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Around the Verse: Episode 1.32 (2015.02.19)

19 February 201500:45:471,137 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    [Music] coming up on the Empire report election drama begins early as the non-citizen suffrage movement reaches a fever pitch on the streets of new Austin we'll have live coverage of the protests in progress and do planets have the right to limit the number of children you have find out how one Governor is trying to change procreation practices Forever Heatwave learn how centuri slight solar expansion might mean the best beach season the Empire has seen in years all that and more on the next Empire report at 2200 SE hey everybody Welcome to episode 32

  2. 00:00:57

    of around the verse I'm Sandy Gardner and I'm Lesnik last Monday we tried our first Dev versus Community dog fight and I could not get in uh turns out no one could get in uh we to put it bluntly we had some issues uh with matchmaking service on Arena Commander uh QA has uh taken a look or devops engineering has taken a look and they tell us that it was I'm not making this up a malformed Proto buff which caused the issues what does that mean uh well it sounds made up to me it sounds like something that would like cause problems on the Enterprise but uh the malform Proto above error has been fixed with 1.0.3 which uh should be launching today so we are going to try the test again on

  3. 00:01:46

    Monday at 1 pm PST this time so three hours earlier so that the Europeans can jump on if they can and um and we'll get more devs too cuz we have folks in Austin and in Europe but uh the thing we should stress is that with these tests It's actually an incredibly useful amount of feedback we get even when it breaks uh the fact that we were able to immediately isolate and uh correct this one error means that the game is improved because you all tried to play it with us we uh regret not being able to play with you as intended but uh you're helping make Arena Commander better and uh yes you are there were thousands of people trying to get in to uh probably take me down and Chris down and yourself down I was trying to take you down I couldn't find you they're always trying to get me uh but we had we had a few people try and friend us did

  4. 00:02:34

    you get a friendship from romino I got a lot of friend requests please remember to lock in your PAX East and South by Southwest tickets it's going to be a fun event we actually had a meeting this morning about PAX East so we're just setting up all the uh computers right now to yeah this is going to be your very first chance to uh play the battle arena or battle sphere we're kind of going back and forth as to what it'll be called uh in person with Dev and there'll be all sorts of other cool activities for you to do we are also trying something a little bit new with our social sites we have uh an image that as ticket sales go up and word is spread about packs we're uh kind of reducing the blur on it uh so go out there and we're calling it help the heral so check that out at the RSI site help the herald y yeah because the

  5. 00:03:24

    Harold is uh decoding the image as we get closer to the event M and I'll tell you guys it is an image that you will want to see our 300 series test drive is almost up uh if you'd like to try out the the 315 the 300 and any of the 300 series ships you can do it for free in Arena Commander through tomorrow we also have the uh 350r and the M50 on limited sale through the end of the day tomorrow uh if you'd like one go ahead and pick it up got more physical merchandise here and you're proud of this I am quite proud of this one yeah this is the I grabb this one from Chris's desk yeah uh we really happy with how this turned out and it's available in the pledge store if you'd like to pick one up it is and I think yes it is shipping now I think other people have been

  6. 00:04:10

    receiving there so that's a good thing and speaking of physical merchandise we are looking ahead to uh kind of the uh ultimate stage of star citizens release we are putting together the box art for the game you want to tell them a little bit about what what basically you came up with for this what did I come up with for the Box artart well we have three promised boxes so we have the one with the constellation on the front we have the one with the Hornet on the front and the one with the freelancer on the front so we decided that when you put them all together for the collectors in you you do not need to collect all four but the fourth one does not have any ship art so we would like you all to vote on which ship you would like to see for the fourth box so check out this uh mockup right now we put together you can see we're using the 300 as the uh example for completing the box but we want to

  7. 00:04:59

    potentially picked the star Sisson community's favorite ship so we've got a poll up on the site with uh all the different ships you guys have helped us create over the last two years pick your favorite and that will make it into the official Star season box and now it's time for news from around the verse let's go to the Spectrum hey welcome back to the beautiful sunny Santa Monica California I'm Travis day I'm Darren borck and we're here to bring you some news so uh first on the agenda we've got the ship formerly known as the Bulldog now known as the Vanguard um

