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Star Citizen: Around the Verse - Legacy Armor Update (Part 1)

20 October 201700:44:00987 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:15

    hello and welcome to another episode of around the verse our weekly look at star citizen's ongoing development I'm sandy Gardner and I'm for Stephanie on this episode we examine how the team is updating the games legacy armor these suits might look familiar but upcoming changes not only bring them up to the current standards of our items but also mean you'll be able to customize them in the future but before that the development team has been issuing new builds to our group of Makati testers to battle the critical bugs that are keeping it from the PTU let's check out what issues we tackled this week in burndown welcome back to burn down our weekly show dedicated to reading progress on issues blocking the release of star citizen alpha 3.0 last week we were at 23 remaining must fix issues to

  2. 00:01:05

    complete the polish end bugs for our next game loop of shopping cargo and commodity trading this week we solved several problems and encountered some new challenges with interactions and severe crashes in multiplayer so let's see how this week went so what would be nice for the thing regardless of like how it works or our producer QA can make videos on an episode to review this week at least review the videos so we have a review I think to be honest I was just get in with other cat eat other play with them yeah that's better that's the latest build that's pretty much gonna be up to date today I guess the most infuriating issue we've had this week was we had one

  3. 00:02:20

    build where we we couldn't use the afterburn if we use the afterburner the game crash to desktop and it's amazing how you don't even think about it you get into a ship you take off and you press shift to take off and you crash and then you get back in game and you go and you take off and you press shift without thinking about in your crash so I then have to work next time you remove the key binding but because the way our builds work you don't always you don't always keep the key bindings from a load to load loads so well sometimes you viewer get in again you've forgotten to take off your key binding and you starter start flying and you just just press it you literally just do it without even thinking completely on autopilot which was quite an infuriating build to be using so it involved lots of lots of crashes to there crashes to

  4. 00:03:09

    desktop the second stage afterburners that's what that's doing is its allowing us to cut down on the travel times that we're having at the moment so at the moment people are constant traveling to a planet and the flight time down to the planet surface or just around a little bit further around to the the next quantum travel marker can be sort of 15-20 minutes something like that this also carries through to the rest of the game as well where you're in open space and there isn't necessarily a quantum travel point in order for you to just jump to you're going to need to traverse a large distance in a shorter amount of time so what the second stage afterburners are doing is beyond your your current top speed the design of this is that when you are traveling in a straight line

  5. 00:03:59

    your ship continues to ramp up its speed to to a predetermined velocity and you then continue on that straight line at a higher speed and a shorter travel time when you come to maneuver or you address your throttle settings then things you know slow back down to your regular travel speed so this is something that only kicks in when you are already at your top throttle setting and then the ship just kicks back in and takes you up to that faster speed let's pick out those one or two or three books and say get those big scale we should be able to do that right now I know there are still some issues with cargo as a whole like I've seen a couple of and when you buy a

  6. 00:04:46

    certain type of commodity thing there's one for luck if you buy a ship so there's odd ones but for from one scene from the various cherries that we already had pulled out I think there's only about three or four left cosmos because when we open to see any changes taking effect that's still open yeah sure just find out like what are the biggest whatever for issues well my whole deal is let's get it functional and then once it's all functional let's go back over and do all the polish in terms of making you know or to you I were to do that sort of

  7. 00:05:35

    stuff and then we just polish all that kind of stuff to get behind but right now you just can't do something that's the first week to fix and then we should go behind and I'm just basically you I have to work you know Todd where do you want to say what you're doing is basically going from LSR to green packs we're gonna buy commodities and then take them over there and sell them and if we make good time and get through all of the things that we need to review then they'll go from grim packs to love ski but we should get all of it worked out right here okay so real quick for this to get back on track so there obviously there's the icon there is the

