Subliminal
10 for the Devs

10 for the Developers: Episode 04

8 February 201600:48:271,130 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    [Music] hi I'm Steve Bender animation director at Cloud Imperium this is going to be and this is and this is my partner the Everlasting okay all right Sean Tracy I'm the technical director uh not of chairs of uh content uh for Star Citizen that was ridiculous uh we'd like to say thank you to the subscribers for giving us the opportunity here to uh hang out with you guys and and hopefully not screw up too much no I don't think we'll screw up too

  2. 00:00:48

    much yeah it's really nice that the subscribers let us make these videos really can support us um and uh these are pretty fun to do actually because uh yeah we interact on the live streams and things like this but uh this is kind of like Direct interaction which is pretty fun uh just question and answer type stuff so yeah really thanks a lot to the backers as well as the subscribers for feeding our families yeah while exactly yeah and yeah fair enough okay so uh first question was for you from Timothy mustard could alien armor be retrofitted for human use like a vandal chest piece retrofitted to Pilot gear right so I mean that's one of those things that sounds really cool like I'm going to take some alien armor and I'm going to retrofit that to me but imagine going up

  3. 00:01:38

    to Shaquille O'Neal and saying can I put your shoe on it would be ridiculously oversized it wouldn't work so really we don't expect for this to happen you're not going to be uh killing a vanuel and ripping off pieces of armor and just you know taping it on me allaha you know Transformers take my parts type thing it's not going to happen like that um now will there be armor pieces that are inspired by alien materials and things like that for the humans absolutely um I don't know exactly which ones those are going to be or or what they'll be made of but um the vuel as they are are at least 8T tall right so again imagine putting on you know Shack shoes or shirt or something like that it would be like a dress on you so uh no um you will definitely have to have some level of of

  4. 00:02:27

    human armor that's that's created by these alien materials but you won't be actually taking a piece of endel armor and wearing it yourself I don't think that makes a lot of sense oh that's a shame I really wanted to get that that feeling of shail O'Neal sitting in that thing you know that giant walking around yeah right you just walk around with this large like torso it's got to be like a dress putting on his putting on his jersey it's got to be like a dress or something like that but Sean what if I'm 7t tall but you're not because we actually are very specifically 183 cm me tall is that right really I think that's right is that how tall I am or is that how tall the character is oh you're definitely not 183 what are you talking about I'm at least 183 from the ground I'm surprised you can see over your desk half the time so what you guys don't know is that

  5. 00:03:15

    Steve and I share an office sort of we have a little glass door between us because we both get a little bit excitable on Skype um so Steve might be talking actually the other day you were you wereing about something you were whining a little bit previewing animations and oh Cy why can't I preview this anime and he hadn't turned around so it was actually really worked out pretty nicely all right cool next question is from Goodwin we've been told that having variable character Heights won't be a feature in Star Citizen frowny face frowny face uh what about character width are there other ways that cig plans on allowing us to enhance or diminish the sense of physical presence for our characters yeah this is a really good question and uh on the character

  6. 00:04:03

    height I mean we're looking at different things um whether you're wearing high heels or boots or something like this uh of course we wanted the height to change a little bit but again it's a it's a bit of a tricky thing without changing the skeleton itself now on character width and having some some targets for you know a fatter guy or a thin guy um The Cry engine used to have and and and blame Pride tech for this one uh um used to have the ability to have thin fat variations this was something way back in crisis one the vert colors exactly so there used to be uh I think it was eight different channels of of vert colors and within our character editor we could actually select each one of those channels and for example the upper arm would be the blue channel the lower arm would be the green channel the the mid Rift would be the red Channel um so you would just select that particular

  7. 00:04:49

    Channel and you had two variants so you had a really fat mesh a normal guy and then a really thin mesh and you could just have a slider that actually deformed between them um and that would adjust but again uh and blame character artists at krych more specific definitely blame those character those um basic what happened was that the way we controlled that was through vertex colors the problem for the character artist was they want to use the vertex colors for vertex colors um they wanted to actually be able to do the art with the vertex colors rather than um using them just as a mask so actually that that sort of functionality was removed from the engine a little while ago um now what are we working on to actually do that with our character customizer that we're working on right now what I want is the ability to have little