  8. 00:05:47

    it's passed the first tier and is now finishing up its concept polish so I think Travis can explain what that means a little bit Yeah so this is kind of what we outlined for you guys in the ship pipeline document last year uh basically we have in the concept state there a bunch of little stages that it goes through to become final beautiful concept model that you see so we've made it through the design phase we've got the design for the base shift and the variance made through the initial shape exploration that's all been approved now and now we're in kind of the final polish of the approved concept and making the mass model so I think the next piece of news that we have for you is that the constellation and freelancer are getting a little bit of a rework and are in the white box phase I think Darren's going to tell us about that so we kind of briefly touched on it last week that both the constellation and the freelancer didn't redone uh the freelancer is being spearheaded up here in Santa Monica uh where the externals

  9. 00:06:35

    being done by our artist Daniel Kensi the internals are being done by one of our other artists engage uh so they are currently in the white box stage so they're redesigning a lot of it making sure that certain components line up correctly uh making sure the exterior size matches the interior size um once they do that they they uh show it off to the the art director and then that goes through uh review process with Chris uh before we move on to passing enough our design team to make sure that they can set the ship uh ship up so same thing with the constellation that's being done by our Austin Studio the externals being done by one of artists Josh kons internals being done by Chris Smith uh similar thing there where we took a look at the ship really wanted to make sure that it's the iconic ship that we've always felt it should be so we're kind of going through it making

  10. 00:07:23

    sure that all the sizes line up correctly making sure the variants are all as epic as possible uh so so looking forward to seeing those two ships especially the the rebap constellation in the future uh well I think you know another important thing too is that as we go through and redo these we're moving them into the I think we talked a little bit about the idea of moving to modular ship construction yes and so we're also making sure that they are able to make use of and incorporate a modular structure so you can switch out different components it should be should be really cool then the new turbine fans are really cool too yeah so finally we've got uh one that isn't human in design so the Shion Scout entering in production yeah so the Shion Scout is a ship I think that people have been seeing for a long time it's been talking about for a long time we're now

  11. 00:08:11

    taking it out of the concept phase and and moving it towards actual 3D modeling and getting it ready for the hangers so it should be a cool ship although in talking with the artists you know it's funny because it presents a lot of unique challenges with the way that it all of the movement that it exhibits on the thrusters on the wings and then also when it goes into landing mode and so there's a lot of different uh interesting I would say technical uh Logistics to work out on that so it should be a very fun ship for them to explore that and also since it's designed by aliens like how does a human actually sit in the cockpit and does it sit comfortably or do it hunch over like sitting like an alien yeah because I mean we saw back when we had the the human pet and the vandel scth yeah that did not look comfortable wish we can post pictures of that yeah I feel like it was it was out for a while because it took us a while

  12. 00:08:58

    to switch them to vand so that that's our ship update from Santa Monica so I'm I'm Daren borck I'm Travis day on to the next crew hi I'm Andy Matthews Global character lead for cig uh based in wilmslow Manchester UK and I'm Drew Jones I'm the project coordinator uh here primarily focusing on characters uh here at Foundry 42 again in wils slow today we're going to tell you a little bit about what we did this week um how we're approaching characters and the cool bits of tech that we're using to do it cool so this week uh we've been putting a lot of focus on getting our armor sets updated to a repr proportioned skeleton that we've recently been implementing so Andy do

  13. 00:09:46

    you want to just uh yeah we have a new Bas mail um with the when I came on board we took a tact of using camera scanning technology to capture realistic people and realistic bodies to put into game we realism is what Chris Roberts wants and that's what we're trying to give him um so with this we uh we interviewed some models and we took them to uh a huge camera rig with 180 cameras and we scanned their bodies for use in their game so the Bas mail that we're updating to is actually a real person with a real rig inside it and the results are very very promising um so all the old characters are being repositioned to match with this new this new form and they're all having a bit of love for the next FPS demo that's coming out soon cool um also this week we've been taking a look at uh the sort of Bas

