're just going to get murdered. So, it's kind of like, what can we give the player to give them advantage over the, you know, the occupants of this space? so, these things will be, you know, act

  70. 00:55:57

    as cover, but also you can get on top of them, so you can get have more of a kind of like a higher look over the um And then we also place them in areas of natural elevation as well, so that you can be on a hill looking in going, "Okay, well, I need I know I need to go here. Maybe I can get in through here, work around and go through there." So, okay, so now I'm going to trundle down. Okay, how's it looking now? Um can I see any guard pass? Oh, this fence is blocking the way, so maybe I can go over here. I can climb up onto these boxes. Okay, the guards are not there. Okay, now I'm going to go in. And then you're in you're in a in it, but you're you know what you're getting into as opposed to, "I'm just going to land and see how it turns out." So, just a little bit of

  71. 00:56:44

    population um so, let's just grab all this. This is the this is the nickel version of of of level design. Any any accomplished uh long-term FPS player will will tell you how important FPS design is. It's the the the length of a corridor, the amount of turns, the the the the number of dead ends, and the number of kill boxes, and stuff. Uh the there's a reason why, you know, the newest versions of popular games like Halo and Call of Duty and stuff are are still revisiting maps from 2002, from 2004, and stuff, because when you get a good map and you and you get that map uh my favorite was always uh Wake Island in the in a Battlefield the original Battlefield

  72. 00:57:32

    1942. I loved whenever Wake Island came up. I was just like that's the one that was made for me. Usually because I just put a satchel charge on the bottom of the the zero and just hid in the bush and waited for somebody like, "Oh, the plane's there." And they got in and like, "I'm so happy. Oh, I've got to get in a plane. I'm going to plane." And then I let them start taking off. I let them let them taxi and right as they get like a foot off the ground, I'd blow up the satchel charge and take it away from them. Oh, hello. Export failed. I wonder why that is. Oh, really didn't want this to happen, but you're going to actually watch me try and solve an error. If I can get the window open. Oh, no. Well, that about does it for this week's Yeah, yeah, yeah. Last hurdle. Oh, L and M and was so good. Oh, wait,

  73. 00:58:20

    it's down here. There it is. Oh, it I popped it up three. So, needs to have a pivot. That would help. Maybe it doesn't have it. No, that doesn't make sense though. Cuz it would already have one surely. It doesn't. It's Oh, all right. It does. I know. I know the error. And we are just going to fix that by moving this to the root. Oh, come on, eyes. Save. Export. It's not not my first rodeo. That's why he gets paid the big bucks, says Zeus Protoc. Zeusper. Zeusper.

  74. 00:59:10

    So, what is the pivot point? Um it's essentially So, we export things with inside of object containers, which is essentially a a group um that other things can then interpret. Um so, essentially the pivot point is where the So you have a pivot on a mesh, it's the same principle. So it's where you're going to rate rotate on well, transform from. Jarenator says John doesn't care for Jared's stories. No, he's just British. I mean, if you I can't even remember what you were talking about now, actually. I will tonight, 5 hours from now, but um it's more I In a In a polite way. No, no, no. Come on. Um you know, so

  75. 00:59:56

    doing my work well. there's there's a very real thing. Uh streamers professional streamers who can play the game and talk and be personable at the same time, that is an incredible skill. That is an incredible skill that is usually built over a lot of times, lots of time. People watch streamers and they think it's this easy thing. It is not. It's It's not actually a skill I particularly have. When I the few times I stream, if I'm when I talk, I'm crap at the game. And when I'm good at the game, I'm not saying any word. Like I can't do both, whatever. Uh most people are not professional streamers. So what happens a lot of times when we do these shows, switch to that. Cool. A lot of times when we have these shows, we usually have me and somebody else here because it lets the person who's at the machine focus on their work and doing their work and then we provide the peanut gallery commentary. Uh we didn't

