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Inside Star Citizen: Lorville Revisited | Winter 2023

26 January 202300:15:35353 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:03

    it's a new year unlike every new year before it here at cig January is a time of planning of summits of getting together and looking back at how the plans and activities of last year went to revise and inform the direction and processes of the one ahead and to do so all while still working diligently on Alpha 318 star Citizen's biggest patch since 2017. one that will serve as Future Foundation for the persistent universe's development going forward and is say it's a busy time in the studios this moment would be an understatement but it's also an opportunity for ISC to stretch its legs a bit like we always do maybe try a few new things here and there to take advantage of the first real big series of internal Gatherings we've been able to have since the

  2. 00:00:51

    pandemic began and continue to look at as many aspects of video game development as we can well always doing our best us to not get in the way of that very same development and I'm sure the editors will tell me that was my longest single run-on sentence in ISC history so this quarter we can look forward to seeing a few teams that we haven't seen in a while meet some that are newly formed for the needs of this New Year continue to look farther forward than usual with our journey to 4.0 specials and of course continue to look at work currently in progress for the next quarterly release which is where we're going to start this week and while Alpha 318 is still working its way through PTU let's Jump Ahead to a little of what's on its way for Alpha 319 after that where during a recent environment Team

  3. 00:01:41

    Summit here in the UK we asked visiting members from our Montreal Studio to discuss the next evolution of Crash derelicts making their way into the persistent Universe including new variations to existing favorites in multiple stages of Decay and the addition of modular habitation units that will soon allow for the continued creation of new Mission locations from the tiniest of Barracks to the most impressive of shanty towns [Music] foreign because it's adding content enriching the the experience for the player it's like telling a story as well as the

  4. 00:02:30

    actual piece of it of a derelict that's there the Derricks who are in the game right now are super nice I'm super happy about them we have really nice shapes we kind of really feel the scale we can when we walk you can see how big they are they're impressive for my distance The Rustic feel the abandonedness these big enormous impressive shapes and Silhouettes that you get to explore having all the vegetation growing up on them bring really a second life and it's it's interesting to see that brain kind of uh Adventure side of all those things and mysterious side Indiana Jones kind of style this exploring discovering uh

  5. 00:03:16

    there's a variety for players who like to experience to go back revisit and yeah enjoy the derelict foreign I think we can improve the speed to create those because there are they are really big location we need to have a lot of artists working on those because it's it's really a huge amount of Works to work Amazon and we want to create 100 of them if you wear on different planets and moons adding more of the like because we have like OCS who are like dressing them up uh immediately instead of a hand placing all the the Rocks the foliage and all the like visual elements separately by hand we should make actually like nicer modules that are already like pre-assembled and like most of the stuff is already contained in it so that way we can like deploy it spend a bit more time on detailing just an

  6. 00:04:04

    extra pass an extra level of depth to the art what I like the most on the new ship we did we create a deeper story about those crash sites with the star runner crashing on the planet and having the 600i just crashing in the mountain just by we can't just think about maybe they got a fight on the sky and you just get it and the boat get crashed just by themselves to really set out to add different variations of age to our ships so we have like the freshly crashed ships the older ones that the planet overgrown over and we have the very like uh derelicts as like just a skeleton of the ship that's remaining but it really just the the frame of that the actual ship that's just abandoned and they're rusted out

  7. 00:04:58

    crash site is the fire one that's mean that it's when the ship just just crashed it's still on fire we still have power in it we still have Sparks the second age is Crash so that's mean the the ship is just is crashed there but maybe just a week after that so no fire no smoke anymore no power inside the ship no sparks the third age is the biome it's overgrown it's when the biome just take its place back you're going to have more sand on it why more dirt we have grass we have we're going to have the leaves and Vine growing up on it the fourth version is the Pain's been worn off it's been in the in the Sun for an extended period of time and it's scratched up it's a lot of rust has been overgrown it's been scavenged people

  8. 00:05:46

    have visited the ship and uh it's it's missing pieces panels so a lot of wires are hanging it's it's been used it's been harvested basically and I'm really excited about the daily cabs that we'll be adding to them to create these little settlements we create those library because we want to reuse all those hubs on different ship and create the different stories and and depth about why that ship is there and who is going to leave around we have like Interiors we have some that is just for like Sheltering from the Sun in the harsh conditions of the planet

  9. 00:06:37

    we have some is just for like for sleeping oh there's some that have like little bars little setups inside people can eat can do a can meet up uh some other ones are just for like electricity generation we have solar panels on some on some of them when people find those ship they kind of Salvage them so they they took part and create some kind of habitation because they want to live around those crash sites to be able to protect himself for the weather these little mini camps basically that people can go and explore these can be added to the new derelicts but also to the the old ones as well we made them pretty flexible in terms of look because we can we can change up the wear and tear on these things so we can