  8. 00:06:27

    scrolling of the big bar and so basically you actually have to have it scrolled all the way up to the top in order and then once you actually go through and use the filter then it works properly so the other thing is with the filter bar you don't know that there is anything I'm just like below you know vice right now but if George goes into fight and go back into the filter bar well how do I even know that's the filter box it did originally says a dog yeah except it's me filter on me yeah

  9. 00:07:24

    the other major major issue right now is this bar I mean being able to actually use that bar and you if if George actually clicked so yeah go ahead and it's a bug but basically if he wanted to go through and sell something you know he's old he'll actually click on you know min and then all of a sudden it will it will come in and then it will actually start being be used but it's super super finicky if he actually clicks on the number so 156 like if you wanted to go through and sell a very specific amount it's a bug it basically locks you into place I mean

  10. 00:08:27

    that sounds like you should do and then I mean this sounds like if it would work as supposed to work we would be happy with this thing kinda right yes it is this is we are getting to the point where we are trying to finish this stuff out so in my mind it is it's gonna be these little things that actually finish it out and make it more polished and actually work the way that it was designed to work we've seen buying and selling in one location we've actually transposed the kaga to another location it's killing what else do you want to show [Music] right image area which is basically the

  11. 00:09:38

    big blank one the overall prices the quantity paths and the actual look at the different boxes so those are the things that I feel need to be done sorry yesterday we had a review of the commodity shopping section which went really well that's come on quite a long way we've still got some bugs that were highlighted during the playthrough yesterday so we've had those all bugged up by QA some one were pre-existing other ones have been highlighted during the review and so now we're in the process of prioritizing those with the teams and they can start working through that so during the the playthrough test

  12. 00:10:28

    of the commodities kiosk we actually found an issue with the drop-down and the grid underneath it was not actually losing focus when we would select the drop-down so it would actually scroll both of them what we're doing right now is fixing the issue where when you select the drop-down it actually gains focus and it removes the focus away from the grid so this situation doesn't happen again commodity systems of obviously it's it's a buying cargo taking it from A to B then selling it so there's obviously various different stages to this you were first we news you you know we've got little commodities kiosks in game so you go and you buy your car go through through that and then it appears on your ship hopefully most of the time it does

  13. 00:11:18

    does then also you take your ship elsewhere and sell that cargo now we've got a few still got a few issues with it mostly it is mostly working working to a state where you can actually do everything in buy everything there's nothing which really a blocks blocks testing unit of a gameplay to do with it so bundles and there's a whole range of different things to which we've been testing on that as well so there's various different ships with different cargo holds you've got a and they've all got to be able to have cargo in it they've got to be able to put the different types of cargo in it which all have different boxes there's also a different size boxes depending on how much cargo you're buying so there's smaller boxes and bigger boxes for each of them did that wrong way around and so we've been going through testing all the ships with all the different bits of

  14. 00:12:06

    bits and pieces of cargo to try and pull out any issues there as well as general issues with the UI when you're buying and selling cargo or so you've got via UI elements where your which you're buying all that through and there's still various little issues without some graphical issues just just a some quality of life issues as well with that but however it is all working to the point where you can buy cargo you can get it into any of the cargo ships actually then a take it to somewhere else and sell that cargo for hopefully a profit what I'd like to do is to get a coda to just like don't say and quickly check it now quickly and if there is a

  15. 00:12:53

    problem there then we would want it fixed and then we pick up a new build for the new fix but we wouldn't wait then got to wait two hours to get new build yeah if the kona says that we have to get a QA cheok is really unsure then they could communicate that with you so I think that's what Chad needs to do if chad is the person investigating because with him now so you want to him get labels from pail for us yep start to build see if the engines work well we just we just keep this build going up if it's really broken and obviously fix it and once it's fixed we then we kill this building otherwise otherwise the way we don't waste away too something up to something between belton the youth in the EU and champions

