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Calling All Devs

Star Citizen: Calling All Devs - Solar System Scrutiny

19 November 201800:21:01523 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    you hi everybody welcome to another episode of calling all Deb's the weekly Q&A series where I take questions from you the stars' ism backer imposes them directly to our developers and then do the exact same intro every single week that you see but a variety of intros that never get seen by the public for our lovely guests in attendance speaking of guests we have calling all devs all-star the original the man for whom I could not do the show or any of my shows I get out of bed in the morning without this person todd papy hey you doing at all I'm good okay wonderful thing about this is people wonder why I ramble so

  2. 00:00:52

    much it's because I was asleep like 25 minutes ago there's some behind-the-scenes stuff I think how tired you felt or you feel this morning is how I felt this morning where I forgot my sandwich and had to do double stairs all the way up all the way down my body was not liking it so yes but it was punishment to to my body for for forgetting stuff so my mind went to another place and I'm gonna go there alright I got a question for you got a question for you as usual from the backers by the backers for the backers this one says do you plan to implement inherited momentum for instance when a player jumps off a ship in motion they become static while that ship continues

  3. 00:01:40

    its journey through space so I spoke to Mikael and Chris rein about this our physics gurus so they they said that all the provisions are there and if it's not working then basically it's a bug so it should inherit some basically momentum between the two grids and it should work he says like when you're going out and you're flying and then you go from a UVA that should work if it's not then it's a bug so I expect the evocati to basically call out any of those issues and then obviously I think when we start talking about cutie and and those things it might be that we start seeing where things break

  4. 00:02:31

    down or the human that just jumped out just goes slams into the planet yes I I would like to say human just continuing quantum travel like forever just like Silver Surfer that through the gaps we just have a series of silver surfers cross crossing the stand system I want yeah so hopefully that answers their question and then if they see anything then send it send it on over to to the community guys Council you see she council working on school die right now three three five pretty much three giving everybody at the moment yeah yeah so get not out two weeks without John

  5. 00:03:27

    Kruse so I mean I saw that somebody did a breakdown on Reddit and the his number past me so I I was I was happy about that you like me yeah I do all right all right all right thank you so much Todd now moving over to our Manchester office a person that honestly I don't feel like we have on the show nearly enough but we're trying to fix that this week Luke Davis who's I we're gonna ask him what his title is now because he used to work with the ship team and I works with a location team Luke how you doing man hi danger I'm doing well what are you doing

  6. 00:04:15

    Chris narcissism now so right now my primary focus right now is that basically to help restructure the locations teams and make sure that we have what it takes to build the universe that sort of you know Chris and Aaron and everyone is expecting us to have and so it's a you know to elaborate bit on that that's sort of you know we have typically we've worked as you know one bigger team one big design team and you know we're trying to move away from that purely because of how much we work on at any one time at the game and what we're trying to do is essentially pull the resources together you're right okay you know what we want a team to work on a landing zone and and the next landings and and then the one after that and then we want to do the same with plan it's the same space stations and you know the

  7. 00:05:03

    same with missions really and we want to be able to go right landing zone you have but these are the artists you can perform these are the desire you know the life designs level designs assistant designers you know this is the tech you need this is you know the UI you need for it and basically pull them all in on the one little group and call them the landing zone team and they're the guys that basically moved together and sprint together and basically work towards one common goal so for example right now biggest priorities or the biggest priority right now is doing the central business district for mobile so right now we have CBD exactly so we call there all that right now is under a team called lz1 so my primary focus has been essentially setting up helping to set up

  8. 00:05:53

    the teams helping drive the teams we've you know help them you know my fellow producers and of course the leads in charge of sort of the individual areas and yeah that's pretty much it and I of course have been power he's now sort of more involved on the ship side working alongside I'm mark Hong so I still have the overview on basically all the content side but right now it's about right you know we know how to make a shape the you know ships are doing fairly well how do we get locations out the door how do we build build the gold standards how do we get a proper schedule for all that together so you know I hop around where it's needed but thank you so it's nice Luke you have

  9. 00:06:41

    somebody who's so forthcoming with information on like certain John crew people we love John Kruk I do a lot of John Kruk people we have people on reddit or trying to insinuate that we don't like each other I really like each other would and then there in person he tolerates me it's very nice it's like it's not gonna last fluffy teddy bear in person really like if you if you stand if you stand next to him you just want to give him a nice hug all right so your question this week and now with your back story I know we have the right person it doesn't mean there's gonna be an answer for it but I know we have the right person ask it says how fast do you think we'll be able to create a solar system once all the tools are in place for creating them and that's a big gimme like so say yeah once we figured out