  14. 00:10:37

    cinematic quality facial rig um that we've recently received so we're taking a look at how that's performing in Maya and also in engine so yeah and again and this is where the new bit the cool bit of tech is we have a camera rig here as I'm sure some of you are aware with 50 cameras in it uh we use this to capture the likeness down to the individual poor detail of anybody we put in in front of it um it's an amazing bit of technology and the software allows us um a fantastic level of quality and realism and we have put that into the engine we've also used the same technology to capture facial expressions and we've sent this to a company called thr lateral we will be developing our facial animation system they've recently delivered uh a rig for us to review and the results are very promising uh we're just reviewing this internally passing around to all the stakeholders but

  15. 00:11:24

    hopefully you'll get to see something move around soon cool um also this week uh we've been taking a look at the um the uh well there's the FPS characters we've been looking at we've been looking at um some pipeline uh issues um in terms of texturing materials how are we going to create the assets to look as good as we can and be as industry leading as as I think we can some of you might be aware that there's a lot of cry take influences uh and history I myself I'm from we're trying to maintain or if not build upon that level of quality and and view our characters with that same same love um that's what we've been reviewing today is how to approach the texturing of our characters the materials that

  16. 00:12:12

    we're going to be using um with software such as uh U duu the quickel suite substance painter to find out what is the best way of giving us the depth the realism and Fidelity um some very interesting bits of R&D going on and the sculpts that my team are doing are are coming on really really nicely I can't wait to show you guys it'll be a a good few weeks yet until you get to see the fruits of our labors but uh it looks fantastic yeah another thing we've been U discussing pretty much just before this call uh is a new attachment system which I'm sure you'll be hearing much more about uh in the coming weeks and months but um so that the way that the character is essentially made up uh in the game is going through um quite a significant change at the moment and it's all for the better so

  17. 00:12:59

    the uh we're using a system called item Port which will mean that um any clothing or armor item is attached uh in a new way basically I'll let Andy fill you technical information but what it means is we can have much more Fidelity in what we attach on a character and where we attach it exactly that's the important thing the system that was used on the original FPS characters was uh functional and necessary for there but uh the items always had to be in the exact same place uh this was a limitation going forward in terms of uh customization or just balance in gameplay and how many grenades does a character want to have so Chris Roberts uh developed the item Port system for ships and we're trying to use the same technology on the characters so we can literally wear a piece of armor and that

  18. 00:13:47

    armor will come on with slots unique to that piece so you can then put more items on top of it whether that be a grenade or ined a holder for even more grenades um it's a very interesting in powerful bit of kit that will work closely with game design but also character customization we can literally build objects on objects and layers on layers um it's it's a very interesting bit of kit uh it's just coming online now there are still some bugs to be worked out with skin geometry but uh from what I hear the results again are very promising yeah so um one big Focus for us on the cars pipeline is making sure that we're serving all of the needs of the project so we would never Focus um solely on one element of Star Citizen we're trying to think of the bigger picture so um persistent Universe first

  19. 00:14:36

    person shooter and of course Squadron 42 and Arena command and Arena command obviously um so uh yeah one thing is making sure that we put that versatility in there so that we can support all modules um but we know that you guys will be really eager to um start fleshing out an individualized character uh once you get your hands on the persistent Universe element so uh the openport system will give massive benefits for that so things from earrings to uh mobiglass to the entire outfit that your character is wearing plus armor so uh really big uh win with this system and yeah we're looking forward to building some really amazing characters with it and you do the same and it's the functionality across all modules the character that you'll have in fps will be for all in essence the same as the one you'd get in pu and Arena Commander it's one character system to Ru all of

  20. 00:15:25

    the modules to give that level of consistency across the entire universe that we're creating um the pipeline is still in development uh it's quite a complicated Beast where we're doing FPS shooting customization um we're doing hopefully body shape variation in with that um you know if there's a a game with characters in it and it has a particular system we're having a good look at it to see if we can fit it into our game it's a it's a humongous beast but hopefully it'll give you guys the characters that you want to play with okay this is the UK signing off um really looking forward to seeing how you guys react to the new developments with the character in the coming months and I'll see you around the verse it's been a pleasure I'll speak to you soon hey he's it going I'm kri Gonzalez