  16. 00:13:50

    can someone paced the Giro in that link please I don't know a chat chat said in the engineer update that he he'd finished up they work on the interactions on little on skins and stuff and maybe something with that so I just got done finishing getting skins working with interactions and this was necessary so that we could get shopping working with armor and clothing this the interaction system wasn't able to work previously with skinned assets because skins which are assets that we attach onto the players don't have any physics that are associated with them so the interaction system uses rate casts to find physical entities and then uses that to figure out what the player is

  17. 00:14:38

    looking at or what's near buying however for these particular assets the rake house would always fail and there would be no result so you were never able to using the new interaction system interact with skinned entities however I've added a way that the skinned items that have interaction points can actually register foreign data onto the host entity which will allow them to be found by the interaction raycast so that now you can interact with the interaction points that are on the skin to entities this is gonna be useful for shopping but it allows us actually to do more things moving forward so now we'll be able to have other characters interact with those skin entities for other reason reasons maybe like stealing or you could comment on what somebody

  18. 00:15:26

    else is wearing but also it's also another step towards getting these skinned entities working as standalone entities so that maybe you could drop say some armor on the ground and pick it up or drop your who and pick them up so we'll need to figure out this a sub terminal issue and where that's coming from that's the thing that's clear but that's the absolute biggest what fixes do we have we have all these crashes which we're not getting from course that's wrong so you do be back to find anyone there are internal QA guys you find some stuff did they did we get some of the recreations to once it if we don't know the bill we send them if we send in

  19. 00:16:14

    another bill tonight if we send in a build from from like a new one that will pick up after this Aesop terminals fix we should see more all being well more stability in their star map Thanks yeah the storm and the storm are missing his assets are fixed as well so that's I know that's just gone over to the guys now no one's less what an issue in its mystic assets it's like what's what exactly is missing the personal manager up it would once mister the character model doesn't care that's that was fit

  20. 00:17:09

    yeah that was fixed so this bug is given when a character died in Levski they'd respawn in the beds but actually respawn underneath the bed and kind of clip for the war cause in the place like gets stuck why did was you know I opened up the the cry file I looked at what assets were involved so it'd be this kind of pod I looked at the positioning of like nodes and I found that this node here which would like start the animation was actually placed off to the side like so all I basically it was a simple fix she

  21. 00:17:57

    moved it back in the middle of the of this pod reset the x1 so it's like local to the to the world made sure the hierarchy here was all perfectly fine tested at an engine and yep just thought the animation it's in the right position gets into a bad fine and no clipping through the walls or underneath the bed yep that's basically there's a simple fix after much strife the list of importance in this idea is now being populated properly including all the holes finally there's a little bit of miscommunication or misunderstanding between some stuff Chet and I were talking about so the

  22. 00:18:44

    hard part was easier than I thought so pending whatever we talked about with Simon in the UI sync hopefully right after this you know about how we're going to be getting this data to the UI might be able to be in review today god or potentially even submitted but depends on opens up that conversation okay so closing in it's working just gotta clean it up and do a couple other things the build that dropped today um well we're having the biggest thing that affects us is a sock terminals are unable to spawn ships and assets are missing from start math and p.m. a nice internal issue may be related as I said this morning

  23. 00:19:33

    when I got the building but I think two lips the same change list I also saw them this morning but only in single-player and multiplayer its watch as within the other issue that is literally just got opened again this air-locked blog this one is weird so it was broken on the build that keyway had yesterday it was working on the build that QA had this morning now it isn't again on the build that was picked up at lunch and I don't know why so we just found out that airlocks are opening in release fields right now this is a blocking bug because this means that the natural flow of

  24. 00:20:21

    gameplay can't traverse beyond just your spawning point the original kind of indication is possibly that it's a problem with the interaction system that the interaction prompts aren't being given to you to actually open the airlock however other doors and interactions are working so it this indicates that it's probably more of a problems specifically with airlocks or doors not working unfortunately this being a release build bug makes it much more difficult to solve and these these are the ones that can take a long time because all of the tools that we have available to us are kind of taken away whenever we are trying to look into them so I have a few guesses about what could have gone wrong there has been some changes to both doors and interactions

