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CitizenCon

CitizenCon 2953: Day Two [Full Broadcast]

8 December 202305:01:515,653 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:02

    ladies and Gentlemen please welcome to the stage the person who forgot to create himself an intro disco [Applause] Lando he also had caffeine in the last minutes welcome to Citizen con day two everybody are you popped are you sor have you eaten two dogs get in your seats it's about to start ladies and gentlemen welcome to day two I'm not going to take up any more of your time up first character advancement with Ian Sean Forest Andre give it up bone start the show hello

  2. 00:01:05

    there hey everyone it's so good to see you all again in person thanks for coming out so I'm Ian I'm the art director for starzen we're going to kick off the first ever day two of Citizen con by talking about some of the awesome work done by the character Team all right so first let's talk about life in a frontier system like pyro and how this influences the character designs so we wanted to create something unique compared to what we've seen in Stanton already we want to give a wider Visual pette and a feeling of historical age between the different solar systems so this chart describes the fashion pillars for Humanity we can see where all suits armors and fashion items should belong in terms of material use

  3. 00:01:56

    manufacturing technology and Novelty so you can see Earth Fashion on the left Terra Fashion on the right and Frontier fashion right in Middle with a little bit of overlap of Earth so essentially Frontier fashion is function over form they are repurposed and repaired and generally are Misfits rather than sets outfits are purposeful by having Storage Solutions this implies survivability along the frontier okay let's take a look at some of these Assets in the game [Music]

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    is okay awesome so hopefully you guys that played pyate playground you will have

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    seen uh a few of those assets being showcased so as we saw from the video pouches and storage are a key part of the frontier aesthetic this drives the feeling of survivability but from here we thought it'd be really cool to give the functionality but also some customization options so let's take a look at a video we just developed internally and this is for modular storage items on the player pretty cool right so I think this will

  6. 00:06:57

    provide loads of customization options in the future we're super happy about that so we also created some extreme weather costumes for Frontier locations and these also follow the same mismatched and repurposed design Aesthetics now we've also been focusing on achieving a higher visual Benchmark so this is all driven by our new layer blend V2 Shader and it's uh texure library and we focused on more consistent wearing between zero and 100% values so to Showcase this let's look at a quick example asset all

  7. 00:08:10

    right so as we saw in the video in uh the insides of the helmets are looking fantastic now this is us getting them ready to animate with put on and take off so in summary Frontier fashion is expanding the visual design palette for humans given a more credible feeling of age and history when you travel across multiple solar systems all right now let's talk about something different now we're going to talk about some of the gangs in staris so ninet Tales have been one of the main gangs in the game

  8. 00:09:00

    so far over 105 million have been taken out by you guys so you guys have been busy great job all right so it was like all right now we're going to need to introduce a few more factions to the game okay so the first faction we're going to talk about is Rough and Ready so the aesthetic of the game was to be subtle they're understated in terms of clothing and they almost blend into their environment on closer inspection you'll notice their tattoos uh these signify Rank and progression within the gang let's take a look at a quick video I think they look absolutely fantastic

  9. 00:11:33

    okay so the Rough and Ready can be found in some of the space stations around pyro now the tattoos like I said the tattoos form a progressive Design This illustrates the hierarchy within the gang as a player you'll be able to earn these tattoos and apply them to your character okay cool the next gang we're going to talk about is Head Hunters so this gang is also located in pyro but offers a completely different Frontier aesthetic more of a wasteland Vibe with lots of personality and this will translate into the behavior types now this gang is currently in production but let's take a a quick sneak peek

  10. 00:14:13

    okay so cosplay competition next year I can't wait to see what you guys come up with all right all right so they're looking awesome now the last G we want to talk about is dusters so dust is a little criminal gang special in in mining related crimes now internally I loveed the the original desert Nomad armor you can see him here right now wanted to use it as a starting point to establish the dusters design language so here we can see so here we can see the dusters gang lineup showing armor leveling and Rarity so as a player you'll have horizontal armor progression this will Define your

  11. 00:15:04

    role and play style then you'll have vertical progression this is your progression within that role and play style for example a common Bounty Hunter armor set will be weaker than a legendary and as armor progresses in strength it's harder to acquire so hardem missions rarer drops higher reputation now as we're talking a little bit about armor sets let's recap a little so the goal is that players should consider which armor to equip based on the role they wish to fill and the scenario they're heading into there will be also greater differences between the current armor types so light medium and heavy and this will be in protection and

