Star Citizen Live Gamedev: Practical Interactable
Transcript — every row opens the video at that moment
- 00:00:00
stars in live game dev practical interactable which is the closest word i could find to rhyme with interactable starring jared lewis hi everybody uh welcome to star citizen live it is friday uh july 8th uh we are hanging out as we are want to do uh this week is one of our game dev shows where instead of the normal hustle and bustle q a and stuff like that uh we are going to hang out with our dev du jour uh the wonderful lewis right here say hi lewis hello everyone and louis uh formerly of the props team is now on the newly formed and minted interactables team
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so louis why don't why don't we start with that this is a brand new team that uh didn't exist before this week apart you remember the only constant in game development is change so uh what is uh what is the interactives interactables team interactables team that's a very good question and uh i think it's saying that's going to be hashed out over the coming months a bit more um but at the moment as it stands it's basically um a props team 2.0 um but the goal of this team is to kind of push the props a little bit further so whereas we've just kind of done the art before um the interactive team is about interactable so obviously more complex props with more functionality um being able to take on a bit more of the technical setup and
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stuff like that um and kind of be our own entity really so usually we're kind of just supporting you know environment team ai team mission feature team you know diff different teams we provide support um but this is going to be more of a kind of um a team where we can kind of start shaping our own like game features and stuff ourselves which is uh really really exciting so yeah it's like a props team but a more in-depth technical version yeah and and and and prop starters and stuff still exist there they're they've been embedded in other teams and stuff like that so and profs are an absolutely essential part of making a space seem lived in and and and and and a diegetic uh it's one of the reasons i i've taken as many times as i have to uh emphasize and highlight the
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props team because i'm a big fan of of their contribution the inter the interactive team as you just said is this new kind of thing about finding a way to build props and stuff that we can put into players hands and survey function and not just decorate a scene and to that end uh one of uh what are we doing today louis i mean yeah so um basically um going in so our team's brand new um and we're kind of just starting to to find our feet and get the ball rolling on on the stuff we have to work on um but previous to this before we got started as we were kind of ramping down our work with um the previous props team um we took a bit of time to start you know looking at what kind of cool
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new features we could develop what we're able to do with the skills we currently have and then maybe what we're able to progress into later on so to that end we kind of sat down and thought okay what can we do with with props so um we we thought it'd be awesome to create like a cool um set of props um that players would be able to you know maybe pick up take with them to places um and place wherever they'd like um within reason so um we we sat around and we thought oh well you won't be really cool maybe making some form of like you know camping set um something like that where players can like load up their ship with some equipment take them to anywhere in the verse land uh and and place them and have little camps and stuff
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you know maybe we kind of make little tableaus make little campsites of their own and stuff yeah we went we went wild with the thought process we were just like you imagine you know when when all the the tech comes online and we have like lots of players on the server they'll come and set up like tents and stuff we can have our own like version of glastonbury star citizen and it's not it's not the only initiative that the the the new interactive team is tackling this is just the one that we've chosen to highlight and explore today uh uh not everything that we make in star citizen at live game dev you know goes into the game but whenever possible we do try to piggyback on work that you're already doing so that we can see the process of making stuff that will has a better chance of someday making it into the game and since
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the team is already scoping out camping gear we thought let's make some camping gear today so with that i am going to turn it over to you and push this button here so we're on the screen share now and what i see immediately looks like a metric for a chair oh yes am i right yeah these are glorious chair metrics so as always we kind of have a starting point where we've got you know this is this is how a chair needs to be in starters and this is the height and you know the width of of how it will operate essentially uh and yeah this is like a this is an armchair template so when the player sits in it um you know they'll have arm support and stuff um and yeah this is gonna be our starting point so what we're going to be doing is trying to convert this into a
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deployable camping chair so yeah i'm just going to get started yeah and yeah we'll see where we go so let me get rid of these first now as usual as uh lewis works uh um you are uh we encourage you to submit questions in the chat preface with the word question in capital letters remember that lewis is an artist on the prop slash interactables team so if your question is about the current status of alpha3172 or where the banning merchantman or anything else like that jake acappella is in the chat and you can just direct those to him in fact i encourage you to yeah i don't know anything just just just send every
