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Star Citizen Live: Points of Interest

24 January 202001:01:361,361 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:01

    hi everybody welcome to another episode of Star says and live game dev points-of-interest 2020 the beginning the sequel the quickening oh my gosh remember Highlander - the quickening dears yeah no no I mean it so Highlander - oh yes your Highlander - if you're seen Highlander because you want to be a insane crazy a sequel that completely just tosses the first move oh that's straight - oh yes oh no no it was theatrical okay let's just say they brought Sean Connery back and you know like how it's like exactly all right off to a good start hi I'm your host Jerry how could be joining us on the show today is environmental artist luan better idea on how you doing hello huh yeah pretty good one of those a Fridays you know get to

  2. 00:00:51

    the end of the day yeah you're tired I'm always jealous about you guys you're at the end of the day when you do these I'm at the beginning that's like how I looked over here to pretend like I could see you because then you're not like on the other half of the opposite like look over to your right there okay we did it again you thought your left right so now it looks like we're looking at left yes I know you have to look over to the right so it looks like we're talking to each other oh the one is an environmental artist for clarium games in our UK studio and on this today's episode of star citizen live game dev we are foregoing the traditional QA format of art of our normal series to showcase a bit of the work that goes on within our studios and the one being an environmental artist he's gonna take us on a sort of a tour of the type of work that he does so well the one tell us what we're gonna be doing today so uh

  3. 00:01:40

    today I think it would be quite cool to focus a little bit on points of interests and points of interests are kind of anything from a small I don't know like a small derelict to a huge Space Station crashed on the on the planet - which is awesome really liked which is also derelict so a turtle in the bucket in the middle of Hurston like anything like that's a point of interest and it's it's kind of to bring the player something to go and explore as well as we can tie those things into like different mission parameters and create like all kinds of things such as like small communities that you might run into in the future but the focus really is to kind of show off these new sort of pio i ground locations that we're working on is there a turtle in a bucket in the middle of person somewhere I'm

  4. 00:02:29

    just gonna stare the camera and smile just out of the middle of nowhere just a bucket with a journal it might be you know sometimes we just find things in the the layer files and alright I'm welcome from here tonight okay the ones camera shaking because he's touching the desk and it's moving is what I mentioned as well there's other people ah well it's alright we're gonna hide the cameras in a minute anyway and get to things so let's go ahead and get started to jump in we've only got an hour we've got a lot to try to build so if you want to start your screen share then we'll just jump into it let's go so I thought it'll be interesting to start with just sort of how we set up the derelicts and then jump into something a little bit more live so for the derelict some go on the Star Ferry level here and it's you

  5. 00:03:19

    kind of have to build up the assets based on and of course the ship that you put down right so you can see there's a lot of things here there's a lot of design markup there's a lot of art dressing but we've sort of focused on putting the bulk of the ship down and then sort of embedding it in with a bunch of assets like these and then you have things like decals which is this little area over here you can see this spill some extra assets that we might add in stuff like this there's the effects being added in here like this particle effect here there's a lighting will come in and maybe do some sort of pass on the interior I think it's pretty dreary in here as it should be um yeah it's sort of all about kind of creating this area these little areas that have been long forgotten and

  6. 00:04:07

    dressing with a little bit of storytelling and then what happens we have these boxes here which kinda are the design markup for where it sits on the planet because we need these boxes to remove any rock or tree that in might collide with when we place it down there's a lot of audio markup which you can see here audio will come in and do a awesome some nice atmospheric scary audio for when Inga's dere looks cuz I don't know about you guys but I find it very scary when you're in there it's a little lonesome and then there's also some of these assets kind of just have this thing called aniline tag and what the align tag does is when we used when we use the polite placement tool which is what we used to put these assets down to the planet these aligned tags kind of

  7. 00:04:56

    help the certain assets aligned to the terrain because obviously if we just bring this in flat it would likely just float on the areas of the terrain so this placement tool something that we're heavily developing we're now heavily improving I'm not gonna show it for you guys today but I just kind of want to give you a sort of overview of how we actually go on about making these and how we make any of these ground locations in the future so you can imagine these might be even like a large outpost I'll post a place in the same way actually yeah so I want to make sure we don't we don't lose that point even though the placement tool which is a tool that will help to what we're going to see today the placement will help this along and be much more efficient we are still marking up our POS and our derelicts now for the upcoming tool that

  8. 00:05:44

    will come later so it's one of the ways that we work today towards technology that's coming in the future it's for us right for folks who are submitting questions well it's not a traditional Q&A I will be taking questions from the from the chat to give to the one as I see them as appropriate just remember that the one is an artist he is not a gameplay designer so folks asking will we be able to salvage this or stuff like that this is not the person who could answer those questions he's an artist so you should try to keep your your questions to art or art technology as opposed to any gameplay implications and I'm also an environment artist which means I can answer questions about the art on ships either yes exactly it's also an environment art so while we're sitting here looking at a spaceship the only question the only spatial related