  12. 00:15:54

    Mobility new armor categories will be combat specialist utility and support and these will Define the type of items that are quickly available on the slots of the suit there will also be additional functionality to assist in your chosen role a matrix of armor type versus category will provide a variety of roles with each providing best class benefits there will also be hindrances to out of roll gameplay for example if you're wearing a heavy armor set and you're trying to fly a little snip fighter you'll have restricted

  13. 00:16:43

    visibility and less vehicle control so in this scenario like a flight suit armor type with resistance to milder g-forces would be preferred okay so as we saw in Ali's presentation yesterday hygiene simulates and tracks the accumulated effects of a character going unwashed for any length of time poor hygiene can lead to disease lowered health and snarky comments hygiene decays faster if a character becomes dirty or wears dirty clothing or armor and

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    visual effects are going to be displayed on the character's skin such as Blood Sweat and dirt certain usables such as a shower will reset the carrots hygiene and clean away all of those dirt effects so uh let's keep clean yeah okay so that covers a quick recap on armets and hygiene let's get back to a video showcasing the dusters awesome so you be able to find the

  15. 00:19:59

    dusters scattered around various sterile settlements and wrecks in Stanton and the dusters will be available Q4 this year and with that I'll hand you over to Sean Tracy you guys have been awesome enjoy the rest of your show hello everyone all right so I'm Sean Tracy I'm the senior director of tools and Tech content here at Cloud Imperium games in Los Angeles so today I want to talk about star cloth and star cloth was initially

  16. 00:20:48

    unveiled at a previous cson kind of in an early stage so it's now rolled into full production and it's uh used in both Squadron 42 and Star Citizen so it's going to be seen on more and more assets like some of the great artart that you just saw so what's really cool about it is that it's unified with the physical world whereas before it wasn't unified and was based completely on character movement now it's faster than the previous claw setups and in the end it just looks a whole lot better so today I'm going to cover some of the tech the pipeline and we'll see some results so let's get and see it in action coat cloth is hard guys have to run upstairs they have to crouch they have

  17. 00:21:37

    to prone it's got to collide with the environment and even more difficult it needs to hold up in high-end cinematics I cut that one just before some good spoilers so yeah all right so how's it all work well cloth uses two meshes a simulation

  18. 00:22:27

    mesh or cage and the render mesh itself so vertex colors indicate how it's constrained to that cage and thus the simulation so for example black vertex colors indicate a full constraint basically it follows the skinning white vertex colors indicate unconstrained vertices so the movement is determined entirely by the simulation and then we can do a blend of gray values that is used for fine Transitions and blending the fallof in between the fully skinned and fully simulated assets so in the end these meshes are sent to the engine where we bind the cage to the render mesh and then Tech artists can leverage some of the runtime tools you can see up on the image that the Sim cage mesh has about 5,000 triangles whereas the actual render mesh is about 45,000 triangles so it's obviously much more efficient to simulate the Sim cage mesh versus just

  19. 00:23:15

    the render mesh itself so part of the technology is the runtime iteration support which you can see in the image above me here that's with all the red spheres here we're actually painting the Collision radius of every single one of the vertices and allows us to fine-tune the simulation without having to add arbitrary Collision meshes though we can we paint a variety of properties so some of these other properties are mass or displacement in the top right you can see an example of the old Legacy implementation using pendulums and this uses joint chains and collisions but assets with multiple layers like the one that you can see there or ones like skirts or gowns they were really really difficult to do with pendulum simulation but they are solved with star cloths so I mentioned it's completely unified with

  20. 00:24:04

    the physical world and what that really means is that wind impacts object collisions Thruster backwash all these kind of things actually react to the or the cloth reacts to these things and so much more so it's not just character movement now it's a hyper efficientcy ulation and it's several orders of magnitude faster than the Legacy implementation that we used before and has a lot of easy to control parameters for Tech art which are compress FR stretching and bending so as mentioned yesterday by Chris Rain our senior leads physics programmer we support soft body tapered capsules which are twice as fast as our ragd doll capsules it's also key to solving one of the most important aspects of plausible claw stimulation and that's mitigating the tunneling or the clipping that happens uh uh through a character so it's very very difficult