  25. 00:21:10

    relatively recently so there are some opportunities to look at this code and see it potentially it's contributing to the issue but again it being a shipping bug is makes it difficult and confusing as to why it only happens in this case and not during development like I said the the three bugs that we need to get fixed are the the two ones about the shops and the airlocks after those are fixed assuming we get fixes in for those we go for a release build and we ain't pushed that one up to the Chi Jake I'll leave it in your hands and AIDS obviously to make a call on whether you try and get hold of Chris buyer in whoever to try and make a call for evac ie later tonight if we don't

  26. 00:22:01

    get fixes in time to kick a build for this airlocks wand because if that's the case we'll have to use the build the QA here have this morning but that means we don't get the shops so I pick my consent I spoke to Craig call from them right now before they leave like I feel like we can make that call now like if I'm comfortable with going into car dealers out shopping I can I say I can I see you gameplay review right Jake I was gonna say I can estimate I can ask Chris in a little bit Chris is going at 7 he's on a train so I'll probably be leaving at about I don't know two minutes to 7 from this office and then mrs. train probably because they'll have items and there we want them to do we want to test our agents yeah I mean that's the other thing that

  27. 00:22:47

    we do still have the ability to get out and explore we've got various piece of optimization else we're just missing those eyes yes now we did make lots of progress on several blocking issues as well as tackled new issues that cropped up like Chad mentioned we fixed the broken interactions across the entire game doors not opening up and that multiplayer crash we also had an in-depth review of the shopping commodity and cargo game loop where we got to see a lot of great progress but it did uncover all several new unplanned issues that we've added to the list so at the time of filming this we're at 25 issues which breaks down into four blockers 14 criticals 5 highs and 2 moderates now we've also made over 551 updates across all kinds of aspect of

  28. 00:23:36

    the 3.0 build such as second stage afterburner improving traversal and continued optimizations and improve stability in a large multiplayer environment moving us ever closer to live release now we're completing work as quickly as possible so come back next week to see how much we've done here unburned down as always you'll be able to dig into the details of this week's work by checking out our production schedule report which you can find on our website those that have played a round of star marine will be familiar with the marine and outlaw armor that players wear currently there are two options light or medium armor that players have used and loved yeah but these legacy armors were essentially once in mesh with new customization system players will be able to mix and match different pieces to personalize the look

  29. 00:24:25

    and performance of their armor to learn more about what's being done let's check out part 1 of this feature on legacy armor so as we've been focusing more on character tech and character customization and character modularity we've been focusing on all the different armor sets that we've been working on one of the things that we ran into as we were doing this was all of our legacy armor sets legacy basically means something that's been around for a really long time so we're kind of looking at the light medium and heavy of the Marines and light medium heavy of the outlaws or pirates as something that was eventually going to have to be addressed as we were making headway on the character customization front with

  30. 00:25:12

    doing you know arms and helmets and cores and legs and under suits and kind of really building this whole customization system so that the players can customize their character we realized that the older legacy sets were not really built with that in mind so we knew that eventually we're gonna have to address that issue and the way that we're gonna address that is by rebuilding them so what it was that wasn't working for the legacy armors was that they weren't built into all those pieces they were essentially one solid mesh and even when you were able to select the character or buy the armor you could only buy the whole set at one time you were not able to buy a helmet you were not able to buy any of the individual pieces it was just kind of a whole thing but as we've been saying we want the players to go to really customize their armor bill to customize their space suits be able to customize

  31. 00:26:01

    as much as they can about their character we really wanted to focus on on that and the legacy armor really just didn't fit that at all so what we played around with a couple options we played around with maybe just being able to save the helmets because the helmets were actually a separate mesh separate material so we would be able to save them and use that as an existing item but then we would still have to figure out or possibly rework the whole rest of the body that wasn't really something we wanted to do because even though the mesh was working for the helmets it wasn't even using the correct shaders so they weren't optimized so one of the things you know when we get really heavy into talking to customization and characters and stuff like that really really any game asset is draw calls a draw call is essentially