  9. 00:06:31

    question we can ask him is why does he hate the star fare so much that he's just I don't hate it look how many of them you've destroyed already this was a bit of a rampage come on this was a rampage and the Friday right um so I think it was kind of cool to sort of show how we might actually build a different kind of location voi so if I just drag this guy to the right we have good old Hurston here I think is a really good place to have these kinds of more sort of small towns and communities that might build along the ridges of the mountains and things like that so I have pre picked the location if we fly over here over this Ridge I've got a couple of things here though help and I thought it'd be kind of cool to maybe make a abandoned

  10. 00:07:20

    I'm not even abandoned but like a mining town style kind of thing okay you can see a pic dislocation because when the Sun hits that building over there you just have that white sheen of the gold and it's just really epic looking at it right so I found this kind of a little bit of greenery and some junk piles over here and I thought this might be a nice flat location to start building some things there will be some weird alight Minh alignment issues as I start to put these down which is the kind of thing that the placement tool would help with right so let's start grabbing things and flicking through them I put some assets down the ready to start what we have right so if we actually go down to the person level because one of the issues that we have when we're working on these kinds of

  11. 00:08:08

    things is that we'll like fly around here and then we'll start reading the scale and everything feels really small and then when you actually get down to a person level everything just made it feel so much bigger and when you're building something like spaceships and space stations and enormous structures like the Hurston building over there it is so difficult to understand the yeah the person scale because everything in this game is so huge right but yeah so we have a little pot here to the to the person in chat who asked every every derelict they see or is either a star fair or a caterpillar or a constellation it's part of what we just showed it takes a while to mark up and create those derelict since just a matter of priorities things that that

  12. 00:08:57

    the time and the resources to go through and make additional derelicts and of course the ship team of course has to make more destroyed versions of whatever ships they have and give us those assets so we can actually work with as well like most things in game development it all just comes down to a priority an artist can be working on the additional derelicts or they can be working on something for a new location it's like that it's just the it's one of those things that come in the towards the end of Sprint's like when when somebody finishes a sprint early it's rare but it happens we finish the Sprinter early it's like okay let's go let's go and do another dare elector let's go and do another turtle in a bucket and I'm I'm not gonna talk about that turtle in the bucket do they I'm already renamed in

  13. 00:09:45

    the show and this is on YouTube it's gonna be called turtle in a bucket but on the bucket and I throw it in the bucket an hour with Luanne yeah right if anybody finds the turtle in a bucket and they take a screenshot and post it to me on Twitter I'll give you I'll give you a prize because I want to see it I don't know where it is if one exists know about any turtles and bucket let me tell you but it's a it's always quite nice we think of these little Easter eggs that we can put in the game and where we can put them and we just go over to say the art director or the lead and we're just like can we put something like this in sometimes I guess approved sometimes a little bit too crazy to get approved but you know what is the giant red box that we see appearing in the background that guy so when I toggle on the helpers here

  14. 00:10:33

    which is what helps me a moment yeah it's what helps me see these things here to pick things you can see some boxes and some wireframes and if I go you can see that it's kind of markup for certain areas and certain different things for this one I'm not too sure exactly what it is but I can imagine it's probably like a design markup for a restricted area or like something that might help the player go down to the ER so it's all kinds of different design markups I'll ask a designer cuz I'm curious my father we I find all kinds of different boxes that I'm like what is that for right so let's find another housing

  15. 00:11:23

    building structure to put down these ones interesting one lives in a cargo container I like that doesn't even have a back fantastic maybe so one thing I can do obviously like I said before we build these in a separate level and then it all gets aligned to the terrain but one thing I can do whilst I'm building this is if I just click it on the terrain like this it gets a lined in and sometimes not perfectly sometimes they'll come in a little bit like say this but it helps a little bit if we're just pre-visualize in something and trying to understand what we're building we've we've make statements to this effect before you know procedural generation and these automated tools are

  16. 00:12:11

    just that they're tools they're not an ends there are an end goal they're there they're there the thing that helped us along we will always prefer that artistic touch to come in after after things have been generated after things have been aligned it's still important to have an artist come in with their own talent their own eye their own idiosyncrasies and validate and then tweak and stuff like that happens a lot of the times when we're building a procedural location we obviously build a very bare-bones version with just some some moles and stuff like that and we cut it up to be the procedural chunks and then it takes you know take some time to validate everything that happens and add a little bit of flavor a little bit of touch that you know keep the human touch as I like to call it that