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    to solve with pendulums so with all this Tech in mind we can do really complicated assets like the duster and the one I want to show you now so here you're seeing about five different layers of cloth going on and self colliding between each other it's reacting to the planet wind which is always changing on the front there's a big leather apron so this one's actually a lot heavier and and it moves a lot differently than the cloth on the back so he's walking into the wind

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    here and in the end as I mentioned it just looks a whole lot better so with that I want to hand you off to my friend Andre Piers who's going to talk about hair thank you man hi hi everyone so nice to be here in LA with all you guys so I want to start with a question okay how many of you are actually excited that we're getting new hair into the verse all all right so I'm Andre I'm the lead artist uh in our recently formed he Department uh we

  23. 00:26:38

    branched out from the character art team and created this department uh and it's a pleasure to be here today with all of you uh and tell you that we're damn proud of what we achieved uh it's been a long road but uh definitely worth it okay now we're going to start by just looking at the most impactful changes that we have uh in our workflow okay bit of a technicality part then you're going to get look at the Benchmark assets we have created okay and from there we're going to take a glimpse into the future of what the hair could be in with a more diverse air style where we're trying to run away a little bit from the um military look uh that was driven mostly by what sadron 42 was uh so because we did a lot of work for that as well and

  24. 00:27:26

    um and yeah from there as a last note I'll have a special announcement for you guys okay um don't want to spoil it but you stick around you're going to love what what we have okay so first thing I want to touch you know very simply okay half for games it's hard it's really hard oh by the way did I tell you these are actually game ready Assets in the persistent Universe fully rendered in our engine okay game ready performance ready to be shipped okay so uh hair is really hard like I was saying it is Triple A challenge basically um you see games that get it games that don't uh some of them get it more or less uh either way uh for us the challenge is the same

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    we're not different and the challenge is real with the scopa Star Citizen like day night cycles all these light shafts all this uh MMO people running around with the hairs a lot of motion a lot of fast space movement um yeah it is hard but the best thing is we have arrived okay it is yeah CL it is it it doesn't end here okay yeah it doesn't not end here okay it's the nature of cig we just um keep pushing the boundaries but uh like I said we're really proud of what we're showing you here today so let's dive in what we made all this possible okay on a high on a high note on a high level basically a successful hair requires three fundamental elements okay there's

  26. 00:29:05

    the texture there's the placement and there's also the Shader if one of these elements fails all of them do okay so it's basically you can have a great texture great placement if your Shader is wrong no go really uh and the same if the texture fails or if the the placement fails so really vital really important that that everything works together but the good thing is by breaking down the hair into these three parts it also allows us to actually go deep into each of them and uh push the quality up or like Chris Roberts would say bring the High Fidelity right so um on the texture in there was a lot of changes um what you see on the top there the common approach of a AAA

  27. 00:29:52

    game would be to have two black two white on a transparency map a bit of taper on the um on the tips and roots and and call it a day that's what happens in 99% of the games now at cig we went a bit further than that we tested all the thicknesses that were actually um reasonable to test of course and um we came to a realization the hair doesn't need to be thin enough it just needs to look thin we do need it to be thicker enough thicker than real life hair because if you take one of your hairs you'll see it's it's really thin right so it does need to be uh renderable that means if it's really thin it would be sub pixel rendered at some point with the motion and all that we will get a lot of artifacts and so that would be a nogo we

  28. 00:30:40

    do need it to be thicker than in real life but can we make it look thin that was the question so we came to the realization that from hair or from scalp to hair and from here to the background so these two points the transition points are the most important ones for the hair so we aggressively tapered the tips which is what you see over there and added a gradient to it so no longer true black and true white now this is a lot of technicality you will see practical examples of this but that allowed us to have smooth Transitions and basically achieve the result we expected on the placement side we came up with hair with hair libraries basically now I could be here all day talking about hair libraries okay because I'm a

  29. 00:31:28

    very technical person and if you see me around the venue feel free I'm Andre you can just come and talk to me about this I'm not going to bother you all that for for 1 hour about this but I'm going to give you a very quick example that you all can relate so imagine in real life you have a construction business and you could make one wall one roof one one uh floor and one window you make it all work together and from there you're not only building your house you're actually building the whole town and then the whole State and then eventually the old Universe right that's what air libraries are obviously the result if you could do that it would be much cheaper much faster and above all you wouldn't have a fruit salad of AET which was what we had in the hair not too long ago and by