  8. 00:05:37

    control points basically that you will control whether it's symmetrical or not um uh different areas of the mesh so the mid Rift the chest the shoulders the arms the triceps all these sort of areas and we're trying a whole bunch of different control points around the character to see how much we want to expose and how much we don't want to so we could go to town on this we could have hundreds of different control points um but I mean at what point is it too much right so um you will have the ability to to adjust your character adjust your character's face adjust your character's body to what degree I can't really say yet because well we're trying a whole bunch of it and uh sooner rather than later um you guys will see it so yeah we're also working on um animations for these sorts of things so uh the animations that you see right now for your characters in say the persistent

  9. 00:06:25

    Universe are uh the B Locomotion set and what we're planning on doing and we're actively working on this right now is creating variance based off of that so we'll have depending upon what your character is like maybe he's a little bit more Macho or something like that uh you'll be able to customize that portion of your character too with certain variations within his within his animation to sort of give you that um what that that kind of personalized feeling for for who your guy is right you might want to have a different attitude you might stand different yeah exactly I always stand like this uh I just stand like this but I'm not flexing I'm not flexing God damn I know you've

  10. 00:07:13

    been working out a little bit all right so uh not really actually I haven't been working out at all I don't think I've worked out in for years you know oh whoa I walk I walk free point .2 miles every day to work and then 3.2 yeah 3.2 miles back I must walk at least 500 yard 200 to my car then 200 from the parking lot into the office so Jack Ford this is a question for you Steve at what point does an animation added for immersion deck crew assisting a ship Landing crewmen eating noodles or cleaning their weapon become an emote uh is it simply a matter of adding a slash keyword or is it more involved than that well will we able to use hand signals to guide the ships to the nozzle

  11. 00:08:03

    of the starf far tactical hand signals stop take cover things like this yeah this this this is a good question it's also related to um there was another question by somebody else is on there isn't it uh Amon hi guys we're aware that the characters will be able to pull others out of the line of fire during combat but will our characters be able to interact with each other in other circumstances pushing pulling restraining and hugging so these two things are are basically the the answer to these is kind of similar um so in Star Citizen and in the persistent Universe you're going to start seeing uh detailed animations for like aircraft carrier launches and things like that um and in theory um making those animations

  12. 00:08:55

    emotes isn't really too difficult of a thing uh we have a lot of eating we have a lot of drinking um you know you're going to be able to go to places like nightclubs and there'll be waitresses there and bartenders and bouncers and uh you know we shot motion capture for people uh selling spaceships and stuff like that like at a car dealership or or things like that um the challenging thing uh is the design side of this getting this to to play well together um and uh having a connection between the animations so for the AI we can control um the things that we want them to do when we want them to do it and how we

  13. 00:09:43

    want them to do it but for players it's it's really kind of restricting um so anything that that we create as emotes however you could essentially use as job so we have an aircraft uh Marshall uh guy who sort of goes like this it's kind of like almost like a workout or something right um uh but if we we create those as emotes you could actually turn yourself into an aircraft Marshall without it being an official job you can just sort of go out on the tarmac and start directing traffic and stuff like that I think guys do that already totally you know the other problem though with uh some of these actions like the bartending and and

  14. 00:10:31

    things like that um are things it's about interacting with other players the tricky thing here is um even though you can do something um it's about the acceptance of the other player so if I want to make out with Shan Tracy uh he has to accept that off offer otherwise I'm I'm going to end up back in the HR office again um so the same thing is true with with j and it's okay if it's not with tongue well you heard it here folks no it's not okay even without tongue so yeah I think that's it's awful it's not making out if there's no tongue there that's okay fair enough this is why I don't go scripted uh okay this question is for