  17. 00:12:59

    you just don't quite see if something was a sterile sterile area as a just basic procedural generation just a happy little trash pile no trash pops already getting big as you can see already got a big structure over there gingy wants to know how many different types of rocks are in the verse I'm gonna say more than three or at least more than three or a planet theme just smashes them out they're very very good at that kind of stuff the organics that you know anything organic can be from this plant over here to the texture that goes on the terrain to the grass to the rock we might make these assets and they might help place it down those rocks over there those trees so that's kind of

  18. 00:13:47

    the organics and plant a team jurisdiction so just reminder that we are seeing we are talking with the one better Eddie he's an environmental artist from our environment art team in our UK studio are free to ask questions in the chat just remember that they should be aren't related if they are a gameplay related can we do this or will this happen in the future that's not something that the one works on so we're not going to be able to answer or address those so here's a good example of what I was talking about with those boxes that you saw around a derelict right now by just placing this prefab down you can see I have some of the plants and grass coming in through the through the building I can easily fix this but you obviously just bringing this up until it's not there however are a placement tool markup that we saw before allows it to call out any kind of

  19. 00:14:36

    acid that might be coming from the terrain so that you don't get these kinds of situations sometimes it's very useful sometimes you end up taking out a chunk of the terrain that you didn't think you take it out so there's a little a little bit of a adjustments you got to make what's this I'll take this platform I'm starting out small but I'm wondering if I can make it huge see what's we have to make this enormous one of the questions in chat is how do you differentiate between what's created by the environment team was created by the

  20. 00:15:24

    props team it's a very popular question one that me and Cory Benford if you guys know I often discuss so he likes to say that uh anything that's not bolted down is a problem and I like to retort with so is a space station a problem because it is not bolted down I guess parts of the space station are so when we're making a location we'll make a save this is in the white box stage and we've just placed down some of the basic geometry that might make out these areas over here these pods will come in and we'll do something that's called a proper quest passed and what that is is we have we'll look at the concept art and we'll look at what kind of small items might be in the concept art that

  21. 00:16:13

    we'll need that we and I don't naturally make its environment artists and we'll put put a request list through to props so in this case would be something like say this this box over here or this uh this table over here the lamp the some of these magazines the cup so it kind of there is a slight blurred line but it's mostly the sort of items that are dressing rather than large structural or yeah I guess structural is the best way to describe it yeah oh and in this case something like rocks and these these parts here these these kinds of beams and structures here are all part of say an environment art kids

  22. 00:17:02

    will just bash together a mapper to answer your question his question was working lamp and an abandoned place who said this was abandoned and not dying yeah I did say it could be abandoned god knows what else we don't know the story of this place yet sir God the classic windmill but in the subject of not knowing the story the place you know that's something we always think about when we're building these spaces is like we think of the story of who was here who was doing what why is this here did they build it here because they needed a little verandah area to just sit down and have a chat with their neighbors I mean move this thing out um as a matter of fact you know just thinking about that right now makes me want to put a table down so if I just I think you put one down yeah I

  23. 00:17:55

    think I put a table where do I put the table right then I put the table and it's time it's not a phrase you get to say very often in real life I think I put a table over here I think I don't know where did I put it where did I put a table and that is why I'm an environment artist I like to ask those questions where is the table what else have we got it is over and there's a question from I can't remember where was those miners are you as an environment artist involved in the white box process or is that primarily the game designers a it's a combination of both really um we have something that's called a design white box pass in which an artist and a designer will come in and sort of lay

  24. 00:18:45

    out what the space is usually this is after the concept arts done as well so we have the mood of the space and we have an idea of what we want to do with the space so you had the designers and the artists will come in and do this pass which is a very basic pass done with in engine solids as they're called which is kind of these very primitive boxes with grids on them to just mark out the metrics of the space and it's a longish process it's we do it in pre-production and we kind of just figure out the things that we want to do with the space where we want to you know foot travel time where some shops might be and then after that it's mostly the job of the environment

  25. 00:19:33

    to come in and figure out the actual building kits that we're gonna use for this in this case we'll make basic white boxes for these kids unless we have something that is already appropriate mm-hmm what did I put down tiny little thing so off screen I'm just cycling through a bunch of prefab items that I have I know we've talked about prefabs before but you know let's assume that every show is somebody's first show what's a prefab mm-hmm so a prefab is a collection of pre-defined items and entities so this might be this prefab here will be built out of some junk piles some assets here like this these kind of structural ribs these floor pieces and that's sort of

  26. 00:20:22

    like more of the environment part of things but we might add in here for example this prefab has a table and it has the the props and things like that but we also have markup for sound for design say if it's a you might have a cup they can pick up there and it's just a predefined collection of those items it's brief a bit short for prefabricated yeah and though and those prefabs can include just about anything they can include interactable items moveable items blanking aware where I was going with that but it's literally all kinds of stuff and it differs from an object container in that the option container is sort of the final I guess resting