  30. 00:32:17

    fruit salad I mean several artists working through the years each one of them applying their own workflow everybody's at different levels of quality of course different Minds different ways of seeing the same problem so at the end of the day um fruit salad right and we wanted uniform quality so for that air libraries are a great solution we also decreased the time of production of hairs so it was taking us 20 to 40 days to create one airstyle per artist okay right now it's going from like 3 to five seven days per air style which that great news okay so yeah yeah that that was Major achievement cool so hair libraries are just a thing we love it it's not just picking up a

  31. 00:33:07

    texture and putting it there if you do that like you need to actually see the the the scope gladly we have some of the best artists in the world on here working with us so uh we managed to achieve the set the scope that we wanted now on the shaders on the Shader side there was plenty of changes as well some of them are very techy very very cool as well I'm going to run through fast uh some of them so you can guys can understand the scope of what we're dealing with but um let's just understand like at bake time so bake time is prior to runtime run time is where the game runs bake time we're preparing the asset to actually put it in the engine at big time we calculate the custom normal and we store it per vertex so each vertex gets a custom normal that makes in a practical sense for those who are not too technical it

  32. 00:33:55

    basically makes the card the air card not look like a card so the normals is help with the way the light reflects we kind of do more smoking mirrors on it and make it look not like a card by just Bing it that way now on the ID clusion we store two B two baked amid clusions onto the color channels of the vertices as well now each vertx on a mesh in any game has a color to it okay you might use it or not imagine in a car you have a trunk you can use it or not it's up to you you don't it's not silly to use the car without using the trunk of course but if you have a luggage you can put it there or in the back seat wherever you want now we decided to use this because it was free the trunk was already there so the vert.x colar was already there and

  33. 00:34:42

    we just decided to store two Ambit to clusions on it these two Ambit clusions work this way light hairs like a blonde hair obviously needs more shadowing or less shadowing than a than a dark hair right and so we store two the length of the card is now baked on to the last one and that gives us a metric of where the card starts and ends and allows a lot of cool things you're going to see on the videos I'm about to show so one last thing before we can start looking at videos is that and this is really creative total credit for the people for the tools programmers uh I personally had nothing to do with this this was already at cig when I joined it's absolutely amazing so we have an airstyle that was ready that you can see over there and we have a hair cap an hair cap is

  34. 00:35:30

    basically a mesh on top of the character's head which is invisible transparent it is it is just just there sometimes we use it for shadowing that thing has an UV and so we project the hair or where the hair starts onto that UV and gives us that image that you see on the middle right and so we now have a 2d space that relates to a 3D location meaning that if I want to have hair like mine which is white on the sides and dark on the top I could just paint this part and get it white on one side and then dark on the top which is an insane advancement if because cards normally are stacked on top of each other so when an artist is placing cards if you paint one card to make it white here well it's going to be stacked on top of the other

  35. 00:36:17

    and you're going to get spots all over the place and no control over it so this allows us to give control and what you see on the last image is the possible results for example now I can paint one side of the of my 2D representation of my 3D space and get this possible result which is pretty amazing so next video we're going to take a look at our tools okay this is not the way it's going to be exposed to you guys in the character customizer you will know more about that later okay this is the tools we use to we can able we are able to actually create the air styles so let's take a look at this video you have the full range so you can

  36. 00:37:22

    go for full white these are melanin ranges so realistic ranges fully white up to Black obviously you can go red head as well get out of the way you also have the DI feature where you can see all the things we talked about implemented you can go a bit more Wild on this and this is why important uh the length

  37. 00:38:33

    of the card is stored in those vertexes and obviously you can fade it as well as much as you do so all the possible combinations between the realistic melanin ranges and the D layer okay this is how the occlusion is working so you can see this shadowing creating more negative spaces more structured To The Head And if you look at the temporal line here you can see how this pixel dep set helps us with the transitions as well cool by the way did I tell you these are actually uh game ready assets ready to go to be you so now that we understand a bit

  38. 00:39:23

    better how the hair is working that's why the boring part uh that I told you just before uh you can examine this uh these images with a bit more of an informed opinion that is basically the example now that's all very exciting uh but we want to show you hairstyles that are actually in Star engine and working uh so that's the video we're going to take a look next okay e oh