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non-prop and interactable related question you have to jake acapella in the twitch chat right now and if you're watching on the youtube replay uh you can find them on twitter and do the same so you don't have to you don't have to miss out just because you're watching a replay so yeah essentially what i'm doing uh to begin with is because everything in the templates all together um we're gonna start out by separating some of the parts just so that we can um kind of work with them a bit better because i am not an animator um i can't rig or skin um meshes and apparently i can't do this either um but yeah essentially um
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we want to be able to move these bits individually so we're going to separate the arms seat um and the backrest here's a camping related question if you were a hot dog and you were starving would you eat yourself i know i would i put on some ketchup and some mustard and some relish i'd be delicious yeah i don't know about that one i didn't think it would be a very tasty hot dog tonight there's about 27 people in chat who got that reference and you're my people what's going on what did it there you guys saw it
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no already having technical issues pressure's on man plus is the way of the artist things never go right when you want them to there's only like a thousand people watching right now and then a couple ten thousand more on youtube so it's all right i'll just turn my youtube comments off for a two weeks so you're taking the basic pieces of the metric laden chair and reducing them to what could be like flat pack deployable parts without changing the overall metrics so you know that it's going to fit the player character yeah so um for example but the main
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important things on this are the contact points so the seat i've i've reduced the bottom because you know we don't want to sit on a massive block that wouldn't be very good to fold away um the backrest is still at the same angle but a bit thinner and the arms are now thinner as well um but they still have the same contact points when the player sits down their arms will still line up with these surfaces i'm just trying to work out why my pivot is not letting me move that's so weird all right we'll work around it my guess would be user error yeah most likely is this as usual so i'm going to use these points instead
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which is probably a better idea a cyrenian in the chat says can this be called a camping chair if it does not have cup holders oh stretch goal cup holders now interesting like like what we're going to be doing today is essentially what you would if you if you were to to pick to find parody with like the ship pipeline you might already be familiar with we're going to be working in white box uh for most of today where we you know test functionality and develop functionality stuff so cupholders is definitely a gray box slash a final art kind of test but i will say if the camping chair does eventually make it into the game and it doesn't have cup holders uh you can go and message jake acapella on twitter
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and share your displeasure that'd be a cool thing to bear in mind if i go and take this further because this this actually started out as just a personal development task um but it got to the point where everyone thought it was actually pretty cool now like oh let's you know let's give this a try and show it off ah interesting so usually being super precise but i'm
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just going to be messy modelling today so don't worry this won't be the final yeah for for the the interactive team and what we're attempting to showcase for your workflow it's more about how the item can deploy can collapse and can be ultimately used uh by the player as opposed to any fine art folks who have watched game dev shows in the past we've been doing this for a few years now know that there's just about nothing in star citizen uh with the level of uh fidelity that we go for uh that can be created in under an hour so this will be a representation of of work except for the uh collected works of of jeremiah lee his his stuff
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is usually done in like 40 minutes with some time left over to wonder why nobody likes it there is um there's some absolute machines out there they could do our like absolute machines uh what did i get to look six oh why not start with the foldable chairs we are we see already present in the cutty so that'll be a good starting point we've had um so so part of this was i did go back and review some of the
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artwork that was already made to be fit for purpose um but the problem is a lot of them aren't built with the the animation in mind um for example we have like a bunch of camping beds already in the game but they're not built in a way which means they can easily be deployed um so part of what we want to do is you know create some art from scratch that that will actually work off to get from the get-go so you're saying that in in situations like this it would be more time and cost effective to adapt the art to the animation you then try to take something that was already created and
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read completely redo the animation exactly yeah because like sometimes when you're doing modeling um you take you know you can take shortcuts sometimes so for example you know if you have like a folding mechanism sometimes you'll just model it as it is folded out and then optimize the geometry behind where it folds so that if you actually tried to fold it like via the animation it would not work just because sorry i'm really bad at multitasking you know where you've tried to optimize it maybe the mesh like isn't clean on the other side or it just looks you know a bit jank or some faces have been deleted to save on you know polygons for optimization so going forward um so what