  27. 00:21:14

    place of all of these items put together so we can string them in and out of the universe essentially yeah prefabs are for or for you know building the universe so you don't have to sit there in place every silly little thing so that so the procedural generation tools don't have to go place every silly little thing and the object containers are more about performance and streaming things in and out of memory and stuff like that chances are some things we can do with object containers that we can't with brief apps like we can say we make a set of architectural pieces we can't in different colors we can put that as a modifier on bulbs or maintainer so we can make all kinds of different like similar but different colored areas and all those kinds of little things like that grids and spectrum masks do you test a

  28. 00:22:04

    finished location to make sure a player can't get stuck in a hole we certainly try yeah very much being stuck in a hole is with is one of like the QA 10 commandments you know who can't play or get stuck it's one of the primary things they will always test for first yeah the reality of the situation is that there's a whole lot more of you than there are of us and you guys tend to be a bit more tenacious with where you try to get to then we can we can sometimes be so while we certainly and this is true of any of you again I'm not speaking just if cloud of priam games well QA the world over does their best to make sure there are no places where players can get stuck that is and awards the scale of the game we're making means that it's a much much

  29. 00:22:56

    more difficult to test for every single little area that might be in the in the game yeah I mean it just reminds me it reminds me of depending on how long you've been following the project in late 2015 we went live with a 2.0 which was the first version of Stan's system yeah and there was one item that wasn't bolted down his aware it was a big Benny's vending machine there was one single big menus a vending machine that could be I was physicalized and could be moved and I think yes for months for Mom maybe almost a year through all throughout 2016 we saw we saw players just seeing where they could move that box yeah seeing where they they can get them out of the spacestation get them

  30. 00:23:43

    onto their ships take them to other space stations even there was even a thing involved it's called the Big Ben ease challenge where the you had to get the box and get it back into the hab in which you spawned and the hab that you spawned was up a flight of stairs so they had to without being able to pick this box up they had to lift the bottle that dead to roll just continuously go prone and roll and try to get the the box to shift slowly up the stairs and I saw people doing this for hours just for thing I know layers will do anything they can to put something where they shouldn't yes yeah so that that's that that's always my example of why do when people say why doesn't QA test for this or - so we test

  31. 00:24:30

    for Plenty but there's no way to a cop to account for everything that a player will do and because things that you just never thought possible yep well like what you just said right with the rolling well that's one it's one of the key aspects of building a sandbox game is it's about building a world or in our case a universe of possibilities so we're we are continuously surprised and amazed by what our community can do with the tools that we've provided them and it's always interesting as well to imagine as we develop these tools and we make locations more versatile and you know we give players more control of things that they can do what insane things are gonna happen like years down

  32. 00:25:20

    the line when you know it's crazy Adolphus Adolphus in the chat as a certainly watched this program and many times and no I would not say that and I think you know I wouldn't let just leave it at that but I appreciated the joke I get a little a seating area over here maybe it's a place where all the neighbors congregate - Ashraf engine is we just want to interact with our environment as much as possible we know we we do know we we want to as well as a player of the game a player of the game and a backer there's a lot that I would love to see anything yes that is me play the game there's a lot that you know as players we want to do as well and we

  33. 00:26:09

    keep in mind when we're designing the environments is something we might put something down that one coming effects until years down the line like for example in Hurston you can go to the front facade of Maria pure of heart hospital right and we got the medical beds just coming in now so it's you know it's been there for a long time but yeah we obviously can't fully flush it out somebody had a question earlier I missed the name this chat was going by too fast so I apologize for not being able to call this personnel but they asked about the hello DS and the planets and whether they're set whether they're being tuned and I was actually talking to somebody about this earlier the things like the LEDs for the for the planets are no let's just put it this way nothing is

  34. 00:26:56

    set at this point we're still now for the purpose of being alpha is that nothing is said or final words we're here experimenting letting you play watching you play and then making adjustments as we deem them necessary one of the more difficult aspects of the of setting LEDs is the changing speed of ships because L the the speed at which LEDs adjust is is relative to the speed at which you can apply or approach a planet so as the speeds of ships are being tuned you know that you talked the other week about how the you know combats being retune it's always under tuning again we're an alpha so will this speed of LEDs and stuff so it's it's one of the reasons why when we jump into the editor like this we can zoom out from a planet and zoom in from a planet far

  35. 00:27:43

    faster than a than a player can't so L would so we tend to get more popping when we look at it in an editor like this because we are moving much faster than anybody could in the game so the LEDs can't keep up so it's a constant question of balance and adjustment and it's something that we do ourselves when we're you know making lots and making all these performance passes we'll start moving around really fast and you know start seeing things pop too quick things like oh I think we need to adjust these loads to be to pop more slowly but then in reality it's because we're going too fast exactly it's a new player you can travel as fast as we can so it's like you don't balance for the speed at which we can move you balance for the speed at which players can move and while that's influx so will the LEDs so will be the LEDs I put some lights known