  10. 00:07:29

    everything that we need to figure out and once we have all the tools that we don't have how fast do you think we can make a solar system yeah it's a it's a it's an interesting question and and you know I think sort of just understanding the backstory and you know why Mon locations why not hopefully gives you a bit of insight and you know everyone a bit of insight and that's to you know why it's quite a difficult question to answer because we've been trying to get these locations out sort of you know on time with everything that's needed in it and I think you know as a you know a bank community and everyone they can see we brought less key out it was sort of you know it's a bit bare-bones it was you know it was very nice to look at it was great but really we know that there could be more sort of to do there and we know there is more out there in terms of gameplay that you know we have to offer

  11. 00:08:17

    and I think sort of the the first proper gold standard landing zone that we're bringing out is lovel and you know that was you know quite a bit more complex in terms of how much goes into it and we're sort of a learning a lot and I think we we discovered that shift on the ships remember sorted the Gladius we did the damaged states and you know sort of looked very new and different to what we had done before and we were like right we've got it we know what a ship is now and you know ships after that were like right yeah we know how to schedule them it really we can build a pipeline from it and you know now we know you know we can tell everyone when they're getting certain ships and you know obviously we have our fun discussions of going World War I from white boxes in grey box and really on the locations pipeline because of how much the tech has changed if you think about the inner just the

  12. 00:09:05

    the planet tech by itself that a few years ago that was an even thing and now it's what we're centering a lot of it around and we have our procedural tech review no rest stops and our outposts and you know underground facilities and you know basically to go right how do we you know we're trying to aim to go right star citizen at one point it's gonna have you know 100 systems how do we get there without being in development for 100 years right it's we need to be able to scale up so a lot of the past euro to really has been about what tech do we need what how do we prove a lot of this out and I think we've seen that on the you know the rest stop side of things where you know we showed off and we've gone his a variation of it his what there are you know procedural layout tool can do in terms of you go to a rest stop and the interior may not always be you know the shop may not always be at

  13. 00:09:54

    the same place or that particular restaurant may not have the same shop that you're going for so we've actually learnt a lot and this year has been about as I said so the restructuring of teams and making sure that grow you at the landing zone team here's here's a pipeline we've created a pipeline this year and you know it's similar to have we have on the ship side we know you know pre-production we know white box and there's you know many fun colorful boxes I'm sure you would love Jared on you know - you know slot certain locations until we make sure that we don't move into a certain thing until we've done you know sort of the previous step so to speak right like you know a obvious one being making sure there's a level design document before moving on to the next spirits and making sure there's you know pre approved concepts everyone's on the same page or more you know characters and mission givers and you know bartenders we're going to have

  14. 00:10:42

    what are going to be in all the shops so that that's always you know is you know it sounds a bit obvious when you think about it but it's sort of like you pull everything together and you make sure right as a company Pro is you want to work on CBD you want to work on area teen what does it mean get it out there and there's actually stuff to do and it everything's sort of being considered about right I think one of the a good example being sort of our landing zones at the moments where you have you know we put a schedule in place to Louisville and were like ah we have to this and this and this this and this year we weren't right we know what we actually need to start making common elements so common elements are things like hangers and habitation rooms or transit and essentially it's areas that we can make once and let's say we have a

  15. 00:11:31

    utilitarian space station and if we have the hanger we can plug it into another utilitarian you know like a landing zone for example right and anything that needs that hanger we can sort of reuse that and if we wanted to make a high-tech version of it or a super modernism version of it we could basically go and create that visual archetype for that knowing you know we've done the design for we know the metrics we know what goes into it and now it's just simply you know skinning it from an out point of view and basically all that is 2 so we can speed up development later down the line so when we move on to you know something like terror we can start creating the sort of common elements for the area and then we go right we simply plug them into it sort of certain areas and then everything that's unique to the area is

  16. 00:12:21

    still very unique and you know it's we've we've learnt a lot on that side like if you look at area 18 now we didn't know previously that we wanted to have a transit system and you know a spaceport in every 18 right but now we do based on all the lessons we've learned on mobile and based on what Chris Erin Todd you know and internees so everyone sort of you know is wanting to aim for as a vision for the game and we're taking into account now so you know even just a year ago that wasn't a thing for every 18 it wasn't a thing when area teen was in the game initially and now that we're sort of reconsidering and we're even learning things in terms of right to make it run really well this changes in layout and we have we've

  17. 00:13:08

    learnt along sort of how to optimize our landing zones as well to make sure that we know there's a much better frame rate on that front so there's there's a lot detail there but even something like you know like a system right to consider you a big system which is small so something like Pyrrha where which is you sort of less inhabited it has its more planet based versus something to you know something like terror which is a lot more populated that has multiple landing zones even just on sort of one planet right it's a lot more complex than some we're gonna be done before and you know that based on everything we're learning now we can take that into account in the schedule even down to space stations we know how to do a you know we know how to do a Space Station we know how to do an outpost we know how to do it underground