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we usually do is we we will set up a template um and then that template has you know the functionality that we is required um and then the artist will go on to make the actual um final art and again that's what we're doing here we are making a template for a deployable chair like that for what who is it that somebody in chat was like i can do better art than this it's like well the art's not the point of this particular demonstration the mechanics and not the point oh what is that i just got an i just got an email from uh oh it's from jeremiah oh he's not happy wonder what i said nothing at all
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right so we've got some like legs in place now um that are very very happily named don't show my boss anyone and then yeah so what we're gonna do you can expand all these again basically what we're doing here is we're just creating a hierarchy so what happens is if we move you know this the rest of it moves with it if we move this the rest of it above moves and this just this means when we come to animate it it's going to be a hell of a lot easier than having to animate in each individual part for now i'm just going to grab all this stuff
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and i'm going to keyframe it really messily and i've got auto key down here set so basically when i move any of this it's going to remember so um like if i move this piece for example you'll see that it's placed like a little marker here and this means it's remembering uh where i'm moving these and you see the entire chair is moving down with this apart from the backrest but we'll sort that out in a second is there a scene available where this can be placed well the idea behind this uh uh of a frost falci i'm not i'm not the pronunciator is that this is the kind of chair that can be deployed
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anywhere out in the open world that's that's the whole idea so it's not one particular or specific scene it should be able to go out to microtech out into the marshes of loreville or you know whatever and chair bed table you know be able to set yourself up a little scene it would be absolutely amazing to see like you know player because player already players are really organized stuff right so like you know for example the demar rally um can you imagine if players could bring their in like camping chairs and set up and watch alongside the track and stuff or you know later on um you know we're looking at potentially getting a programmer
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on our team and being able to create features and stuff like that so imagine you know cooking mechanics maybe or something like that a deployable stove uh where you can cook things to your mates you know tents um one of the ideas we really really liked the sound of was football goals bringing a ball a football goal that deploys along with you i thought that would be a really cool idea but again this was a this here was a task just to kind of kind of learn some of the the more technical stuff in regards to the setup [Music] because
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i know a lot of the art stuff but in terms of like setting it up in data forge and and basically making it actually work um i don't know it that well lack of a better word and stuff like um when i did the med bed um that was that was already pre-set up by a different team um so all i had to do was place you know the points animate it and then that was that was done so yeah essentially this was a task to learn the setups behind creating uh deployables really bionics says does he mean soccer no he means football we're here in loyal subjects of of her
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majesty the queen now it's football now you you wrap scallions you can't be bringing that kind of chat into here uh jack hiroshi says what is data forge please oh that's a that's a that's a that's a that's a big ask a data forge oh very cool it's pain it's pain it's drop down for just pain this is data forger data forge is basically the the place where we keep all of the connections between every individual item that makes up the universe and set up the rules and the guidelines uh in how that interacts with one another um the crazy insane database at the heart
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of the persistent universe you can find i'm sure some folks who have been uh around here around for a while uh might be able to remember uh links to old atvs where uh data forge was being developed originally and we did some segments on it way back when if you're really curious to learn more about it's a it's a totally internally developed way to store and uh retrieve uh the data that is necessary to make the persistent universe work and it get and one of the biggest things it did was it got us away from uh cryengine's xml system for a lot of not everything for being completely honest but for most things
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i don't even really know what else you can compare it to really that's really really cool it's so you know what essentially what what i did when setting up like the first deployable that i ever did it was essentially mashing two data forged records together and learning how they both worked and it's a really cool modular system that actually do stuff like that it's really awesome there are other things like it from other developers that the issue is that other developers don't share them like they don't talk about them they don't expose the thing so the references wouldn't make any sense but sorry it's our version of a of of a common necessity for mmos okay cool so what i'm doing here is i'm
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again i'm just i'm looking at how the parts interact with each other and try and set them up on the left so that it makes sense and and you know for example the arms move because they're attached to the backrest they need to move with the backrest right so that's what that's being set up as yeah so that's when that starts to move down g kenny says dev whose name i didn't catch that's lewis can you please make something like this for the 100 series beds they could use a chair table now let's see that's ship team and and stuff you can uh so uh uh gk you can take your