  15. 00:11:26

    you Steve from Socrates so so Socrates Socrates Sean strange things are a foot the Circle K excellent okay so Socrates asks will ladder climbing ever be given manual control as is in most games currently we have to wait for climbing animation to play out regardless of whether we want to change directions Stop Slow Down Speed up or jump off is this being thought about or is the current system more or less final uh what's he talking about uh the the final no the ladders uh in the in the in the FPS you're able to get on the ladder you're able to climb up you're able to down up so I think the

  16. 00:12:15

    problem is that and the problem is that they haven't seen a lot of the FPS yet um and all a lot of the FPS levels have a lot more ladders within them so I think he's actually talking mostly about the ship ladders which are a different implementation of course than the environment ladders are um there's a whole reason for this mostly because they have to be items within the ship uh there's a interactive animation component to this but uh essentially I think those ones have it's like an enter exit animation whereas the environment ladders actually have exactly the function you're talking about which is climbing up climbing down jumping yeah and it's really irritating when you're getting into the ship because it's like cuz you're kind of stuck in this whole thing it's like maybe I'll go out and get a donut and somebody bring me coffee and you might be under Fire yeah exactly so um I think the the short

  17. 00:13:05

    answer is because it's an enter animation uh and and it functions as an enter animation that likely you won't be able to go up down up down up down off of it however um the lethargy within a lot of those enter animations drives me crazy that really good word so we thank you yeah I put I had that in my back pocket the whole day online one night um but um so we we actually are working on creating three different speeds so we have we have a a relaxed walk speed which is currently what you see in the game for for most of the characters if you want to hit the uh

  18. 00:13:53

    caps lock button and and yeah exactly he saers up and gets in you know perhaps makes himself cappuccino or something um and then uh but the default one will be much faster so we're starting to put those in uh and then we often we also Al we also have um emergency ones so we had one where um the guy runs and he jumps and he clears like three4 of the ladder grabs onto it jumps in yeah um and uh when we when we captured this the actor comes out he actually cuz we built the Avenger on set like full size height sort of thing on set obviously you know we didn't need the armor or anything like that um but he was uh jumping out

  19. 00:14:43

    of it from that height and landing and rolling and everything was cool and then he missed the land oh really um and uh and yeah he jacked up his ankle and he was he was out for a couple weeks I felt absolutely terrible do you think motion cap actors get like workers comp uh yes I was jumping out of a pretend spaceship through the union through the union I think they may get just wonder what those reports look like through the sun I just wonder what the reports look like I have no idea I was jumping out of a spaceship and I twisted my ankle I mean anybody but I felt I felt like absolute cuz we had um you know he had a he had a great gig coming up like a couple days later and he he ended up having to call the director and tell him that he

  20. 00:15:31

    couldn't make it cuz he couldn't he couldn't walk but it was 2 weeks later um he was up on his feet and stuff like that awesome guy awesome guy but um yeah I mean they they really they put their heart in Soul into some of these some of these things and and their ankles and their ankles so um yeah so we we're going to speed those things we're going to speed those things up and and that's the ship enter uh stuff and then the matters again in the environment act exactly like uh what you've suggested um which is yeah pretty standard to to most games you always want that kind of that kind of control because you can't be halfway up the ladder and then decide to decide to jump off and have to go all the way back down yeah that would really suck yes it is that would be super annoying so cool next one is also from Socrates uh on a scale of Crash

  21. 00:16:22

    Bandicoot to Uncharted three how smooth and realistic should the final third person anime look when juking and turning your character it seems that with more smoothness and realistic third person animation comes a more uncomfortable firstperson view what balance do you intend to strike I I liked Crash Bandicoot too I kind of did too like Crash Bandicoot but when you're talking about the yeah but when you're talking about the animations and animation director I mean you would probably have a much better eye on that than I would but but bit chunky animations and you know bit you know those guys are down the street they're going to come over here and they're going start beating you up no actually know those so um the answer is that yes you you're correct um it's certainly going to um it