  36. 00:28:33

    somebody has to we can have a van down by the river so the first as soon as we get a van in the game I think the closest river that I have I think there's a there's an ocean over here you're gonna lose your spot oh no it's okay I don't know sorry there I've got a little pivot alright yeah I've got I've gone ocean all the way down there put a dare like the Ursa make that our van and we're back in there little look at the size of that right and look at it all pop out it's so small it's so small it's so easy to lose that scale and go but back down to sort of human scale say I've just woken up and I've come out of my house starting to get a little community together how quaint for Jimmy no rest

  37. 00:29:27

    early Reno I can't see that and I think I've murdered that name but you know what I'm talking about do props snap to the surface or is it so much eyeballing with his e axis every time how we talked about that a little bit at the early at the beginning of the show Jim we're developing what's called the placement tool it's active it's an active development right now that will help with the Z placement aligning the items like these to the surface it's just we're not using it today because it's still being worked on yes so one of the things we do early on when we're setting up the to further answer that question to further one of the things we do when we're setting up these locations we set up these aligned tags which the placement tool helps just align to the

  38. 00:30:15

    surface but I really kind of just wanna show you guys the sort of process of just what we go through thinking about these spaces so right now I'm just aligning them all manually because I think it's just sort of it's easier for the sake of the show yeah another jump I'll stay happy that a chunk of pile so a bid asks what a little settlement like this ever be procedurally generated absolutely we really want to push the procedural generation with our ground locations so that hello so that we can make a lot of progress with having much more interesting like areas of the planet to go to and visit so definitely it's something we were looking into and

  39. 00:31:03

    of course as we spoke about earlier using procedural generation as a tool in our own ends so even even as they generate it still requires an artist to go and validate everything because it's this is a even through all the tools that we build if we still want this to be a handcrafted experience and we're not talking about other games we're full levels full planets full star systems are procedurally generated we don't know if we don't don't ever want to take it to that extreme we want to use procedural generation as a tool to help our artists not do the work for them yeah that's right look at all these are Wars though ok so sure what we're trying to say here well this just became this just became a test a former test outpost really sometimes you find these things that

  40. 00:31:54

    other artists might have done and you just that is the Ohio liverworts it's a pot literal pile get a couple more floodlights so you can see this from space miners back with another good question some of the prefabs have lights and other baked like maps how does that how do you rebake them to get the lighting on other objects that are so close to them so our cube map system on the planet is sort of automatically updates every like certain amount of time when you're flying

  41. 00:32:42

    through which is how we get the daytime and nighttime to work well together so these lights will come in but the cube map that's being used is the one on the planet so it will take on this information into account because you're on the planet I missed sure that's going too fast I don't have my use that my touchscreen thing so I can just scroll with my finger but I can't do it here somebody somebody no remember who was claimed that a mass grave yard of Aurora's is called the coffin of graveyard a coffin of Aurora's it's like a murder of crows and a coffin of Aurora's what makes it a coffin of ours though that's that's what I want to know maybe there's a yeah that's like bunker very distance we're really

  42. 00:33:37

    breaking the magic there it's look there's a bunker underground no it's just that oh just a little sighs hey maybe one day you'll be an out actual underground bunker I love the idea of underground parking so you might just find it's got a couple of things I might get a derelict and put it here say you need to check off sterile like the beginning of this show if we don't actually put a derelict in there that's true let's let's find an object container for this illumine says this word chef disco lives no chef disco lives in the hearts and minds of

  43. 00:34:26

    children everywhere but he will never be in the game you can see there's enough of me outside of the game like I am this I'm up you already have to go through me to see much you don't need me in the game let they let the game be the one aspect of star citizen where you don't have to see my face there we go so we have a this left side of a star fair that maybe just the left side left side we can that put other parts down but maybe this time ferret was flying over yeah what I really like about this I think if you get the Sun I'm gonna put it up here just to show what I'm wanna what I mean if you get the Sun just right you get that glint off the ship then you go inside where's the I think I

  44. 00:35:17

    want this window facing ya go inside I mean move it around again you just get a little bit of these you know spot god rays coming in from the Sun and it's just such a I think is such a like a nice atmosphere for these interiors of these broken ships and we aren't we're big fans of the godrays yeah put you down here I might make this into a bar or something one frow asks how would a location like this be populated by NPCs by the AI team not by the environment or team that's right so I just wanted didn't mean to call you out one row but