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request and uh if you go to twitter and send it to jake acapella uh here i'm typing his name into chat now uh so you'll have it there uh just send the request to jake acapella and he'll make sure it gets to the right person he's going to be very upset with you a futuristic fisherman foldable chair finally something to replace the wobbly thing i keep using now it could be used for fishing don't see why not we're gonna have a uh we'll have we'll have uh todd pappy
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on uh star citizen live next week uh for an all about alpha 317 317 one and three seventeen two just all about we haven't done it all about the patch q a with todd pappy in a while so he's on next week uh talking about the last three uh patches so uh maybe we'll see if we can sneak in a fishing question he loves to talk about fishing if you want todd pappy to answer questions about fishing uh head on over to twitter now and send a message to jake acapella again the name in the chat right now and let us know it's possible i had too much sugar today
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there's no such thing oh no i need to keep trying that first oh rotating the arms yeah so this is what i mean like uh you know on the template it's gonna look black yes there's no mechanism for it right so you know the functionality is implied but eventually it will be down to the artist and this means that like we might see multiple versions of the chair so you can have like a you know a high-tech chair you know maybe it's like very smooth like panels move out the way and parts move out of it and stuff or you
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can have like you know a low-tech one which is literally just you know your default camping chair that you'd find nowadays yeah but again like it's just giving the intention so that the artist can then come in later and do what they want with it pretty much i think i think it's worth showing i think i think uh a lot of folks uh especially outside the star citizen community who you know don't have the same level of development content that that we do here tend to think that anything they see in a game was just built straight to that finished product and it's not everything has a pipeline and you know we we explore the ship pipeline a bit more than most but everything has
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a pipeline very similar to that with with white box where you you build these you build these templates out and you make sure all the pieces work and they have space to go into each other and fit each other and and not uh you know not conflict and then gray box where you start to you know really model it out and stuff like this and then you can address any final problems that get discovered in gray box and then go into final art where where somebody comes in and does the meticulous uh you know lot zero version of an asset and then the you know the tech artists come in and do the loud versions and the lot four and the three and the two and the one versions and stuff like this it's it's definitely a a prolonged protracted process and we are showing the earliest of of the the process of creating an
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interactable right now which is building the template uh if we have some time i think we'll manage to fit it in uh we can show you uh a version of something similar that's a little farther along uh before we go definitely yeah um let's um so what we got so we've got we've got a closed up state up to a raised state so now we just all we need to do is kind of just grab grab this we can shift drag it yeah shift drag it uh oh sir 77 that's a great question well artists who build different versions of the foldable chair be limited to the same style like legs collapsing straight or can they build a scissors like folding chair with the same
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interactable template yes so um really all this is this is just some kind of demonstration geometry really the the main thing um is the actual record so you know i was talking about data forge earlier this is the record for that um and they can essentially do any kind of animation they want as long as they stick to those metrics so you know the chair metrics so the player always sits in the same position they're able to like rest um and as long as it folds up so they can carry it in the same the same way and there's no reason you know they can't change the animation up um you know even if it's a different size when it's folded down um they've got the ability to go into this record and actually change um down here i think they've got stuff like the grip data
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so they can change you know what orientations it can be picked up from um the kind of shape of the grip so they can change it so you know maybe it's a flat grip maybe it's a rounded grip the dimension of the hands so they can you know there's all sorts of feats you could you could spend all day in this just looking it up but there's a lot of customization um to be done through this and this is essentially just going to be the base um the base version um and then people can you know you can see down here there's there's all sorts of like different c chairs 890 c chair constantine hurston all the different yep exactly so they're all they're all based you know every chair in the game is sort of based from same original chair right it's always going to be the same sort of
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height and that just means that you know people can be more flexible in their approach when making stuff all the tech travels forever and it's cool beans uh right this is where it could collapse in i know we should be right why do you need to quickly check where did i put my is this a product for armchair devs yes some proper comedians out there today
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uh koala 999 says how does one stay motivated doing this sounds very tedious to be honest um since the new team update it's been pretty nice because um what it essentially like we were just making the art before um and now we have a real awesome chance to to kind of take our own work further um and develop our own stuff so for example this is just this is all you know i haven't been tasked with this specific thing this is just stuff i've been working on between tasks so they'll sometimes be like a day or two where you know you're waiting for your next task or you're waiting for it to kick off um so you're just kind of doing prep