  10. 00:07:25

    add different ages to them but we can make them look extra Rusty or we can look like pretty much brand new like they just scavenge the ship and made these little Huts out of the panels and stuff the purpose is to have a multi-use multi-ages uh different environments that they can suit into either snow sand environments different weather into the jungle like it's a multi-purpose apps library that yeah it just increase our speed and everything so the idea was to finish our library in the last years so now with the next mandate with the next delivery crash we'll be able to create all those Shanty Town everywhere on different planets so that will bring more gameplay and more opportunity to the player to just go around and visit them

  11. 00:08:20

    and if there's one constant game development that's changed or in this case the continuing iteration by a dedicated team to populate the planets and moons of Stanton and pyro with not only the derelicts and Shanty towns that we saw but our Landing zones like loreville now we first spoke of the upcoming changes to Louisville in a journey to 4.0 segment at citizencon 2952 while we had the folks in town we thought it'd be worth checking in on the team's progress while they were here progress that's quite frankly going so well we're starting to think this new version of our oldest Landing Zone might just arrive a little sooner than expected since the last time we talked about Louisville 2.0 a lot of things have changed it has evolved the key element that changed is the detail level of all the elements and I explicitly like to

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    mention the buildings so there's details that really enhances the building believability all the industrial outskirts really give the impression of a scale of the city it will be iconic the our materials are much more closer to a final look we were going to a pass of adding more uh tense and variety and color to the buildings and the surrounding structures as well adding a lot of emissives throughout the city and that gives like that good impression of the the day and the night uh cycle The Branding is very Hurston family Centric like they're very brutalist in

  13. 00:09:59

    in a way and uh yeah it's a it's it's uh the process of going from a first pass into final sometimes we have to break a bit of stuff because as we're finding out the correct scale of the buildings validate how it looks and how it works together real realize certain things need to be aligned differently we have to go into and remove some buildings or rearrange some neighborhoods to make it then fit together in a more cohesive way there's things Beyond like the new buildings there's new Pathways there's the trenches there's some tunnels as well going into like those pyramid shapes that comes from Eric's concept and we we've added tunnels to those there's cranes and they create a pretty

  14. 00:10:48

    opportunity to fly under them flowing from the outside of the city to the inside and pipelines and there's a way of finding your your way into loreville with all these things that we've added and it has like a really fun structure easy ways to find uh where you're at we're adding more Landing paths especially on the building rooftops they create opportunities for gameplay for pickup missions and for the future of building Interiors as well or just simple uh Mission types of stuff to do on the rooftops the city is quite expanded so it's extending much further in terms of like

  15. 00:11:37

    the industrial areas that we're adding to the Outreach Of The City the outskirts they feel like they have a purpose they have like a quarries they have like the pipelines they have like industry or manufacturing they lead up to the city it feels functional there's like smoke stacks activity going on with cranes and it makes like a fun layout we've experienced experimented with moving l19 or the CBD or the Spaceport in relationship to each other in the end we barely moved them only moved like the Spaceport slightly like a few hundred meters that's not a lot of the whole scale of the city what you'll see from the vistas from those places is gonna be really a big positive change I think and

  16. 00:12:27

    it's still something we're tweaking and working on because we really want to make those work like key shots basically for those those Vistas travel through the city is not changing other than the fact that the transit to the gates will be a bit extended but the view from the transit will be uh a lot different in a good way uh less repeated you feel more like you're in a real City and will take like a special care along like the the path of the train the key to changing loreville is the opportunity to have like a whole city built to scale so that we can fly in and

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    there's no zones that are blocked to the player different viewpoints throughout the city where we can land and it's preparing also the ground for the future updates like the building Interiors because the original buildings in loreville which much too small to have buildings and building Interiors in the future and you're gonna hear more about the building Interiors in a few weeks well we learned that the crashed derelict system is continuing to evolve as more and more locations are added to the standard system in the upcoming Alpha 319 that progress on the new Louisville isn't just looking great and coming along fast it's also in preparation for its own next Evolution

  18. 00:14:04

    that includes building Interiors which as Maxime said we'll be discussing in just a couple weeks and overall this week is a reminder that iteration is at the heart of any game's development and that while the new and shiny will always get the most attention it's just as important to continue maturing what's come before to ensure the better after and as for the right now and Alpha 318 well that's still going through its Paces on our public test universe but you should keep an eye on the robertspaceindustries.com website and socials for when this huge mammer Jammer of a patch takes its next big step and while we're all waiting up leaving all those crashed spaceships littered around all the new racetracks we didn't add persistence just to let you all make

  19. 00:14:53

    messes well some of us might have Benoit definitely did now don't forget that Lunar New Year is also going on right now on the live servers with contests paints envelopes and roosters Galore so be sure you check that out for inside Star Citizen I'm Jared Huckabee we'll see you all here next week

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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