  21. 00:16:13

    the creative director phonic I'm Rodney H the lead designer atonic uh this week we're going to talk about a little progress we've made over the past week and things we've been working on uh one thing I'd really like to touch on what you're going to be seeing upcoming real soon and uh P hopefully is going to be the grapple beam attachment to a pistol I saw some fans actually saw some pictures leaked of early progress about this thing but it's really cool and I want to make sure people understand what it is exactly because it can really get confusing to some people um or a lot of ideas can come out of one thing essentially what it is in anti-gravity like situations uh you know it doesn't require much force to actually apply impulse to you or take you somewhere you be or whatever so this gun essentially in this Arena built specifically for this instance not for just all over the

  22. 00:17:02

    Galaxy just yet just right now in this Arena only you can use this thing that essentially pulls you like a magnet and as you get closer to the surface it will like kind of dampen your speed so you'll kind of slow down so you don't go slamming into the wall because you do start to pick up speed as you go forward um one of the big challenges with this has been nailing the effect down and make it look right because we don't want something that's just like a big green neon light coming from a gun because that just doesn't look very immersive uh so we've been playing with like a very like kind of refractive magnet energy invisible energy kind of thing and whenever you get close it's gonna kind of have like a repelling effect and stuff like that um it's been really it's been really interesting you know it very much works like a linear hook but if you're going a certain speed like uh you know counter speed it will kind of like

  23. 00:17:50

    swing you a little bit but it's not really like a rope so it won't like you can't like twist and stuff with it it's very very much so you know get you from A to B and that's one of the really cool things you'll see whenever you're floating around in anti gravity type situations yeah and uh something else we've been working on is the ammo crates and the recharge stations so for ammo crates when you have uh combustion weapons that require bullets then you can go and pick up extra magazines from them uh when you run out of ammo and then for the recharge stations are for energy weapons uh to recharge the batteries and uh cells in your energy weapons uh so once those are depleted you need to go to the rre station and fill up again that's pretty much it for for this week you'll be seeing those a lot coming

  24. 00:18:37

    up here at packs and uh you know there's a lot more features to show and talk about with FPS so this is just only a little tiny tiny tad bit of it hey guys I'm Jake Ross associate producer here in Austin for the prcess universe and I've got with me today Rob rer technical designer and uh we've got a few updates for you regarding the persistent universe so um recently we've been working on a few items that will go in the shops you might see in the social module one specifically going on right now is the defi defibrillator it's a difficult word to say that three times fast defibrillator defi um so the social module will have you know three or four shops that you

  25. 00:19:25

    can go into and actually browse the the selection that they have and uh won't be any purchasing or inventory set up yet for for the initial social module release that'll be coming soon after uh but we will have the items there that you can view and one of those will be the defibrillator in the medical unit uh so look forward to seeing that uh We've also got a few um updates on the NPCs you'll be seeing so we have um one of the bar patrons uh being concepted by our concept artist Megan chever and modeled by Billy Lord one of our concept character modelers here in Austin um and so he's uh moving on to skinning now and um also we have the medic character um who's just finished the skinning pass by venite up in the UK so thanks Venit so um Rob why don't you want to talk about

  26. 00:20:13

    a little bit um about the actions and and stuff and setting up the NBCS to work in the level yeah well right now we're currently uh getting getting to the point where we're going to transition over to the new AI system which is uh coming online with the help of moon collider and uh some of our other uh contra trors so um we're setting up a bunch of smart objects right now uh so the AI can actually be Ai and walk around the world and find something hey I want to use that and go down uh sit down at a bar uh you know getting getting in and out of bar Booth uh finding a spot on the dance floor that's not occupied uh going out there dancing a little bit uh bartender serving drinks you know where where where's the bab you know goes over finds a b uses it um stuff like that so uh it's it's a lot of setup a lot of uh lot of tedious work but uh it's it's all