  39. 00:42:36

    Wonder right guys so I can see by your feedback that you you you you really enjoyed the

  40. 00:43:24

    die so going to try and direct things that way next time pretty cool okay yeah these are game ready assets as well now like I promised you um we're trying to make this diverse and get away a little bit from this type of air Styles you just seen now which a bit more military um and for that we'll have the next video now it's important for you to understand if there's any 3D artists character artists air artists out there you will know some of the air Styles you're going to see next are some of the hardest things you can do in in half games in a practical sense if you can do what is going to be shown next uh and render it at 60 frames per second on an MMO you can do pretty much anything okay it's

  41. 00:44:12

    a it's our glimpse into the future of what type of diversity we want to achieve uh we're not only going for this style but just showing you that if this style is one of the directions then the full range will come I hope you enjoy w thank you

  42. 00:46:09

    guys so yeah like I've been saying these pictures you see here they are all rendered as you've seen in real time depending on the life conditions and stuff but there is no tricks here this is actually how it looks uh and that's why we're really proud like I said it doesn't end up here okay we're pushing this forward this is just to replace the stuff that was there that I'm pretty sure you guys were tired nobody at cig was happy with what we had uh I can assure you that yeah especially as an as an artist right so but we finally arrived now we've seen all this uh what does this mean in a practical sense for you guys it's the it's the question you may have well let me tell you really

  43. 00:46:57

    fast we made over 75 hairstyles since like 6 months ago on the last 6 months we made 75 air styles that is a lot that was possible with all the changes we made yeah yeah that is a great achievement now we cannot hand them all to you right now it's it's it's very simple it's very simple uh it doesn't end up here at at the artist end okay after this there's a tech hard pass where they need to skin it they need to make it work with with goggles with everything that needs to work right so it just takes it's a process that takes time but we wanted to have a certain amount a quantity that would be enough to replace all the stuff that it's there give you enough variety for you to start and that's what we're going to see next now it also SS tells you when are you

  44. 00:47:46

    getting so as a last note I'll leave you with this video and next Forest will come here to talk about it stuff so let's take a look at this guys this is actually what you're getting into the PE so before the year ends you're all going

  45. 00:48:40

    to get to enjoy these hairstyles was a pleasure to be here with you today guys and see you in the bu another round of applause for Andre and getting new hairs into the game I can't wait to put new hair on my character I'll tell you that and for Ian and his awesome character team and the amazing characters they showed us earlier absolutely fantastic I'm going to run through this we don't have a lot of time I'm going to talk to you about character heads we've talked about hair we have talked about outfits I'm going to talk to you a little bit about the heads and our Pipeline and getting us from the actors that we hire to do the photogrammetry all the way to the game characters so we have a DNA pool expansion and

  46. 00:49:30

    customization I'm going to be taking you through we got we made a datadriven pipeline for adding new heads so what is a DNA pool DNA pool is just a bunch of heads that we put in the game that way you can modify the ears the nose the chin the mouth and you could interpolate between all the different heads a DNA pool we want to expand the pool and allow for more selection and range so we scann 60 new heads for our DNA pool 60 new heads and we process them internally we also added customizable facial features skin tones complexion makeup layer on top Revisited the eyes these characters look new and they look

  47. 00:50:22

    great all right so our current pool there's the 18 heads right there but that wasn't enough we need more that is our new pool very exciting right now in the Pu when you're playing see that center row you get nine females and nine males and now we get all we're going to be getting all these characters it's for squadron and the Universe how do we do it well we partnered with clear angle over in Pinewood London and they had this thing called the clear angle Dorothy scanner the scanner improvements allows

  48. 00:51:11

    us to get shoots done in four weeks of sessions custom coded flash that just kind of does it automatically all calibrated in seconds our old to give you an idea our old process for doing this took hours to calibrate this thing does it in seconds talk about state-ofthe-art average of four scan actors per day now we used to be doing one what this means to you is we can get you characters faster we can get you new heads faster polarized image data resulted in improved spec blah blah blah those are awesome texture maps that we could put on the head that way we could render them make them look really good photogrametry captured in raw images at