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work to see you know see how you can prepare yourself for it and this was one of those tasks for us we had we had a spare day those things come up uh quite a bit you know because you know it's something you're supposed to be working on gets blocked by a dependency from somebody on another team and you need them to finish their thing before you can continue on the thing that you're supposed to be working on so so you find other other tasks to you know make sure that you're always being as productive uh as possible we actually uh uh i think we have an episode of isc dedicated to that phenomenon coming up later this court uh this next quarter i was just talking to some people about that about about the sort of middle tasks the the things that aren't necessarily uh laid out but tend to crop up during development when
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you have to wait on something from somebody else or whatnot um another way that folks are always um battling uh tedium and stuff like this uh you if again if you've been following the project for any prolonged period of time you've heard a lot about this team was supposed to work on this but they're moved over to this uh this artist was on this team and they're now on this team or that team and stuff like that part part of that the only constant in game development is change uh mentality is keeping things fresh and interesting and uh motivating for the people who are working on the project it's like that so there's there's of the many reasons decisions are made
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throughout game development one of them one of the considerations is always about trying to place the right person to the right task and the right person at the right task that this person might have been the right person for that task three months ago but they may not be the right person for that task today it might be somebody else because of the last thing they worked on or just where they are in their career development at that time stuff so it's a it's a it's an amazing calculus that is worked out by our producers and our directors and you can go back to uh gosh there was an seo we did i want to say 2017 2018 where we worked with producers and built a schedule out uh it was it was it was it was it was super
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it was super popular like literally we spent an hour building out a schedule and i got a lot of got a lot of crap for it but but it was you know it's another essential part of game development to show the various considerations that that go into why these people are on this thing and not this thing and stuff like that it's a it's an amazing calculus that i wish more game developers talked about what'd you do the pk circle of doom is trash matter i had the camera changed i came back and you're on a crash handler no how do you stay motivated um why are there so many picos in the scene literally i i click the way i come back
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and you've got to crash with like seven people oh wait you missed the teapot oh i i avoided the teapot no no t-bots i'm tired of tea bots football they wouldn't be able to deal with t the stupid 3ds max teapot it's been following me around like a plague 20 years absolute coast we used to do a thing uh he's reloading by the way that's why that's why we're vamping right now uh we used to do a thing uh when you accidentally call a group chat on like teams or slack or whatever and you accidentally ring 30 people that you didn't mean to ring for anybody that picked up we used to make the person who made the call sing the teacup song oh nine dark days dark days
- 00:35:36
days indeed all right so you're back up and running nah yeah oh yeah it's still loading still loading my computer's like clocked out i think my computer needs a way to be motivated more because she's old now she's not that old what's hurston and artcorp's mascot i feel like our corp is some kind of anthropomorphic smokestack although that could also be rehearsing for that matter pollution pollution is pretty good hurston's mascot is just a a cloud of dirty uh with little stick figures smiley face it's like a really high res uh a very well done up cloud of pollution with crappy stick arms
- 00:36:26
and and and and like and like googly eyes on it the dirty bubble as as as no no miso says and a top hat whatever they are they are based on a photo of jared only when jeremiah is drawing we don't do that anymore we we've we we've broken up with jeremiah we have we have we have frederick from the turbulent team now he's much nicer and doesn't base his work on unfortunate photos of me sorry for my head that my editor has taken its sweet time um i can show um our initial exploration of the goal post if you like sure it's a small screen so hang on um i can work on where i put it and doesn't
- 00:37:18
break things gabriel will correct it's the pollution thing from fern gully there we go i'm sure ferngill is not using it anymore we could just take it right from there all right hold on all right so so this so this uh set this up before you play it okay so um yeah and initially we had when we had our initial brainstorm of what kind of deployable stuff we could do we basically split off into groups so i did like a few camping equipment explorations um and then another dude on the team dan um he went away and did this uh football goal so the idea is essentially you know you rock up to a planet with this thing drop it on the ground
- 00:38:07
deploy it boom and then um we'll some will get you know again a ball working and then if you know you can set two of these up on a random field somewhere on a planet and then you can have a football match or a soccer match for those who don't agree with my terminology no no no but you you could use like render texture to to change the numbers in the corner and like count the score one two three you know every time something passes yeah exactly so you know it's only initial idea but you know we can have the color changing we can have different icons in different colors for when you score maybe you know maybe we can get vfx support we can even have fireworks going off or sink when you