  27. 00:21:02

    going in to make the world kind of feel alive and and uh really kind of starts making the take shape in in the world so it's nice to see it kind of come alive and come together a living breathing Universe yeah so yeah it's coming together it's a lot of fun and uh it's cool to see some of our new systems kind of come online and uh start to really take shape in terms of like the development of the game and not just you know kind of throwing things into the world so it's uh it it's pretty cool it's all the stuff we've talked about starting to come to life and and coming to fruition so it's nice to see all the hard work come on along sounds good okay cool that's it from Austin thanks guys see you in the verse thanks to all the studios around the world we know you're working very hard now uh last week we put up the initial design post about the rec system for rental equipment credits

  28. 00:21:50

    and Arena commander and uh as you guys know there's been a lot of feedback out there we thought it would be helpful to have uh Travis day producer for the system and KX Renault the designer sit down and talk about it so here they are hi everybody I'm Travis day and I'm here with Kix Renault our lead designer of the rec system hey rental equipment currency for those of you who don't know so we're going to tell you a little bit more about the design the thought process and and kind of do a bit of more of a deep dive on this feature so anyways KX uh welcome to the downstairs office thank you and uh now I think one of the first things we want to talk about right is uh the kind of the idea for behind wreck right the impetus for for making a rental equipment currency system for arena Commander so what what led us here is really the question well

  29. 00:22:38

    yeah so wre wreck comes to us because we had Arena Commander with all this great stuff we were making and it it was sort of locked to a lot of people the arena Commander bucks the thing that you will earn and uh needs to be needs to be uh fut proof we want this to be a thing that exists now and exists all the way through the unforeseeable future uh like you know when star system comes out when we're doing uh you know major Universe events way down the line uh when we translated all into Banu because we are now living actually in space uh we we want this needs to continue to be a functional system even then so uh we

  30. 00:23:28

    we've set to work I I sat down with with you and and a few of our other designers and you know hashed out okay what do we need from a system like this you know we need we need it to be accessible well I think it's important to note too I mean we started down this path quite a while ago so it's been a long time yeah in ruminating baking and steeping and coming up with a system that will really satisfy all these conditions it's been coming together as Arena Commander has been coming together um and so that's that's the the context of seeing people play the game and the the perspective that that gives is really been instrumental right like we you see people uh get drawn towards certain builds get people drawn specifically away from those builds I mean missiles

  31. 00:24:19

    are a perfect example missiles were unbalanced mhm and people interested in playing the game actively avoided them they actively avoided using them they people are willing to push themselves towards parts of the game in order to experience those so we it's up to us to open up those parts of the game so that you can experience those and that's that's what that's what re is about it's about being able to to have short-term goals of of a rental system in which at any time you can be like oh I saw something cool that I like I'd like to know how that how that works uh or maybe my Shields aren't really working for me right now and I need a different build uh I have a new goal I'm GNA put in just a little bit of

  32. 00:25:08

    effort to attain that goal and now now I have it now I can decide did this do I like it is it cool or not did expectations yeah exactly that's that's been the the biggest the biggest design factor in wreck this entire way so yeah as you uh were texting me over the weekend I think you've been following the the community response to wreck very closely yes we have a have had a lot of great feedback from the community I mean everybody is so passionate about the game and it's it's really nice to be able to get instant feedback about something like normally normally I would have built this system already before no we would be like 6 months down development and then all of a sudden we'd release this thing to the public with the game and they'd be like oh this wck thing it would be one of a thousand things they were looking at when they first got their first look at the game

  33. 00:25:55

    so it's kind of fun that each individual feature gets its own like the fact that we're sitting here talking about it yeah is even just kind of cool yeah one of the kind of the primary points that I saw a lot of people gravitate towards was the whole idea of uh duration based rentals right and I think that at some level there I think some people got it I think some people like were misunderstanding the intent there and so I guess you know can you explain a little bit more about the how the duration system works now and kind of where we're going to go with it yeah uh so the duration system works that you you rent a ship and or a piece of equipment and you have 7 Days of use when you when you log in and you go in to play Arena Commander you have used up one of those dayses you from that point on you have 24 hours to get like a 24-hour window yeah um and and that's