  32. 00:26:48

    how much something costs to render you know and the older-style uses a different type of maps which reinforce have talked about before different materials of different shaders but the new ones use something called the layer blend and layer blend is now working on all of our materials except for the legacy ones so if we kept the helmets they would still be using old materials and old technology which is still kind of a problem they wouldn't be optimized they wouldn't be working so rather than fight against trying to keep something that realistically doesn't work as well as it could we decided to just kind of start from scratch on them we want to be clear to keep the original designs and intent and even the names as close as possible but we're starting from scratch so that each one of them will have their own chess piece arm piece legs piece and head piece so you'll eventually be able

  33. 00:27:36

    to as where you weren't able to before customized let's say you like that all the marine the legacy Marines let's say you liked the heavy chest piece and the light helmet and the medium arms and so forth now you build a combine those and create your own legacy marine set which is completely unique to you I think the I think the hardest thing to do in concept when designing something that require that requires different manufacturers put together and not making it look ragtag and messy the biggest problem that I've encountered doing that was the lines on the costume have to make sense but it can't be so chaotic where it's so messy to look at so I had to find a line of fine a fine line between okay I have to make things

  34. 00:28:27

    look like this person or this outlaw picked a shoulder pad from here and then maybe a chest piece from here and a helmet from here but then still make sure the lines of the character on the costume still made sense and was aesthetically pleasing and so that's the hardest part I think for mishmash indifferent types of manufacturers so we played I guess we get around that hurdle by lines on the costume I think that's the biggest key we can still make it look like a bunch of things were put together randomly but we can strategically place lines on the character and also the breakups and where the materials fall on the character so it looks aesthetically pleasing and yet still look like it was kind of like scavenged together and put

  35. 00:29:15

    together so let's talk about the legacy outlaws first the legacy outlaws are super fun I think that there's a lot of really cool design elements to them but we definitely want to spice them all up right now we're working on the legacy light medium and heavy and all three of them are in different phases of production so our legacy light we recently posted in our sneak peeks the concept art for that and some of the stuff we're trying to keep in mind with the legacy light armor is the the most iconic thing to me is his helmet so he has this kind of there's like an under structure to his helmet and then on top of that is like this glass dome and then in the glass dome there's like a red to red circles that are like HUD's that you kind of see so that's the main iconic piece that we want to keep for each of four for that armor and we're

  36. 00:30:02

    trying to do that with all of our armors really we're looking at each one of them and saying what's the most iconic element to this armor what's the thing that we really like that they really get attached to you know if I step back 200 feet and look at this armor what's the thing that I see that I can really pick out and that for me is the most iconic piece of the light so right now we're in high-poly with that and it's moving along really well we're also designing a separate under suit for this armor and this is actually gonna work as our general kind of legacy outlaw under suit so we'll be able to use this with any of our under suits and with any of our armors not just the legacy ones not just the marine ones but any of our upcoming armors as well I've been working with Jeremiah alright he did a gorgeous concept and I've kind of gone back and forth with him and Josh too on changes alterations to the model so that

  37. 00:30:55

    they all the pieces become modular with our new system so that players can swap items out in the future and making it a functional thing but the the real idea of it is that we you know kind of pay homage to the the outlaw life that's been in the game for a long time but really needs an update so that it's consistent with you know the current characters we're producing right because we don't want there to be a quality drop-off but we also realize we can't give these guys a hook because people like in their cool characters and they've been in the game forever and they are kind of a shout out to people who have been with star citizen since you know its formidable days we're trying to design design something new that that also recalls the designs of the past which is kind of challenging