  45. 00:36:07

    I used your question is another example of the types of stuff we can actually talk about on this show of your time a gameplay staffer or basically anything hinting at the future that's not what this shows about it's not what we want is here to be able to talk about but if anyone has any questions about like the things that we think about when we're building the stories of these environments that's more in line do you ever think about me when you're building an environment have a picture of you and my does did you know that it keeps me uh it keeps me sane the problem is I can't actually be certain that you're joking because I have had too many times where people like oh look and they're like move something there's a terrible picture of me or a meme of me on their desktop I do have a picture of my lead

  46. 00:36:56

    on my desk though and it's just this cutout of his head daddy Edea and we used it as a Christmas mask for the Christmas quiz once we all put them on it was pretty great I mean put a different structure here yeah that the community thinks they troll me quite a bit you haven't seen what the devs you oh yes they've actually got just a lot of stuff that can never see the light of day let's just leave it at that I have seen things you people wouldn't believe now that looks very active compared to most

  47. 00:37:43

    people we've been placing yeah I kind of want to make this sort of upper part look more active so these prefabs is they're the ones that we use at the underground facilities so obviously they're a lot more active but I kind of wanted that to be sort of a if there's such thing as a poor area of the of a junkyard but maybe that's what mapper s a name appropriate question how are the assets coordinated how are the asset coordinates handled are they related to the planet or to the center of the stand system in gonna try to decipher exactly what they mean they're like what he's basically saying he's basically saying like if you had a coordinates is if we were able to expose

  48. 00:38:31

    a coordinate system for like where this is you know 10 10 10 40 80 20 by you know 64 94 8460 are those points relative to the center of the planet or they relative to the center of the stanton system so they would be relative to the planet itself and I believe I could be very wrong here but I believe it basically the coordinates for everything on the planet are then sort of translated further if you're in a sentence system like further out in other systems or whatever you'll go through your map and you just see the I guess you just see the coordinates the on map really it's hard to say I'm Larry I've had this conversation I've had this conversation with a couple people in the

  49. 00:39:19

    past I'm pretty certain I understand the answer but it's been so long that I'm not as confident as I should be someone want to keep it to myself and then we'll see if we can follow up on it but yes there are you know when we when we use go-to commands which is something that QA or designers walk to you so they can just get to the point they need to work on the go-to commands generally start with planet first and then yeah we're an insect when I when I need to go somewhere and I went to running the client to try and fix a bug or something I usually go planet based rather than anything else but as far as coordinates like like like specific longitude and latitude that that's not really used it's usually there are there are way points assigned to these different POS and we just go to those waypoints which is one of the reasons why you know when

  50. 00:40:08

    good questions cause like a key we have a coordinate system and stuff like that it's like we don't actually use a courtesans not just that one doesn't exist and one that can't exist we've discussed that before and we as we've stated before publicly it's something you know we want to investigate in work it's just it's finding a way to make that manageable because any other game has coordinates generally for one level one planet or one star system whatever and we do not we have to be something that scales with the game so it's it's very large game I'm not gonna put more bunkers down that's a going to be bunker heavy look another eye phosphorus is can you stop

  51. 00:41:01

    grass from clipping through objects right so that goes back to what we discussed earlier which is when we're marking these up for the actual placement tool which is something I would have done but it would have been just a bit tedious for you guys to see we put these huge boxes down which I can actually show why don't you go back to that again so these huge boxes come into the safety Derek's in this in this instance and they clip out anything that's spawned by the terrain this could be rocks trees or grass and we can actually define some of those parameters ourselves and that's sort of how we get that to not clip through however because I'm kind of just placing this stuff down without any of these boxes you're gonna

  52. 00:41:48

    start seeing how I use that example used earlier you're gonna start seeing some some of these pups or some of these plants like that alright um but yeah those area boxes are part of the a part of our markup we do placement - where are you come out here yeah we've discussed the chats talking about racetracks we've discussed racetracks before I think actually I think the first time we discussed a racetrack was with Luke Presley back in 2017 I remember correctly so it's been something on there on our minds for a while we actually showed it an old shoulder showed an early mock-up once on a TV way back when the issue is the planets are

  53. 00:42:38

    still changing we try and we try not to do work that we know has to be redone later that's one of the ways you work smarter and not harder in game development so it's you know we just as we showed a citizen gun as you're seeing now you know we just revamped the planets what planet before necessitated a recreation of all the planets so which would have been redoing all those racetracks anything as well so it's it's when the planets and the planet tech getting they come along to a point where we feel relatively comfortable like yeah that this is what Hurston is this is what's selling is this is what damar is you know when we fill it they're locked down to a point where they're not there the changes are going to be minimal then we can look at doing things like racetracks and stuff because the team is very keen and not only doing things like racetracks but providing players the abilities to

  54. 00:43:27

    create racetracks of your own like through markers and beacons and stuff like that yeah it's about providing all these tools that we we need to sort of easily make the game and not do everything by hand like I'm doing now this is sort of an example of you know racetracks and this is sort of an example of things that we really need tools and a more sort of solid idea of what we're doing before we actually start implementing those in get over these oars now so what we're doing today is we're building for