  34. 00:26:44

    the part of that is just a matter of us uh bringing this together alongside our backend server like we don't have uh everything second data yeah so we need we need something that is granular but uh flexible and yeah so been went within this right if so let's just say I I rent an M50 right and I want to go racing so I go and I race it the same day I buy it so I've consumed kind of one 24-hour cycle now I'm uh asked to go visit IL phonic and the Austin studio and a bunch of other places and I come back 3 weeks later to sit down to play can I still play with that six days left perfect you have six days left and when you log on it'll be there waiting for you and you'll be able to use it and its equipment because it comes again with

  35. 00:27:31

    the loadout oh so they have all their default loadouts so it's not like you're going to grind out a ship and then have to get every single freaking weapon that goes along with it okay cool perfect yeah you don't you don't it doesn't start with empty hard points you don't have to put the engine on or the you know and that was part of the of the calls like where would you draw the line once you start making those kinds of calls so uh it seemed like it was it's it's simple and it's it's upfront so i f yeah let's start there so no I think it sounds like a cool system and I think really the I mean a lot of what we talked about here today is I think it's going to be a cool first pass it leaves us the ability to do a lot of different things and then as we move forward with the progress I mean we obviously we're listening to the feedback so have the feedback keep coming in and we'll keep looking at what we're doing looking at

  36. 00:28:18

    where we're going with it and it's not a it's not a one-off it's like something that's going to continue to grow and evolve over time just like the game itself so yeah and that's that's the whole point of being this open with the community it's kind of it's great yeah well cool and just a reminder I guess you're I'm KX Forno I'm a tech designer here at Santa Monica and I am Travis day here in Santa Monica so thank you for joining us for our twom man Symposium on re thanks guys and if you'd like to see more of that interview we have it broken out as a separate piece on our YouTube channel now let's go over to will you be my Valentine for this week's MVP hey everybody I'm assistant Community manager will here to bring you this week's MVP we're actually going to be changing up MVP a little bit and this

  37. 00:29:07

    week I'm going to be bringing you guys an organization currently the largest organization explore does a fantastic job of recruiting new members and keeping them up to date not only with Star Citizen news but with Explorer news as well they have a monthly magazine that they include interviews with their organization members in fiction lore and ads as if they were in Star citizens on top of that they're peaceful organization last year when they came by for a visit to the cig Studios they were more interested in asking questions about science and research rather than combat so if you're new to star czen or you haven't joined or yet I check him out also I didn't want to leave you guys without an MVP this week so this week's MVP goes to scorpy for his thread called the medicine behind Star Citizen in the thread he goes pretty in depth about the different medicines and how we're going to be healing people within the game and

  38. 00:29:54

    if you're looking for something a little bit more fun wolf seizon has threat called the five different types of pirates he breaks down Pirates into five different categories so stop by and let him know what kind of pirate you are so thank you very much everybody that's this week's MVP thank you will that was not at all disgusting now let's go over to Ryan Archer who interviewed the Austin art team hi guys I'm Ryan Archer I'm the marketing artist here at Cloud prium games based in Austin Texas and I get the privilege of being here with our character art team in Austin and so let's go around the table and kind of talk about uh who you are and what your title is and job here so David David Jennison I am the elite character artist here in Austin um I'm responsible for uh getting the characters as good as

  39. 00:30:44

    they can look and uh that they will work within the awesome universe that we're building uh my name is Billy Lord I'm here in the Austin office I'm a junior character artist I'm responsible for translating her Concepts into 3D and uh making them Reach the quality bar and and Beyond of what we've said my name is Megan chever and I'm the character concept artist here in Austin I make the concepts for these guys to make all beautiful for the game so Austin has now become the persistent Universe uh Studio which means that we're looking at the bigger picture now we're looking at things that are going to affect the game from Arena Commander the FPS onto everything else I know one thing you guys are working on on this character customization right now how is that coming along uh well we're working

  40. 00:31:32

    closely with the UK Studio because uh we're having to meet a lot of the same needs as they are um the differences were uh you know we persistent we have to have you know more variety we're not as specialized um so it's really been a matter of uh working with design and and kind of figuring out uh the balance between uh variety uh and uh kind of uniqueness of of particular people so what I know star is a very realistic game I know that's one of the things that CR is always talking to us about uh we're pushing for better visualization better reality how does that affect uh the idea of character customization well probably the first thing is Fidelity um because we you know texture resolution things like that are higher uh in this than certainly any other game I've uh