- 00:38:55
score a goal the possibilities aren't endless yeah you have to set it to like this a specific ball that goes through other otherwise people like jake acappella are just gonna like try to jump through it and have their body count for things if you want jake acapella uh to stop a cheating at imaginary uh star citizen football uh go to twitter at jacob acapella and tell him to stop why am i taking so long i don't know i'm running out of i'm i mean i can i can only do this jake acapella joke so many times while i'm trying to cover keep going do it this is sometimes uh right let's see what else you can do
- 00:39:42
in here for the time being um i'll keep an eye on that so yeah essentially this is the mesh setup like pretty much there uh what is this well actually i'm gonna do i'm gonna i'm gonna position this in the correct spot so this is gonna be hopefully um where we can activate and deactivate this little point here where we can activate and deactivate the chair so on a on a final art mesh you might have it where maybe there's like a touch screen that you can interact with or or just a button again that's kind of
- 00:40:30
this is our early exploration right so later on you know if we did decide to go forward with this we might get design involved and and they basically you know give us an idea of what else we could do with it uh whether it should be a screen a button or whatever makes sense really for what it is and it's not just limited to you know chairs or whatever it's limited by whatever you can animate really so you can have deployable like any kind of deployable item so we showed the goal post for example oh hallelujah thank you oh hold on we're not there yet you know like a little summoning ritual
- 00:41:23
there we go we're back any percent speed run camp chair let's go right cool so we're going to test the geometry make sure we've done the animation correctly so deploy that looks right to me it's not perfect but again we're not trying to get perfect at this point we're just trying to get something that functions so so happy that so yeah that um what we're gonna do now so i've set up the date forge entity prior to this because there is no way
- 00:42:11
you lot would want to sit and watch me go through this for an hour and try and work out what i've done wrong there's a lot of troubleshooting in this stage so i'll quickly just give you an overview like a brief overview um basically these props need to have um what's called a state machine set up and this is basically some code that tells the prop what state it's currently in so i'll quickly jump in and see if this worked correctly uh they bring up the debug don't maximize yourself please thank you right so um here it says um so currently
- 00:43:00
it's settled which means it's just placed on the ground there's nothing going on with it um but what we need to be able to do is go up to it and interact with it and obviously because it's a chair we don't want to be able to sit on the chair while it's in this state because that would not be a comfortable chair exactly so um yeah basically the state machine tells the prop um what it can what interactions we can have with it in its current state so settled um you can't do anything with it apart from pick it up um or activate it so you can see here i wonder if this will work no so this is one of the problems i had before the stream i couldn't get this quite working
- 00:43:48
on this one um but yeah essentially you'd be able to use this to pick it up and carry it about um it's not working for this demo and i can show you on an asset layer that it does work on but for now there should be an interaction somewhere but it alas it looks like it is not there so we'll go back and quickly check so we have got you see all on the left there you see all the little parts that make up this incredibly simple just template version of the chair wait till it actually gets built out
- 00:44:37
yeah so i mean this is just you know primitives at this point but on an actual mesh you'd have all sorts of moving parts and that's when it gets extremely complicated and when you have stuff like you know the suggestion earlier about the scissor like this is the chair version yeah um you know you you'd probably want an animator to basically rig that so they all move correctly um and anchor to each other my animation knowledge is pretty basic we do what we can here we go so we've got an activate so now you see the state current state deployed so you'll notice when i move over it it says deactivate now um because yeah you wouldn't be able to run
- 00:45:24
the the activation animation if it's already out and then yeah we've got seating functionality unfortunately this is another book that i've not been able to solve it's become the chair before but yeah i mean just become the chair when in doubt just become the chair like so many of us over the pandemic all right we've got we got about 15 minutes left why don't we why don't you show them the other thing that's a little further along sounds good to me so that's that's the start of something you know chair building a bit building a template uh some rudimentary animation tests stuff like this uh this next thing is a bit further along if we were
- 00:46:12
talking like we've been comparing it to the ship pipeline if that was like the absolute early white box since i mean you literally saw it 40 minutes ago it was nothing this would be a little closer to early gray box assuming it loads and doesn't crash i'm safe have faith we can do this if it crashes we will blame uh but you know who will blame it work don't worry and if it doesn't then and don't worry about it we've switched to screen share because
- 00:47:01
all you're missing on the screen share is a is a spinning donut i think we've already just been doing it it just it doesn't like loading into levels it it basically crashes the editor but if you if you let that intimidate you into closing it in task manager then it never loads so you have to be patient with it it's one of the things like you think about the game like the release game that's that's alpha state and it comes with its own level of bugs and instability and then you think about ptu below that and stability then you think about evocati before that and it comes with its own bugs and instability then you think about isc where isc is capturing stuff and its own bugs and even before evocati so that you know another trouble