  55. 00:44:16

    anybody who's joining this we've only got about 15 minutes left in the show going by the way oh boy time is funny we are building a Pio eye using existing assets and without designer input so you know it's it's it's more an exploration in the process that kind of things we can do look at the kind of assets we have access to talking with luan about process and stuff like that whether this particular P Alliance there's some question of the chat will go into the game like anything that we create in the show it goes to the director for validation and forth if they like it then yes and if that needs work then it goes into a box until it can be worked on further and if they don't like it and say no why did you let Jarrod do this I just get an email which you will ignore no truth is I just read it and over and

  56. 00:45:10

    over and over again until the sadness stops you're watching the darkest episode of Star says and live game dev the pre-show was pretty dark and pre-show was pretty dark those watching this on YouTube won't have any idea what we're talking about the pre-show guys show up on Twitch moderators if we can ban bacon of war for talking about the space well that'd be cool there are any moderators in the chat just just ban him from the channel that's cool I like this little tunnel oh it's a

  57. 00:46:02

    little alcove seating areas they're actually the email I expect to get is probably from a level designer who's gonna like who's gonna see the show and they're gonna like what were you guys doing it doesn't make any sense why did you put that here it makes more sense over there of all times is something that we're constantly thinking about when to answer a little bit more of the question earlier um when we're initially why boxing a space with design we really got to consider how long it takes to say cross a bridge from here to there or travel all the way from here to all the way down there as a matter of fact if you look at this place now I didn't

  58. 00:46:49

    really think too much of a route be up you probably have to go all the way around around like this and that's a long travel time so those the kind of things that where we iterate through in the white box process yes maybe I'll move some Aurora's out now I like him yeah I just got my first message from a level designer I won't call you out but thanks for watching I'm sure I'll get a message another windmill so you can see that these spaces can get quite

  59. 00:47:37

    expensive quite quickly so we got a got a narrow down the focus of what we want to make as we're putting spaces together all right designers the windmills have to be facing the same direction no they don't because I place them this way all right I'll do it for that well we have we're going that way are we I'm trying to do just the one doesn't take construction well no I do just here there we are but that's not as aesthetically pleasing now is it no the directions of the way no I must say the wind direction changes you want to be able to generate power no matter the direction the wind changes so put them in a different direction but how other broken huh actually I do think these rotate when

  60. 00:48:28

    you actually go into the client I think they do yeah just for point both windmills towards each other win the fight I will know except there you go yeah don't make him happy that's like tune with oh we need that rock from where is it it's in California right Vasquez rocks yeah yeah you know it's terrible but Vasquez rocks I live 20 minutes away I have lived 20 minutes away from Vasquez rocks for the last five years I have never I've not gone walk there why

  61. 00:49:19

    that's 20 minutes at a drive right on the freeways it's America you guys drive over here yeah now in traffic it's like an hour and a half because that's what traffic does here but if I were to I go at like two o'clock in the morning with no traffic it would take me 20 minutes to get there my words whatever moved to America I'd having to drive everywhere it's just not my kind of thing drive around oh yeah it's Jared Kirk or the Gorn well Union in my mind I'm Kirk but in the mirror ongoing Adam Gorn like nice and snug in there so I'm using this predefined library of

  62. 00:50:18

    things right but if I had more time with this I go into our asset library and I'd really try to find the best assets for this kind of situation these are pretty good because they kind of kind of thematically sort of talk to each other but you know I'm sure we have the far more in our library that we can use as well you're a bit wonky aren't you that's all right now there's a debate and chat about whether the music I was doing was the fight between Kirk and Gorn and a fight between Kirk and Spock and I think it's actually the fight between Kirk and Spock not the fight between maybe the father was scorned my maybe

  63. 00:51:06

    they've used it I don't know that I've ever watched both episodes back-to-back but there's something to do on the weekend yeah I'm pretty sure it pretty sure it's a mock time though I'm pretty sure it's the it's the fight with the Spock and you're the one who said it was the Gorn so if we're wrong it's actually on you not me all right I'm very used to being wrong this way for somebody goes waiting for somebody Jacko isn't that the music from the Cable Guy just so I can die a little bit inside there it is Cable Guy government I mean you asked for it yeah but with the delay between

  64. 00:51:58

    live and broadcast it could have happened organically that's large nice Jason asks is it common practice to place buildings with no relative level foundation to other buildings I know Jason thanks for joining the show as we've discussed a couple times over the course of the hour usually this process is done in conjunction with not only a level designer but use of a tool that we're developing called the placement tool that will help relative levels in Steph aligned to the surface of the trains like that we are doing this without either of them just to showcase a little bit of the process not not quite exact but what we can do on a Friday afternoon with one person Friday