  41. 00:32:21

    worked on so there's certain things you used to be able to are working on a game with lower Fidelity uh you can kind of cheat you don't have to sculpt in as much detail on like the high resolution and things like that it's kind of like working uh on a a photograph that's closeup if you're a photographer and you're working on you know like close-up photographs versus from far away so naturally it takes a little bit longer to to make most assets um you just have to be more careful U but certainly the realism you know it's just a higher bar uh because everybody naturally Compares it to life um so yeah I would say just from the the asset perspective you know and I think it's um It's a situation with the customization on on on across the board that all the character artists

  42. 00:33:09

    here as well as the UK um everything has to be exactly like he said what it's like working with photographed you you want the Leathers to look like Leathers you want the cloth to look like cloth denim to look like denim so when you mix and match these things you can immediately tell what it is and you can immediately see that it's and there's no we don't hit that uncanny valley of well it looks like Silk but the texture is denim you know you really want it to look right and I think uh the Fidelity has been um an exciting challenge to uh to explore and and and hit that Mark and how's that affected the concept stage from a concept perspective it's making sure everything makes sense like seams make sense and that all the jackets can close and all the shoes can buckle or lace up like how they're supposed to and

  43. 00:33:56

    how they would in real life so it's paying attention to a lot of real life clothing and accessories so that's the way that we're keeping it pretty realistic for these guys to model out and you should see some of the seams and threading that these guys put in it's pretty ridiculous you should see some of the reference she plays man I have never in my life seen some some outfits like what she finds right you know we come to work we come to work jeans t-shirt button- down shirt whatever there are people out there in the world look literally like something you see out of Star Wars you know where it's coming across and it's like a big plastic thing coming up right I don't know what the designers are doing over across the pond Project Runway oh it's terrible the world is is frightening when it comes to to Fashion I know you

  44. 00:34:45

    guys are doing great work I'm glad to be here and be able to see you guys working and we're glad to have you thanks but um so we can't wait to see what you guys come up with in the future and I know the fans are going to be very excited to see stuff coming out of Austin in the next you know couple months and over the year um so I know the fans would love it for me to tell you guys thank you for all your hard work you guys are awesome uh this is we're making the best uh space game out there best damn space Dam space game thanks Billy um and so also we want to say thanks to the fans because without them we couldn't be making this game yep and so thanks guys for your support remember a true pilot can feel the hodus

  45. 00:35:46

    flowing through them you mean it controls your actions partially but it'll also obey your commands ha funky joysticks and New Age mouse pads are no match for a mouse and keyboard you don't believe in the hotas do you kid I've flown from one end and broken moon to the next but I've never seen some all powerful mysterious joystick that controls my destiny it's all a lot of simple nonsense and tricks I suggest you try it again Sandy only this time let go of yourself and trust your instinct ah but with that I can't see your eyes can deceive you don't trust them I call it luck in my experience there's

  46. 00:36:35

    no such thing as luck look good against a pinata is one thing good in the engine that's something else big thing today is what weapons we've got available right now in the game and that breaks down into two primary types of guns either energy weapons like these Bulldog repeaters I'm firing now okay or our ballistic weapons like the Tarantulas I'm firing here the big difference between these two is how often you can actually be using them so

  47. 00:37:24

    the energy weapons are going to have unlimited ammo and they're mostly going to be restricted by how much heat or how much power you've got left on your ship whereas the ballistic weapons they're just going to have as many shots until the ammo runs out but they also have the nice benefit of being able to punch right through your target Shields so the ammo ones are more powerful well they're both equally powerful they just have the different situations to use them in okay so energy weapons are going to be great while you're at distance to a Target you're trying to get in close and you want to break down their Shields and then the ballistic shots are going to be great when you're up close and you're really wanting to put damage on their ship and then you can just you know shred apart their armor okay and can I have these