  38. 00:31:44

    and Jeremiah's you know he's Jeremiah he's awesome on that stuff he is easy to work with on that stuff and in the process of fleshing out the high poly sculpt I'm trying to keep it real detailed and this should be one of the lightest lightest light armors that we've got in the game I think the helmet is probably one of the tightest full helmets that actually covers part of the face which is hard to do in conjunction with animation and mocap because since we're using the actual head scans of actual actors everybody's face is different so that can that can you know you have to account for that but that being said

  39. 00:32:32

    it's it's a really it's a really tight fitting helmet it's kind of menacing looking and kind of has this skull like feel to it which is something we've tried to retain from the original designs like a like a cobbled together machines skull underneath like a like a visor and then the same thing with the armor it's also probably one of the lighter light armors that we have in the game I think we were really trying to introduce the idea of me like a mixed-media look in some of the armors like not just metals and carbon fibers but also like fabrics possibly like leathers knits and weaves and stuff like that there's possibly going to be some cloth Sam on this character so it should be pretty cool when it's it's also and then those are all things that I like about

  40. 00:33:20

    it and I liked about the original concept so the understood is basically something that you have to equip to go into e VA e VA means you are able to go into space that you are vacuum sealed and basically all it is is uh it's a jumpsuit that has boots and gloves and then it kind of goes up to your neck and the theory is that all you would have to do is just pop on a helmet and then you'd be able to go take a spacewalk and all of our understood are compatible with any armor so whenever we're adding a new under suit you are actually able to put any of the armors the explore armor on it the marine armor the anything like that the slaver armor you can put all that on the new stuff as well which is part of the really fun thing about a customization system is that anytime we add one element to it it's actually adding a multitude of

  41. 00:34:08

    combinations because you can create all the old ones and put that on top of the new ones and vice versa so we're super excited about anytime we can do a new under suit and anytime we can do a new armor because it creates a lot of new options for the players the previous armors we had for the pirates at the time or outlaw didn't have an understood underneath and so this was that those assets were created free I guess character pipeline current pipeline we had so right now if you want to wear armor you have you're required to wear an under suit to go with this is the current pipeline that we have for our characters unless you're wearing just regular clothing but that's a whole different topic but the outlaws had to go through that same process and the concept that I did for the light outlaw had a really in my opinion really sweet looking under suit

  42. 00:34:56

    underneath which didn't exist and so I remember the character artists was looking at me and was like what is this and I was like oh that's a new under suit and so I was tasked immediately to decide an under suit that would go on that would go underneath all these armors obviously you the player can swap the under suit and just wear whatever you want but we wanted like this under suit would look best with this look so I had to go in and I was looking at a lot of the other suits that we had and like the Explorer suit and the Yui Navy under suit and I'm starting to notice that things start to look the same it was literally like the lines would be

  43. 00:35:44

    different and so I thought you know these are outlaws we should make them different and so I took a different approach to the outlaw under suit and made it more badass the biggest challenge on this on this guy is trying to keep in mind that aesthetically I think that this armor looks cool with with smaller proportions like a little tighter we've got a lot of characters that have bulky - really bulky armored suits for like a heavy combat look and I thought I thought the idea of having light armor that would make a character look like athletic and agile would be would be really cool so but trying to keep that light aesthetic

  44. 00:36:33

    while still functionally adhering to the volumes and you know animation guidelines and all these other things where the joints and the skeletons get put in to the character when it's rigged in etc trying to make sure that art meets function in an appealing way is probably the biggest challenge especially in the face because this mask is very skull like it has recessed you know sections in and around the cheeks so trying to keep things looking recessed and kind of skeletal or scary or it's kind of tough when you're also trying to make it a certain size you know so that's probably being the biggest challenge on this piece so after the light outlaw we're moving on to the medium outlaw the medium outlaw also had