  65. 00:52:47

    night no it's not it's not not evening into that's after 6:00 if it's between have not looked outside yet okay you have a clock though if it's if it's if it's between 6:00 a.m. and 12:00 p.m. that's morning it was during 12:00 p.m. and 6:00 p.m. that's afternoon if it's between 6:00 p.m. and 12:00 a.m. that's evening it was between 12:00 a.m. and 6:00 a.m. that's Twilight that's why light I like about one that's how it works you are technically in the afternoon I am technically evening what the what the Sun is doing is no bearing on it how are you technically need new you're in the evening I'm in the morning but you said you I know I said you you're in the evening I'm in the morning this has been time zones with Jared only one

  66. 00:53:36

    thanks for watching so be our new podcast we'll be here every week talking about time zones I saw a good serial podcast and I don't think cereal isn't like the word serialized I mean cereal is in the item that you eat I'll make a podcast about everything these tables make no sense but you know what I like well we're 54 minutes and they show no reason to start making sense now that's true how about we try to look at this get some shots yeah I lowered a few of you look at what we've built from we started like you know you made sense

  67. 00:54:25

    when we started a little had a little road a little this area to sit this is the back alley a very 18 all over again right exactly until we started to adding in turtles and lasers we had that nice view over there we've completely disregarded yeah this is why you can't let artists just last for this here's this months ago and said do you want to do this yes I'm sure no that's great I love it I just don't want to sell the I don't want to understand the usefulness of level dance forego we did this it that's a big no give me give me that picture because we knew that I mean that for the YouTube thumbnail so so you give me a good picture with the fighting windmills that'll be that'll be the YouTube thumbnail how about that yeah you you

  68. 00:55:15

    shoot me on a will get it JDate you can capture that for jewel all right okay I took a print screen okay good you said it's and that to me teams when we're done Paul helped you allowed he always likes it when they give him screenshots so you don't have to imagine if we expended this all the way up there if you look over here if it's a somewhat it makes some sense you know you have a little area over here in a little area over here just how you connected that's why we have designers people question please add a giant hot dog I can do you one better well maybe not one better can do you want worse it's four minutes left in the show let's go jump off the rails let's go if I grab this guy I know that in this prefab library let me find it sure

  69. 00:56:06

    keeping busy this the one yes we have a hotdog kiosk it's not quite the same but I think a little satisfy your needs we can put a bunch of kiosks here maybe they just sell scale 3000 like so I'm sure I'll crash the editor by scaling this but let's go enormous almond props is gonna be screaming at me for skating drums there you go enormous hotdog kiosk I'm not gonna get make it any bigger than this I'm afraid so what is this a hot duck yes present

  70. 00:56:53

    rowdy mm-hmm let's put another kiosk here there's a deep cut for whoever gets it there's a noodle kiosk daddy area 18 once but you know what let's put him in larva why not a crate little food court and actually on an actual good a good bit of information these prefab kiosks are set up in a way that AI can use them so should we have AI in the level they'll come in here and populate this little area I can tell you're loving this Jared okay

  71. 00:57:44

    no I'm thoroughly enjoying this a little food court better than any food court I've been to I'll make sure Eddy here is that odd you add the space station food courts not they're awesome actually I really like them now you said this was bear and I don't think I said you have no record of that no food court area get some little plants and a foreground like this enormous bulbous plant yeah that's kind of the process oh I think I'm going inside the building yeah very enlightening isn't it and let's do a

  72. 00:58:32

    scale chocolate that's start zooming up pull up from a loop right let's do the classic from the bolt I'm sure objects will start disappearing as the lots tucking in but I think yes all right and off we go by me to the moon let me play I started that in the wrong key and we're past larval and then using about

  73. 00:59:28

    far enough and reveals that we're inside a snow globe that small child is playing with and there we go goodbye Carsten I hope you enjoyed this look into my mind [Laughter] like I said Jared you ask for this asteroid months ago that's how long these things take to come up sometimes alright let's uh that's it let's go back to cameras Oh their goodbyes goodbye well everybody thank you for joining us for this last hour of points of interest we laughed we cried we apparently

  74. 01:00:18

    insulted several level designers we sang a Star Trek song which don't know what to which one no we we I know you don't know it was a month time that's all right but no I mean you brought up the Gorn thing I'm never gonna punish anybody for bringing up arena I mean it's never gonna punish anybody for that that's it thank you for watching we'll be back next week with another episode who's gonna be on it what's it going to be I don't know yet we're gonna find out stay tuned take care thank you the one for taking time out of your Friday I release you friends you can go I'm gonna go really key links oh we're from just the pub down this yeah sorry not great is it so I could come and get any I'm in the Wilmslow okay alright take care everybody we'll see next week every

  75. 01:01:16

    you

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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