  76. 01:00:44

    we didn't want to take another person away from their work today, so it's just John and I. So that left more of the peanut gallery stuff on me. So I I I would venture to say and John, you're welcome to tell me if you're wrong, that you were grateful for my stories because they gave you a chance to focus on your work. Yes, I am. Yeah. You can tell me if it's uh you you can tell me how my stories I know. I mean, I'm I'm I Look at Look at the camera and tell Jarenator he's wrong. What? Look at the camera and tell Jarenator he's wrong. Jarenator? You're wrong. Didn't Didn't want to screw your name up live. That's why it took so long for me to say. Uh okay, so let's do some location scouting. Uh so this is Daymar. suit This is nice because it gives us natural elevation. It's just we can't put it on a, you know, a

  77. 01:01:31

    cliffside. Um So, that's where one exists already. So, we don't want to be too close to that. Bit flat. You know what? You know when you think I'll put it here and you're like, "No, I can't put it in the first place I I find." And then here we are just going over the same terrain going, "I really wish I'd stuck to that first one." It's almost like I wish you could put like little flags down. I'm going to I'm going to keep looking, but I want to put a flag here. Uh okay. Maybe. This is all right in the middle. You got nice You got a half of a valley going This doesn't look great though with all these things in, but Don't think very

  78. 01:02:20

    well I am. I am. And I don't think I can do anything about it. the damn Yeah, I'm sorry. Let's just Let's just do that. Let's get this thing done. Um This is why nothing comes out on time. You're the problem. It's me. You're the problem. Uh cool. Oh god, now I'm in my own head and I'm like, "Oh, what about this this what about this place?" Cuz it's also the footprint as well. What the goddamn Yeah. Okay, we'll we'll do it here. We'll do it. past time. Yes, you're right. Right, so we need a new layer and let's call it new layer and we should put it in the right place, but we're not going to and then we're going to use our old tool because we've got another one in development. And we're going to quickly Hopefully, it doesn't crash.

  79. 01:03:10

    Hello. Okay, it was doing it. Right. So, let's just go. Beep. It doesn't make that noise. That's just me doing it on top. When you've done this a thousand times, you got to keep it interesting. Uh right, here we go. I never make my own mouth noises for videos. Oh. Oh. And then we click. And hey presto. And that's the raster system. That's how we do it. So, I did put some terrain modifiers in. and you can tell that they're having little to no effect. But um I mean it doesn't look too bad if it's meant to be abandoned because that's uh that's like that. That's the thing. And likewise on the other side. Simon, go

  80. 01:03:58

    back. You You show people what you did. But we can still adjust it by Where's Where's Where's the transform? So, we do like this. So, we just bump this up a little bit. Uh maybe me move it over here a little bit. Yeah, this was such a bad place to put it. Right, so let's go the other side. No other game studio in the world would show you this part of the process. And go down. And you know, this is a rush job on my part. So, we're going to have some issues for sure. Oh, actually.

  81. 01:04:48

    This is looking a bit better. So, All right. So, yes, this could be a bit tidier, but that's fine. And this could be a slightly tidier, but that's fine. It could be that we just need to move it up by a meter. Um but you know, not too bad. We extended the bases already, so that's fine. And we have some of that abandoned look. And we have the natural elevation I was talking about. So, hello happy accident. Um No, no, you did that absolutely intentionally. And then, you know, just the the the uh uh parameters you put in. In a way, you can Can we force those? Probably not. Um we still see the the towers from a distance, the color of them. You know, there's plenty of Yeah, you

  82. 01:05:37

    could put your ship down, actually. You know, bit bumpy, but out here, safe protected, make your way in. And then, you've got, you know, the containers still. You can make your approach. Yes, it's going to be harder from this side, but you'll just surely you'll just go, "Oh, it's a bit barren over here, so I'll go around." And then, it's kind of like, "Well, does it still look good when it's, you know, the sun's back it Oh, look at that." Let's turn the the old path helper off. You know, we're seeing the lod things, right? Yes, yeah. Return the lod stuff on. Uh I tried it. Uh I'm Mhm. Uh I might be able to do it in console console.