  22. 00:17:15

    certainly is a problem when you're trying to get what is really realistic third person animations um when you're talking about something like Uncharted 3 where um they're able to spend time really getting those Transitions and making them making them feel good from you know how your character looks um and then you put that in first person and what ends up happening is because you can't see your body you are um you're getting these weird sort of pauses yeah in in how your how your character is moving and it just it feels wrong especially with with weapon in your hand it feels lethargic use it again Le um and uh it

  23. 00:18:06

    it just feels uncontrollable so there is a balance that we have to we have to get there so that we're we're we start with a capture in third person and we look to see what that looks like and then we start to break down what are the important parts of this animation so as the guy is coming in his squash that comes down like this the overlap of this part of his body um and we have to start basically dialing the the time it takes those animations down um and it's it really is just a balancing act it's ultimately when we're talking about the the FPS combat um it's the combat that's going to win right right um in the persistent

  24. 00:18:56

    Universe when you're walking around uh we have a little bit more freedom in being able to sort of marry those two those two the first person and the and the third person Concepts together a little bit more and we're able to get away with a little bit more lag if you will in in first person stuff like that uh but in in combat it really is we've been working on it for for a couple months now so we've been going back and forth and yeah let's pull this out and okay well well that has to get faster um but it can't get faster the way it looks so we'll cut the uh the time down here but we'll squash the character a little bit more so that as we do that blending uh in and out of that we're still

  25. 00:19:45

    getting the the squash in in the character I can tell that it's taking every ounce of effort you have not to stand up and start doing your examples this is a very classic Steven bner thing and I'm not sure you should be bound to the chair I know it's I think you should unbind yourself I think be free i' say stay free be no not that kind of free well I don't know from Aces s Salan s Salan yeah I think that's good s Salan sou Salan Salan Sal Salan yeah no it's just the question starts with his name ah gotcha sorry Salan Salan I no idea how to say this uh will

  26. 00:20:33

    our character's animation change when injuries are occurred inur Aur I don't know if it's my grammar or their grammar but something's wrong there no are your grammar incurred you incurred injury their grammar is correct in this instance for example if our right arm is shot will it go limp and therefore cause us to switch the weapon to the left hand did see no that's his that's his bad that's left hand comma or will he she it says will it go limp and therefore cause us to switch the weapon to the left-handed oh no no or will he or she limp or move slower if there's a leg injury question mark I don't know why no it's a good question put the question mark uh so yes you you'll be having

  27. 00:21:22

    characters uh will begin to uh change the way that they move uh and interact uh with injures so if I get shot in the leg I'm going to start to limp um if I get shot in the arm that arm will no longer uh be usable now there's a certain amount of shot in the arm like likely one shot will not put your arm completely out of commission but um there's there's a couple challenges that we have in this though in that um it's about balancing this so when I get shot in the leg and I'm moving um how fast am I moving because it you know we shot this stuff on on uh set um we actually shot actors in the leg um not with real bullets but you know we threw things at them and stuff like you know just yeah

  28. 00:22:13

    just give the and stuff like that you know good Charlie Horse uh and then they tried to move and it it actually um whereas it looks good on camera it's one of those things in first person third person where it just felt really slow right um So within the design we have injury so when you get shot in the leg you're going to be limping forward when you get shot in the arm likely we won't be holding our arm down if I get shot in the left arm I'm going to want to keep it up here because I want to make sure that um you know I I keep my my arm above my heart level so I don't bleed out um and you know that gives us opportunities to do things with the weapon uh so for instance um if I if I

  29. 00:23:03

    get shot in the arm perhaps I have to go to Pistol so I drop my rifle I'm going to draw out my pistol um but I can't go to two hand so I have to go one hand right and how does that change uh your accuracy with the weapon when you move with the weapon and things like this uh yeah if you get shot in the right hand you're holding the weapon in the right hand what the hell happens you you what about things like a Reload and stuff like that too so I guess you'd have to have some level of one-handed reloads you'd have to have all these kind of things right yeah we had we had our uh our one of our map actors uh is a uh a special operator a British Special operator and he um he did this really badass one-handed reload with a Glock no I I don't know you yeah I think so I