  45. 00:37:21

    some really iconic elements to it specifically I think generally the shapes of this one we're much stronger than the light the helmet is super interesting as well so that's something that we're trying to keep I think all of the helmet designs we've had are pretty solid in the past so that's something we really wanted to keep in mind with the legacy medium the legacy medium is also in high polyphase right now so eventually when we're done with that we'll be moving on to game asset and texturing and so forth cuz this this legacy armor is an older armored side he would have to take cues from new one and also take it back a couple years in tech so going through those shapes we added more of like a bulkier look as you've noticed in technology today if there's a new innovation they tend to be big right and as time passes they optimize and

  46. 00:38:11

    things get smaller and smaller and smaller and smaller and smaller so it was it was it was really a team effort it was kind of the team as a whole we're kind of jumping in jumping out doing feedback with each other to find the shape the we thought we thought were that's pretty successful in my opinion the one I'm most excited to show you guys today is actually our heavy outlaw I think the heavy outlaw is probably one of our more iconic armors just in general that we've had in the game for a long time he's always a little bigger a little heavier as a really iconic helmet and I think players have grown really attached to him so this design is actually more of a redesign of kind of from top to bottom we have a lot of elements that we really wanted to keep in mind with this guy cuz he is so iconic but those icons are so strong that it's not hard to redesign around them his

  47. 00:39:00

    helmet and just overall kind of bulk in size or really simple easy silhouettes to follow simple shape languages to follow so one of our character concept artists here in Los Angeles designed the heavy outlaw so Josh and I kind of said you know what go nuts with it and but also tell us what your process what your idea was and so the thing that that Michael told me was before jumping in on it that he noticed a lot of football padding type of shapes on the Slugger armor and he wanted to maintain those shapes but not make it just football padding and so he looked into actually some some samurai references to make things a little bit more spontaneous a little bit more interesting so there is a a bit of that and also the Slugger Armour they didn't look tacky

  48. 00:39:50

    it didn't look current in the star citizen lore the slugger armor looked like looked like an armor you might see in post-apocalypse post-apocalypse times of today alright maybe something 10 years from now or five years from now it didn't look like something that would be current in the lore of our game and so so Michael ran with it added some new tech onto it but still maintain that's that chunky look that that football padding type of look so Michael also added a lot of layering onto the the concept as well so that you could as I mentioned earlier on the tech you could see where parts in interest intertwine with each other and interact with each other and so that was something interesting that Michael

  49. 00:40:38

    brought to the table and I thought was something that the old concept or the old asset didn't have but was a welcoming a detail that Michael put in there so you'll see a lot of moving parts there's a there's a frame that that the armor sits on top of a certain frame and you can see that in the concept and also soon in the game one of my favorite artists that I I really look up to he said when he was redesigning characters that you either have to look at it at one or two ways you can either completely throw the thing aside and say this is going to be something completely new and we'll just start over and say this is the new thing or you can look at the old one and kind of use it as a reference point and kind of change it off that and redesign it from there and that's the way we're going to go we want

  50. 00:41:27

    to keep those in mind we're going to redesign from there the ability for players to create unique armor sets will not only let them define their personal character and gameplay style it'll also go a long way for making the universe look interesting and much more diverse and that's all for today's show a big thanks to our subscribers don't forget that October's issue of jump point will be released on Friday so be sure to check it out and of course thanks to all of our backers for your support but be sure to tune in tomorrow and 9:00 a.m. PST to catch happy hour the community team will answer your questions discuss citizencon and much much more than on Sunday at 2:00 p.m. the community team end devs will be at twitchcon hosting a panel called how great communities make great babies finally if you won't be in Frankfort for

  51. 00:42:17

    citizencon you can still enjoy the show with fellow star citizen fans thanks to two large background events going on that weekend versed on in austin texas and perry verse in paris france there are also a number of bar citizens planned in the days around citizencon stick around after the show for the list of these events or visit the bar citizen website to find the event closest to you you can also find further information on any of these events by clicking the link below in this video's description and until next week we will see you around the verse thank you for watching so if you want to

  52. 00:43:40

    keep it with the latest and greatest in the star citizen a squadron 42 development please follow us on our social media channels see you soon

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

Squadron 42

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