  49. 00:52:00

    8K texture map resolutions hyper accurate scan results now close your eyes if you're a little sensitive to light this is the process we use to get the pictures to build the photogrametry to calibrate the cameras relax all right so there we got so we got some characters here on the screen those are all built using all these things that

  50. 00:52:48

    I've briefly mentioned I want to talk to you a little bit about skin tone though skin Tone's tricky because we want to apply it we want to be able to customize it we want you to have the ability to do whatever you want so what you see is some really weird looking characters we see a head with some yellow yellow's good in this case what we're trying to do is we're trying to find the average skin color once we find the average skin color we can figure out what that skin tone is and then we can apply it the blue means it's further away from the everage skin tone so when you apply your skin tone it has less influence keeping those High details keeping the color the the blemishes the imperfections that middle one that white head that's where we get once we've

  51. 00:53:36

    extracted the data it's now ready to apply the skin tone which you see at the end all right so here's a little more detail what I'm talking about we knew that we were going to get a pull for these heads this pool of all these different awesome shapes noses ears lips but now with what we're doing currently you can see that

  52. 00:54:24

    we have calibrated all of our uh Source photos of our actors and with that we could figure out exactly what they're supposed to look like and then once I extract and do the average thing I'm able to get a value and that value translates into a skin tone and that skin tone translates into a chart that you can customize your character with and what's great about this is as we grow our pool and we get more heads we get more skin tones so our skin tones aren't based on you know B whatever it should be what should it be what does it look like these are real data these are real data that we get from these incredible clear angle scans and the incredible Tech that is brinen by uh our

  53. 00:55:13

    staff and the skin tone will grow along with our head data and along with our heads and there's an example of me just applying it and showing that in practice and now here's another look here's a couple more characters that I put together with this stuff and here's what's great about that I did that with our brand new character creator character customizer for squadron 42 every head you see in here which will also be applied to the persistent universe so all heads are in the verse and as you can see right here here's a

  54. 00:56:02

    little scene I put together using the outfits using the hair using the skin using the heads and I did that all with the new character creator and here to show you that if the live demo of the Character Creator I'm going to bring back my good friend Sean Tracy thanks buddy come here oh it's awesome all right so what's this all mean to you guys let's show you time for live demo all right so I want to welcome you to the bio biotic Corp kopy machine all right so here you can see

  55. 00:56:55

    we've got the whoa I'm getting I'm feedback you can see we've got two body types that I can select from at any point in time so we're going to start in right away now you might recall how the Character Creator currently works you would have a whole bunch of source heads from our DNA pool we would select one of the facial shapes and then we'd blend it up or down depending on how much you wanted that certain facial shape now this was pretty good but it's not the most intuitive of systems so instead what we wanted to come up with was a much more intuitive way to control this and what we've now introduced is sculpting mode so it's quite interesting to know

  56. 00:57:44

    what's going on behind the scenes and this wasn't an easy problem to solve but our animation programmers and Tech artists and everybody came together and they figured out a way to basically make it so that from the DNA pool we are making a selection based on what you want out of it so it's going off between all the different options now I'm going to start making some changes here right away so I want to wind up the nose you can see that it's all very intuitive it's fast to use I'm going to make the lips a little bit bigger here there we go something like that I think that looks pretty good I'm going to adjust the brow here maybe make a little bit of a heavier brow now we can adjust the eye shape we we can go more almond dies we can go more oval we can have a heavy lid you know I can find a whole bunch of

  57. 00:58:32

    different options within here so here we're starting to look pretty good I want to give him a little bit more of a hero chin there we go I'm liking that yes that's cool all right so not to spend too much time on that I want to show you some of the other features and speaking of features we go to our skin tone so finally you're not just selecting a preset skin tone you can move through the whole gamut of the lookup table and this is melanin and hemoglobin at the same time so at the very top of it I've got a texture slider so instead of the whole head sort of selection we can go between all the different textures now like

  58. 00:59:20

    Forest mentioned we're going to have 30 of these for uh one body type and 30 for the other body type so here I'm kind of liking what am I lik oh I like yeah I like this one so here and I'm just going to set a skin tone that I kind of like something like that that's cool all right so the next step in our skin tone is the complexion and complexion we've added freckles so here I'm just blending in and I'm blending out the amount of freckles now I've cranked it all the way to the top just so you guys can see it but for my character here I'm going to keep it kind of subtle like this but quite a few of