  30. 00:23:54

    think all the British really you think they have like like it's like that sounds like like the kingsman right where they all go totally they all have exactly Chris has a cappuccino that that's got to be it you got to watch out with that so so um what were we talking about uh special operators oh yeah so uh we had a we had a Glock and he was he was doing this thing with this Glock where he just he had ammo kind of like this and he would he would eject and this would go in and then he would like grab it in this funky grip and go scrunch it together like this the slide would go back um and then it would pop up the whole gun would pop up and he'd

  31. 00:24:43

    catch it in his hand and he'd be able to fire it's I was sitting there and he was just sort of waiting for the next take and I saw him doing this I was like what the is that yeah do it again right do it again do it again come here turn on the camera get the camera on awesome um so yeah absolutely we're going to have uh we're going to have a lot of that stuff in the game so yeah I think the summary is yes you will have animation change when injuries are incurred awesome cool and good grammar don't let him tell you otherwise so next one is for you Mr Tracy I'm excited you'll notice it's not for me and you it's just for you it's just me and it's UCI G and this is from Alien Eagle good one alen in regards to

  32. 00:25:33

    collisions I really love how every object has collisions right now however it seems there are a lot of times we fall through hard objects including our own ships had that happen a couple times uh my 325A after every Eva what are future plans to create a more reliable collisions yeah so this is actually really good point and and to talk a little bit about this and why it happens so so you guys are are aware most of the ships now have the uh local physics grid within them which is you know a a very sparse grid um that has just local physics World information so it it's um it's a little island sitting inside a bigger island sitting inside a bigger island of of physics Islands in the Stream that is what we are well well said um so basically uh what's happening

  33. 00:26:23

    when when this happens so it it it's only going to happen when you do uh uh a pass between uh the local physics grid and the world grid um and going back and forth between them is basically a really tricky thing for us to deal with u because it's not only dealing with uh the player that's going back and forth in between it's any forces that are going in between and even trickier is that that the bounds for that local physics grit actually exists on the asset so on the on the ship itself um we built it into the weapon built it into the actual ship script itself so what's usually Happening Here um and it's usually one of two things it's it's either the code has been a little bit messed up in terms of when you're passing between these things uh uh uh dealing with transferring all the character attachments and everything and

  34. 00:27:10

    if all of that isn't transferred over you're going to fall through the other times that this happens is when the asset itself has gotten broken in some sort of way or even worse that one piece of that asset hasn't streamed in yet so that's a big big problem so sometimes we will get the mesh in um and the local physics grid information doesn't come in and usually that's what you're seeing um in a lot of the Pu releases or pu uh a lot of the PTU releases we ended up in this sort of situation with a couple ships so the way you can kind of tell what's going on is if it happens with every single ship that's probably the code but if it happens with just one ship well it's probably just the asset itself so these are kind of just normal teething pains though when you're trying to work on a physic system like this um just because there's so many interdependencies and and complexity to passing all that data in and out in and

  35. 00:27:59

    out in and out and it and it gets really crazy when there's you know three levels of nesting or something like that you've got an Idis which has a Connie which has a Merlin you know like it can get it can get pretty crazy um so just dealing with every single situation with that um it's pretty normal teething pain so I would say the future plans to make it a little more reliable is just to fix the bugs with it really um and as we run into them absolutely we fix them so fixing bugs that's what we like to do fixing bugs squish them squish going on bug hunts hi Steve I would like to know how FPS combat will feel when done can you explain how the character is going to move around take cover and which FPS is do you think the closest analog to what you are creating is so how the character is going to move around and take cover um so in um Star Citizen our character

  36. 00:28:50

    does take cover he does have um actually cover uh animation sets so we we have him come up to the cover object and um when he gets there he's using his idle animations um the weapon then ends up raising now it's not technically correct to weapon towards your head so that you can you know blow your brains out or something like this but um for us to be able to allow the players to read what is happening it was important for design to be able to to see that weapon so we're bringing it up here we're trying to be you know nice and safe with it m um and then you can move back and forth across that cover object and around it and everything like this well now when