  18. 00:13:57

    facility right and now we can go right let's make a you know a you list utilitarian version of an outpost right and then we can put it into the correct system we can make a super modern version of a space station and then it'll go in the correct system and you won't be left and going into a nice shiny you know we're going to into terracing sort of old-style space stations you would want to see what you sort of come to expect and it's also you know right now as sort of a library on the fact that we we did split the resources in terms of you know being focused on specific teams but it's also about going right we actually want more team so we can do more we have one landing zone team but to me then we want a third one and then we can have multiple things in development at the same time but a lot of that is depending on our current hiring rate and we are

  19. 00:14:45

    having probably the biggest push towards hiring but not quite well this year and yes we have we have indeed and obviously we're trying to make sure that squadron have everything they need as well so the sort of you know the you know they finally have you know we've given them what they need and now we're going right let's hire everyone we need to basically make the game that we're sort of envisioning on that front and I think sorry rejecting calls and I think you know I think once we once we get into the into the motion you know particularly NL's you want him for example they have a backlog that what they're working from and once we get through their tasks we can build up at the team velocity so to speak and then we know how quickly to get through you know one landing zone one space station

  20. 00:15:34

    and whatnot as a team together and not just let's make art oh and that design jump on it Oh camper didn't tell us what we need to change oh then we go back to arts and I'd say now we're following a pipeline and you're doing it properly so you use the word velocity and the word the word I like to use is momentum so it's so important in game development it is is we've now built our first one and that will took this long however long this was and the next one hopefully if we're doing everything right we'll take this long because of what we learned from the last one and the one after that we'll take this long and the one after that will take this long so I I think the the short version of how long do we think it will take to create a solar system is one it depends on what the solar system history because they're not all so it's not all solar systems are created equal as far as their needs

  21. 00:16:21

    and but to where it falls on that platform because every time we do this we're gonna get faster we're gonna get better and we're getting more efficient at it so how long less than the one before it we feel safe with that I think that's a very fair assessment to make but at the same time it's we will probably adding more in than you know if you area teen the very first time we went in the game compared to what Laurel is now there's a lot more but as you said I wouldn't say that's necessarily more time because we actually know how to build it we have a pipeline and we're doing them a lot quicker than we have have ever done before even looking at the schedule how much we have just of last year if the community you know sort of realized oh how much did we actually make last year compared to how much we're making this year the even on the

  22. 00:17:10

    ships I'd like everything we are getting a lot quicker and you can definitely expect that into next year as well alright that's it Luke above and beyond man alright thank you so much now last but certainly not least we're going to her own diggin Standefer out of Austin Texas to do so talk to us about our new telemetry page Keegan how you doing man good how are you Jarrod I'm all right I got a question for you now normally these questions come from our thread we collect them and I think I'm calling an audible I'm inserting my own question this week it's still from the community it's with three three wouldn't win 33 dropped we introduced our brand-new telemetry page which debuted at citizencon this year I want to I want to ask quite simply how does that work

  23. 00:17:58

    it's one of the most common questions that we get is about performance in our game and what it takes as far as hardware to run a game that's so demanding like star citizen we used to generate sort of minimum and recommended specifications as a guideline that we could distribute out to our players so they could kind of generalize how they should build their machines or what kind of hardware they would need to run our game now previously this worked to an extent but we wanted to refine this process and give the players more insight into this data so we've taken some of the data that we collect when it comes to performance like key frames per second as well as the hardware the players have and we've summarized this in an

  24. 00:18:47

    interactive graph that players are able to view to see where certain performance falls in respect to things like your CPU and your GPU now when you log in to our website you're able to look at your own summary of your performance and hardware and that's generated from the data that you send during your gameplay session and then compare that against other players so you can see exactly where your specific machine Falls against those with very high range CPUs as well as the average and the same thing goes for GPUs you excited to finally get this out into players hands yeah I definitely think our player base is very data oriented they like seeing the numbers they like knowing you know exactly kind of how things perform in comparison to

  25. 00:19:36

    stuff and they want to be able to make the best decisions and well-informed decisions about things like hardware and I think this definitely falls in line with their their ideas well it's very cool I think my exact quote the first time I saw it was this is [ __ ] cool and we'll see if I bleep that or not all right let's get back to work Egon thanks so much ah no problem I take it well that about does it for this week's show special thanks to todd papy and Luke Davis and Keegan Standefer for taking their time to be here on the show with us this week remember to submit your questions for consideration each and every week up in the thread up on spectrum and don't forget to vote additionally there's no show next week because we're doing our special well you're gonna see it I'm not gonna spoil that for you so we'll be back in two

  26. 00:20:23

    weeks with another episode of calling all Depp's i'm jared huckaby we'll uh we'll see you then thanks for watching for the latest and greatest in star citizen a squadron 42 you can subscribe to our channel or you can check out some of the other shows and you can also head to our website at www.uvu.edu/library

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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