- 00:47:48
that we go through getting footage for then at the bottom of that is scl it's like now we're making something from the very beginning from the absolute thing imagine the bugs in the instability and that's what you're seeing we won't tell you what happened but the editor crashed it's working as intended don't worry i then i don't know i'd love to hear any suggestions people had for interactables obviously sure all the good ideas come from the community right yeah everybody as far as remember an interactable is a thing that as a
- 00:48:35
character as a person you would be able to carry and then place you you know down somewhere you have to place it and it deploys so think about say the word interactive think about deployable that might that might help the the nomenclature cooler boxes for food the banu prayer bowls um oh no i'm sorry don't put them here in chat uh go to twitter and i'm sorry i can't i can't keep it up even i have to stop i'm going to get an email now baseball bat is not a deployable baseball bat is a melee weapon that i've been asking for for years and that is technically there there there was one in the uh in the
- 00:49:23
digital citizencon demo last year it wasn't used but if you watch it it was there behind the counter at the outpost so yeah so it's annoying that we've got that fine line between weapons and and props sometimes and while i'd love to make a deployable baseball bat listening weapons team would get that pleasure baseball still exist in 2952 you're darn right it does baseball and professional wrestling that's it everything else has died out and professional wrestling are still going in 29-52 and they're right dave haddock he's not saying no so come on you can do it you know what i'd
- 00:50:12
like in in 29. what what year are we in for star citizen now 29 29 52. it's only 1952 yeah like a working working loading bar mate nah it behaves most of the time it's only when it's been live streamed carriable missiles that explode when you drop them when those recarriable bombs a hand cart a little little deployable hand cart that would be a oh my god that would be stress i did most i did a lot of the setup on the original trolleys and they are pain they got a lot of uh helpers and stuff yeah uh the deployable shields and stuff
- 00:51:01
that's that's been on the that's been on the want list for a long long time uh deployable racing checkpoints yeah that's also been on the list you uh we we start we're talking about scramble races a couple years ago uh one of the things that got reprioritized uh down the list a bit but i was having a conversation with somebody about scramble races internally just earlier today and i said the words don't pull the rug out from under me when it gets further along then we'll talk about it so that stuff deployable titan suit i don't know what that is that sounds like something sean tracy mentioned once again what time you say nope
- 00:51:51
that's on that's on sean tracy he mentioned that once like however many years ago and it's pain in my butt deployable jared i'm already deployed i'm here oh oh oh oh oh my god the brightness this is what we're looking at right now everybody just in case you think you're missing the show we're looking at a very bright error report we're vamping and this might have been the reason why i called the thing we were going to do in the last five minutes 15 minutes early yeah i mean that was a pro a pro strap are we going to try again just wait for it to load in
- 00:52:44
i don't know all my being so slow you might turn this i might turn this back down just for the oh it already is all right i'm just going to be very slow with it my pc's got stage fright slowly i move step by step that's the mood oh now the frame rate returns right cool let's see if i set up earlier the frame rate gets crushed by the
- 00:53:31
zoomed screen share so you've got the frame rate but here on the here on the show all right so we see something in the back of the cutlass here what are these oh my god i'm stuck i'm saying we arrive at this beautiful location that's obstructed by this very large object may have to change the way it's being held yeah that's something like i said this is a this is an early whip but yeah lovely location so what we're gonna do is we're gonna do do me a favor before you do this go up to zoom and change it to optimize for video so we
- 00:54:20
can get a better frame rate on this it's at the top of zoom oh okay yeah little bar that shows up it's gonna lower the picture quality a bit in the screen share but it'll give us our frame rate back this the this is zoom kill in the live stream right now there you go there we go it's not better a little bit we're working with zoom we're working with what we got when we're all back in the office we'll be able to do this live without the needed screen shares it'll be nice so yeah this looks like a nice spot this is like one of those really bad e3 demos from before you know when they they've got like a clearly scripted
- 00:55:08
section yeah i think we're set up here guys sorted i can sit down and chill here third person so we can see it so yeah this is just the functioning prototype so there's still some junk to work out you know obviously like we won't be able to do stuff like log out on these beds because then you've essentially got mobile you know mobile camping points so you just log back in you know outside jump tower swing and well now wreak havoc
- 00:55:57
not on the entry level tier one one anyway yeah yeah the the subscriber only pushes no that's not to say there can't be something down the line that players work their way up to yeah for sure but essentially like that's what interactables is going to be about it's about you know what can we do as one small team with what we know now in order to bring more kind of emerging gameplay to the the pu um and giving players tools to you know make their own game play um you know stuff like this doesn't take a huge amount of time compared to you know the other you know massive missions that are being created and and the other content so you know in those in those patches where maybe there isn't as much content you we can create some cool stuff that will hopefully bolster some