  37. 00:29:39

    you hit an edge what happens is your character is going to then go from whatever that position is to another the the weapon's going to move to another location so say I'm going to my left hand side to let me know that I'm at the corner of that cover object and then then I can peek out or if I go to aim I will then step out yeah and come around this corner and try and fire right um what is the closest analog to what we're creating so that's tough huh none of none of the shooters really that are out anyways are are third and first yes well with the expectation that you can really play in both you know

  38. 00:30:27

    like there's there's some that you can bounce out to Third and see yourself but yeah there there's a distinct connection uh within Star Citizen that doesn't exist in in a majority of of firstperson uh Shooters where the third person and the first person assets are the same assets um and that took a lot of um sort of engineering and figuring this out and I like how you called engineering are chasing the tail it it actually came came down to uh just just a day in Frankfurt and and I explained it on my Sor to interrupt you but I actually I had a little explanation to the subscribers about uh Evo's on line change and then the little uh the little um um uh meme I did right after the fact that thousand man hours I

  39. 00:31:17

    do in one line you know but it was pretty cool and like maybe uh like it was it is interesting to talk about the the first person third person thing and it does go totally in line with this um only because we had tried for years back at krych to kind of get this right right and and this it kind of started in crisis 2 and like you you know far far better than I did because you worked with uh U Evo and other people like kch anyways about it um but it started in crisis 2 gave it a try yeah we tried no this is not going to work and then because the problem really was an engineering issue and a Time issue uh during crisis 2 we were making a lot of of uh major changes to a lot of different systems and um it just there were certain promising things about it but there were going to

  40. 00:32:08

    be issues with it we could see those issues and we Cur we certainly found that we couldn't solve those issues um within the time we had to to sh the particular product but um changes that happened between crisis 2 and Crisis 3 um in the way that the third person character and the a I aimed actually um sort of set the groundwork for what we're doing here because um you know uh later last year we were looking at some of these these issues and connection issues and and we're trying to figure out why this wasn't working and why this this other thing wasn't working and we we saw the um we were like well the the custom aim joint isn't being used properly so once we we got

  41. 00:32:57

    that work working um and we were able to get the aim system working properly it was a simple matter of of tying that to the camera setup right and now we had control of being able to um make adjustments within first person right that made the same actual adjustments in third person so where you are pointing the gun in first person is exactly where he's pointing it in third person there's zero difference between was such a huge disconnect with that right it was it was such a simple it it was one of those sort of sort of answers where you just look at and you're like yeah I remember standing there in the room and going well can't we just blah blah blah and you know tie this to this and it was like but you've been in game development

  42. 00:33:45

    enough years to know that as soon as somebody says can't we just it's usually not can't we just so but I'm just but it was in this case in this case it was right in this case it was just like huh and Eva went back he he he did the test on it and totally yeah which is super awesome and I remember that really initial uh naive sort of implementation literally take a camera strap it onto a joint and see what it looks like and like it looked cool but then you realize you I'm getting kind of sick this doesn't really make sense and then yeah no so good um so what is the the FPS combat going to feel like so star czon from a feeling standpoint um is going to be a little a little bit different than um a lot of

  43. 00:34:33

    the games that you've you've typically played it's not really uh a Call of Duty um but then again it's it's not it's not a uh a Battlefield four but then it's not an Arma 3 but then it's not a Crisis 3 yeah right um we're taking uh sort of pieces of of each of those and building something something unique we utilize what I like to call competitive analysis so what I'll do is we're playing something so for instance we're working on the cover yeah and um something is not feeling right or it's not playing right and I'm trying to explain what it is that I'm looking for or what is wrong here so what I'll do is

  44. 00:35:20

    I'll go get video from um competing products out there and I'll take those videos and then I'll also take uh examples of uh videos of myself doing something or animations that we've done and really break them down and go you see what they do here you see what we're doing here this thing isn't working here right and this is how this is how we can we can fix I like what they're doing over here um so it's it's kind of hard to sort of it's a nebulous you know question how does it feel how do you explain that yeah right now uh and that's going to change maybe maybe I'll give it a stab because it's it's somewhere between it's