  48. 00:38:12

    two types on All Ships or absolutely uh the all our mounts are going to be able to take you know energy and Ballistic weapons so you'll be able to pick exactly the kind of load out you want to take uh if you know the kind of fight you're going into you'll definitely be able to you know outfit your ship to make sure you're ready to take on that specific Challenge and that's it there's only two types of weapons well those are our two types of guns uh we also have you know missiles uh we're going to have you know Neutron weapons later on uh but right now for what's available in Arena Commander it's going to be the energy and the ballistic weapons okay you're so which keys are which keys are for which weapons well that will depend on what weapon group you have everything set to

  49. 00:39:01

    so right now my bulldogs and my badges are set to my weapon group one and that's on my right click here okay and then the ballistics are set to weapon group two which are out on the wings I'm left click so one's right click one's left click and if I have it on the joystick if you have it on the joystick uh it'll be your main trigger for Fire group one and uh you can actually choose and and choose to remap where you would want those buttons on the on the joystick so to change your key maps over in control binding so Advanced controls customization here flight weapons M fire weapon Group 1 2 3 and four and then whatever your joystick or device of

  50. 00:39:49

    choice has mapped for these individual buttons and then just select which one works best for you all right and so when I run out of the badger ones well so the badger is always going to have energy to it it'll just uh need some time to recharge so right now you can see the percent going down for each of the energy weapons and when that hits zero it'll take a little bit more time between each shot because it has to keep recharging and all the while the Heat's building up on both those sets of guns so what happens when I hit full 100% heat uh it will start to have a chance to have a fault uh it can just stop firing or you could risk blowing up the weapon on your ship which would be even worse so I

  51. 00:40:37

    shouldn't really be consistently firing yeah when when the guns have overheated you probably are going to want to get out of the fight for a while okay and then with your ballistic weapons they'll keep firing until they've run out of ammo and every single ballistic weapon right now has two full loads of ammo so you'll get one reload and then once you're out of ammo you're out of ammo for the moment and there's three main kinds of ballistic weapons in our game right now we've got weapons like the tarantulas that are equipped onto the Hornet right now and these are single barrel ballistic cannons then we've also got a ballistic repeater like the Sawbuck which is a three Barrel higher rate of fire uh machine gun and then we've got the Mantis and the Tiger Strike which are the big massive chain

  52. 00:41:28

    gun weapons that just can shoot ammo for days each of those is a little bit different because unlike the energy weapons ballistic weapons actually are firing around and so each of those will have either a 20 mm or 25 mm 60 mm rounds and those will that'll change how each weapon handles um so for with 103 we needed to do some work to the Sledge Mass driver that comes equipped on the 325A and to do that that we actually gave it now its own distinct 60 mm ammo type so that it'll actually be shooting faster traveling further and doing more damage than a normal 60 mm round which is what's loaded up on these tarantulas yeah all right so this should wrap up the basics of weapons and just keep

  53. 00:42:20

    practicing this and then the next step is going to be our targeting systems I like it May the force be with me that I'm shaking in my boots uh if you guys like the uh segment with the artists in Austin we also have a longer version of that available on YouTube the Orion concept sale starts tomorrow and I also hear there's a little game yes we've got a a mini game from the guys at turbulent similar to what they did for the reclaimer um so uh check in the site tomorrow to learn all about the Orion it's a pretty cool new ship especially if you're interested in mining uh we are putting up a design document about mining from uh none other than Tony zurc in Austin he's going to be walking you through how mining will work in Star citizens so you can uh make an informed decision if you decide to purchase an

  54. 00:43:08

    Orion and our first scheduled letter from the chairman also goes out tomorrow yep um instead of doing these every million dollars Chris is going to do one basically every month kind of letting people know what he's thinking about star sezon I am uh personally looking forward to finding out but that's not all we also have an inside cig piece on our map shoot and and for subscribers we have jump point yay should be a crazy day for Star season backers and you're all going to have a lot of fun I love David ladyman he's always on time and always delivers and meanwhile why don't you have fun with this art sneak peek n

  55. 00:44:10

    [Applause] thanks everybody for watching and to subscribers for making this show possible we will see you next week on around the verse nailed it take

  56. 00:45:36

    are you this mean to everybody else when you're filming them

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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