- 00:56:45
some additional gameplay and and create opportunities for and when you're done clean up your litter pick up run back to your ship it's even funny when you look at this perspective yeah that definitely is a pass by the actor feature team be like is this how we should be carrying this is this proper center of mass this is perfect this is fine but yeah uh somebody's already much uh mentioned this could be used for like stretchers oh yeah you know stretcher to to carry people off the off the field of battle and siege of origin or something yeah like uh essentially so this was um
- 00:57:33
like i said because we're a brand new team this is for me to learn how to create this stuff essentially and i've you know i've combined an existing thing like a bed a chair uh with a carryable um and using those same techniques i've learned you know i can probably look at other things in the game like i know we've got the the gurneys and stuff and the trolleys and we can look at making deployable versions of those too and and just see where the future can take us really and then hopefully when we get you know additional support and the team grows um we'll be bringing you know more or more complex stuff into the universe i think this is really the start of something really really awesome i'm very excited about it and i know you know the team is as well so it's cool beans
- 00:58:20
will hayne is sending me tips for how to load uh microtech quicker in the editor and i'm not loading it will hayne lewis is send the tips to lewis tip one don't load into microtech all right so yeah that that does oh you want to show one more time here then let me go there you go yeah yeah i'm just going to mess around now like well no we're done we're out of time what are you going to do you try to stack one on top of another i'm just making campsite but i'm happy to sign up when you are i just like messing them out with these it's it's fun running around placing them and and just doing little configurations well having seen you in third person running around with this i want it to be an improvised melee weapon just fold up your comfort bed and fight
- 00:59:09
off wildlife just beat somebody to death with a deployable camping bed oh we got an upside down it's a camping bed with teeth the views and opinions of lewis do not represent those of clad imperium games frogger space industry or it's subsidiaries that is satisfying and that's just a template like give me give me like two weeks or something to work on a set and i will come up with the most amazing animation yeah but you know beds chairs tables lights tents i mean
- 00:59:56
this isn't me promising you that all those things are coming i'm just talking about these are the things that will be that that are will be explored and you know test it out you just bang your head on the i love that i love our game so much we'll just end the show there we'll end the show there all right everybody thanks for taking the time to hang out with us this week's uh star citizen live game dev uh slightly less than practical interactables isc is still on hiatus we're coming back uh june 28th uh so uh you know keep the fires going for that alpha 317.2 is still on the ptu uh being tested and making progress every single day make sure you check out the
- 01:00:44
robertsspaceindustries.com website and the various socials for details on whether that goes wider or when it goes live and stuff like this and then don't forget uh a special thing that made a well we'll get to that don't forget foundation festival is going on right now uh whole big thing with the guide system your chance to to get all kinds of new uh paints and stuff i don't know the details but again like always check out the robertsfaceindustries.com website to learn more and then something i want to make sure is on your radar that might not be it's a special kind of thing it's first of its kind on july 22nd the community team from from star citizen that's tyler and ulf and and and and and dan and all i already said off and others uh coming
- 01:01:32
together with the community team uh from eve uh they have a dan and that's the only one that's the only one i know uh they are coming together here in manchester with me stuck in the middle uh running the broadcast they are gonna live stream for charity uh we're gonna be raising money for extra kids that is on a july 22nd so look out for more details like the start time uh and stuff like that it promises to be some something unlike we've done in the past it's the best i can tell you uh i'm along for the ride on this one so we'll we'll see how it goes uh but it should be a lot of fun regardless so battle of the bricks uh july 22nd check that out uh we will be back here on twitch next friday uh with
- 01:02:22
with the man the myth the legend the eyes uh todd pappy for all about alpha 317 317 1 and 317 2. uh the question for that the question thread for that usually goes up on spectrum on monday so keep an eye out for that uh everything related to the last three uh patches of star citizen is on the table and me trying to work in one question about fishing so yeah so louis thank you for taking the time to to to be here uh on the on the show this week um i think the uh i'm personally excited about the new interactables team i know it's a very small it's a very new i mean literally it was just created this week initiative so i'm excited to see it grow and all the things that come from it so take care we are going to raid looks like we're raiding a j fish
- 01:03:10
uh uh that's probably jake acapella who did that jake acapella is rating j fish so when you see j fish say hi jake acapella sent sent me and don't forget to visit his twitter what's the music i'm suddenly hearing music are you hearing music in the background just start start the raid jake i don't that was your music wasn't it good music going just start the raid start you had music going didn't you maybe i started to hear it for a while
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