  45. 00:36:08

    not a twitch shooter byet it's not a quake it's not a doom it's it is not a fast shooter by any stretch of the imagination can you look around fast yeah definitely you can look around fast um but it it things are not moving at that rate um it's just not that quick um no we want to promote ads exactly right aiming down the sights you want to promote some tactical movement you want to promote team play um so it's it's definitely somewhere between the the battlefields and Arma where it's not full simulation but it's also not so simulation heavy that it becomes uh tiresome um or or or frustrating yeah and there are some things that you'll you'll see uh you may you may go oh hey I know that from from say Crisis 3 and things that we do with uh with the

  46. 00:36:57

    character in the game because it is a it's a a engine game the same it's it's a similar engine sure so uh even though we've we've heavily modified it yeah yeah and even even this bit of it which is you know I mean the most fundamental sort of part of the cry engine is the first person aspect of it um or well the first person character aspect of it um and we've kind of redid that yeah U which I mean it probably doesn't make sense to a lot of people like the easiest thing to do would have been to say all right just copy paste Crisis 3 and go go to town but uh you know again with this game it it we want it to be something new something unique and we're not afraid to give that a try absolutely right so and I think that's a that's an important point anyways to make along that um maybe and and to extend the the question a tiny bit um I did like uh uh

  47. 00:37:47

    one of the examples that we just to bring up an example that we were looking at between Battlefield and our turn in place so um and and still we're we're actually still in a very very real shape that we kind of have to fix our turn in place um which is not as good as it could be in both our opinions I think um just our general turning because where Battlefield has a really interesting system of you will be standing there and your character is allowed to rotate almost 180° before his feet do anything right um like you recall this we were taking a look over multiplayer I remember I remember you shooting me constantly while we were testing yeah and then I was prone and you like shot me in the face and then you like teabag go it was I remember this too uh but yeah so we were taking a look at it and uh what happens with our game right now

  48. 00:38:35

    with in Star Citizen is after what 30° or something like this I can't remember what the what the foot turn start is um we've got different animations for uh 0 to 45 45 to 90 and then 90 plus I think or I might have gotten that wrong around 30 45 whatever um and basically as soon as you're outside of that rotation we start adjusting your feet so that you you can aligned to that new position now I kind of like the way that Battlefield does it because you don't get a lot of this foot shuffling which a lot of people are not really liking with our game right now cuz well one there's a bug where you can get stuck shuffling yeah um but mostly because and again this came from other bugs with the camera you could kind of see yourself shuffling and you don't really see that anymore with the with the fixes that have gone in but um it does almost make a lot more sense when you're holding a weapon that you wouldn't just rotate

  49. 00:39:24

    30° and then start doing that you would probably go go just about as far as you can go and then you would make that rotation so I mean it's things like that just to you know sort of wrap an example yeah we're taking in in the in that to that extent we're taking things like originally it was 30° off center now we're going okay well uh you know for instance when we're in relaxed and we're we're looking I can go like this I can go like this I can go like this and now this is this is just not I can go all the way over here but but naturally if I'm if I'm if you're here from me I'm just going to at this point I'm going to start to rotate right right uh so it's a balancing act between uh both the the no weapon MH um so when you're relaxed that

  50. 00:40:13

    behavior is a little bit different uh and the having a weapon so we want to remove a lot of that Ticky Ticky Ticky Ticky Ticky coming across um but we also want to make sure that when I am aiming and I'm going to go um I'm going to aim this way that as I come this direction right about here so it's it's I don't know maybe 60° or so I'm going to attempt to reorient so right that way we're still keeping the the feeling of realism in the character's poses when he's firing and stuff like that right um but we're not getting that Ticky Ticky Ticky right situation perfect um so hopefully Daz that was enough uh