  83. 01:06:26

    Where were you? Let's do this off camera because I don't know it completely off by heart. Oh, this one. It's lod It's lod uh called debug, I think. Yeah. It's lod Yeah, yes, here it is. This one. Yeah, yeah. There we go. There you go. Yeah? Come on, then. We Looks good. Got to be careful not to secretly reveal I know how this all this works. That looks great. Cool. And then, if it if the sun's on the other side, maybe go back a step. Yeah. Oh, that that that will look good for about an hour's work. It's good enough for SEO. Yeah, well,

  84. 01:07:14

    let's let's get Where nothing good ever happens. Never anything good is ever created. That's not true. That's uh We have moments. That's what we got to wrap up. Lovely. We got to wrap up a screenshot. I don't know. All right. Do you want me to wrap this up? Please. Uh thank you for watching. See you next time. No, too fast? It's the panic. Being on the spot. Don't you just love doing these with me? I do, actually. It's why why I fought for this for for so long. Thank you for watching, everybody. This has been Star Citizen Live Game Dev Making Fobs. Uh I was Jared Huckaby. That was John Griffiths. Uh this is a production of CIG, Cloud Imperium Games. Um no

  85. 01:08:02

    uh uh no reasonable information was discerned at any time. Uh be sure to tip your waitress. Tell Jarnator he's wrong every time you can. Uh be sure you tune in uh if you haven't, check out this week's episode on Hangers and Freight in Alpha 3.24. Answers a bunch of questions about the the the new personal persistent hangers and stuff that are coming alongside also how loading manual loading and automatic loading works, the search function uh coming to all the kiosks and stuff like that, and the removal of armistice zones. Well, I guess you don't have to watch it cuz I just told you everything. Uh tune in next week uh tune tune in next week where uh we're back to our Alpha 4.0 stories with a look at Pyro uh space-based activities. Uh uh once you go through the jump point, uh some of the cool things uh you get to do when

  86. 01:08:49

    you're in space, uh including uh remember uh if you watch the the the the public road map, uh this week we revealed asteroid bases and contested zones. You're going to learn all about them uh next week's show. So, be sure be sure to check that out. Contested zones uh I'm not usually the hype guy, but contested zones for my money are probably the most exciting aspect of 4.0 for me. It's a whole new kind of gameplay experience. So, so be sure to check that out. Then the next week after that is is fire. We haven't talked about fire for a while. We're going to we're going to go back and talk about fire, which is also coming. It's finally making its way to the persistent universe in 4.0. I don't know if that's in the public roadmap or not, but we're talking about that. And then we go and then we go back to Pyro down surface side with an episode entirely dedicated to the social experience. You might say social

  87. 01:09:37

    experience in Pyro. I'm like, yes, there are things to do in Pyro besides fight. It's I know a lot of people are thinking it's just going to be this giant meat grinder of stuff, but there's actually a whole lot of content being built for the not fighter, for the lovers like John Griffith. And then after that we take our break for the ship showdown with with our Gavin Rothery special. And then we're back back to Pyro with an episode entirely dedicated to fighting because I mean there's a whole lot of fighting and a lot of cool new stuff to to fight with in that episode. So, so check that out. And then after that we're just it's it's it's it's engineering and life support and and and another creature feature and stuff and it's just lots of cool stuff. The Zeus and MFDs. We got a lot of episodes as we between now and Citizen Con. So,

  88. 01:10:26

    I don't know why I felt the need to tell you all that stuff just now. But I did. Hope you were writing it down. I was. I really do keep most of this stuff in my head. Thanks for watching. Take care. If if if if if if if I made a joke in poor taste, don't take it too seriously. We we like to have fun here. And always remember remember that video games are fun. And making video games are fun. And this whole process is supposed to be fun. So, if you find yourself skewering to the side of angst and distress and stuff like this, it's okay to take a break. It's okay to take a break and find the fun again.

  89. 01:11:13

    Uh this is important to remember it's always supposed to be fun. So, thanks for watching. See you next week, everybody. Bye.

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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