  51. 00:41:00

    enough info there to uh to give you an idea of what we think uh uh it's going to feel like um of course we have our the the way that Chris wants it to feel we have the way that uh we want it to feel uh which are all pretty much in line uh so I think we'll get there soon so let's go uh let's go with Big Dave I like that Big Dave question yeah okay Steve this question is from Big Dave uh in regards to melee combat is there a blocking parrying system in place for melee combat what games SL movies SL Etc will you guys be looking at in order to get a Bas of of how those animations look H for instance chivalry has a somewhat rigid but free feel to pairing animations while other games such as

  52. 00:41:48

    Total War have very detailed combat Maneuvers but they are fully scripted when zoomed in on soldiers so the tldr of that is Will we have a highly scripted melee combat motions or less detailed ones that allow for more player movement I think overall the the concept behind um Star Citizen as a as a firsters combat game is to give you Freedom so we don't we don't want to go for these these um quick time events yeah these Qui say that because of all the Tom Foolery with rise and things like that but um but we are looking at Curr we're we're we're talking about the the design for these sorts of things so um in regards to what we're looking at for

  53. 00:42:37

    reference uh we're looking at things like esrea and K and and various different uh military trainings and things like that uh we've been talking about um Jabs and and swipes and parries and and all these things like that but we do want it to be a much more fluid sort of thing the same sort of thing would would end up happening if say uh you got into a fight at a bar in in the persistent Universe right you know you know pull out a knife and be stabbing somebody but you certainly can take a you know I guess it depends who you are guess well no I just curl up in a ball and cry a little bit one my bar we we let me write that down curl up in ball in ball Behavior curl up in ball

  54. 00:43:27

    behavior and cry and cry perfect and cry uh and we will call that the Shawn the Sha um okay so yeah all right that that's a good answer great so this question is from ethnan when all of this is over and done and we're all in Star Citizen playing together what do you see yourself doing in the completed game will you be a pirate will you run security for some major organization or will you be a lone Bounty Hunter looking for his next big score basically what roles do you see yourself fulfilling once you're let loose in this amazing title that you helped create uh well for me my handle uh and Star Citizen is Ghost Monkey SPI uh and I will be running a militant group called The Ghost Monkey extraction unit

  55. 00:44:16

    uh we specialize in the extraction of personnel and information from highly sensitive locations if you have found us and you have need of our services uh leave us a message at bone is bar on Terra uh and uh wow Grand grandia long live the Simeon order wow uh yeah I'm I can't top that answer I I'm going I'm going totally you no amazing I want to be part of the semi in order how does one become part of the semi in order you just I had an answer to this question and it's completely changed now I would like to be part of the semi in order could I be Ghost

  56. 00:45:04

    Monkey no Ghost Monkey I is actually um The Entity which brought light to the void um and you can you can actually learn more about this yes uh by by searching for the Simeon order uh on um on the forums actually for uh the organizations awesome so when all of this is over and done I will be searching out the Simeon the great Simeon the grand Simeon um and becoming part of the order of what was it the Simeon order the Simeon order that's correct so that's what I will be um yeah that's what I

  57. 00:45:52

    will be yeah I hear that the the grand Simeon actually uh has an aurora he does and and that he uh he travels the Galaxy spreading the word of the light is there a never mind I guess we'll get too deep into that let's just leave that one alone the first time that we've given that a go um I think was it was mildly successful uh we didn't get two hijacked uh uh two out of control so that's really good um we've only been here for 4 hours Sean yeah really they haven't seen that we've been here for four hours maybe they can read my watch might be a problem this is time so guys thank you so much for subscribing to this thank you so much for allowing us to do this um if you guys like Steve and I uh um answering your questions trying to get through the questions without you know

  58. 00:46:40

    um send a check to Steve Bender at Cloud Imperium games.com write it on the site of a uh Porsche 911 um yeah and that's kind of it but yeah really guys thanks a lot for doing the subscription to this stuff it's really fun to be able to do these things uh we had a lot of fun with it today and uh yeah keep throwing in the questions and uh thanks a lot for helping us develop Star Citizen and uh that's pretty much it I think we can send them off and we can get back to work yeah is sounds good to me great I need a beer I need a beer I need AER this video made possible by the ICC

  59. 00:47:51

    Stellar surveyors and subscribers like you oh

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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