  59. 01:00:09

    them something like that uh We've also got sunspots now this is you know a little more weathered skin will give this sort of look and we've got a whole bunch of different blemish masks planned for you guys whether that's sunspots or liver spots or anything to that effect now I'm going to give this guy kind of a weathered look because I think the skin tone looks pretty cool like that yeah I'm digging that all right so next up eyes so no longer do we have the green and the brown just the the full selection you've got a full RGB chart of what you want to select so if you want to have bright green eyes if you want to have hazel eyes if you want to have blue eyes if you want to have any of these eyes this is all very very nice so again we can go with deep Browns we can go

  60. 01:00:59

    with sort of a Steely blue which I'm kind of digging for this skin tone I quite like that look that's cool oh well we'll get into some funky colors don't you worry all right so one of the other things we've added and it was mentioned before we've added a makeup layer and with the makeup layer we're totally inclusive any of the body types can have make makeup now I don't want to spend too long on it here because we're going to get into it in a couple minutes but I just want to show you sort of blending that in blending that out for this particular uh body type so next as Andre talked about we have all the hairstyles that you could want so I'm just going to pick a couple different ones there's a you know a

  61. 01:01:46

    reality for some of us and another reality for another one of us there it is that's what I want my reality to be here something like this uh I'm digging the Mohawk though for this one he's got a bit of a Mr T Look to Him I kind of like this yeah I pity the pool all right so it might go without saying that we've got beards now so if you want to select a full beard you can select the full beard if you want just mutton chops you got your mutton chops you want your handlebar you got your handlebar all right so we've got all the different beard types that you could want and we're going to add as many as you guys really want so I'm kind of digging the

  62. 01:02:35

    full beard for this guy yeah I'm digging the full beard for this guy uh even further to that we've got eyebrow selection which is I mean you can go with no eyebrows that's that's a very real you could you could have bushy ones you can have a little bit more you know normal kind of straightforward ones but it was mentioned before during the hair and uh with forest's discussion that we've got the hair dye as well so with the hair dye you can affect all the hair at once and right now I've got all selected so I I can go through the gamut of all the different hair uh uh uh melanin that you can set so here I'm just going to darken it up a little bit and if I wanted to dye the facial hair I could just dye the

  63. 01:03:22

    facial hair all by itself setting a Dy color here something like that but in the end I'm really digging the jet black on this particular one so I'm going to frost these tips a little bit I think that's going to look kind of cool let's set a bit of a blonde here turn up the die amount and then what's really cool about this and I'll show this in a minute is that we can actually control the fallof of it so again if I just want this on the tips I can just blend it right about so there we go he looks a lot different than how that started and I think that's actually pretty fun now there's a lot of stuff in here and I I can't wait for you guys to explore it and spend as much time as you

  64. 01:04:11

    want uh customizing and expressing yourself as a character so once you're done you've got to sign off a personal declaration that the physical appearances that the copy process has allegedly caused um are okay with you so let's go to our next body type all right so I'm going to go to town here real fast right right away and you might look you might think it looks a little off or so but I don't know we're going to get there let's make some changes here going to adjust the bridge of the nose maybe a little bit of the cheekbones here that's maybe a little extreme let's go back here something like that and I'll make the lips a little bit smaller

  65. 01:04:58

    here and I'm going to lengthen that chin for a little more of a triangle kind of face here so you can see you can tweak to your heart's content you can spend a lot of time doing this and and I don't really like the Brows I like a little bit softer of a brow for this particular character and that's looking pretty good to me actually so next just like we did before we go into features we can do the skin tone I'm going to select a certain texture here just cuz uh we got I get going on time here let's go something around here is looking pretty good to me cool all right we go into the complexion the same way that we did before so we start with the freckles and I kind of like a real freckled appearance on this particular character and I'm going to turn down the

  66. 01:05:47

    sunspots so we move forward to the eye color again oh I'm really digging the green yeah I like the green kind of look and we get to the makeup now this is where I wanted to spend more time now I'm arguably not very good at this um but I I will do my absolute best to show you guys uh how you can how you can use it so first is the eyeliner so the eyeliner we can do any color you can go as crazy or as or as chill as you want to go with this but for this particular I'm going to go quite dark here just in the dark sort of fuchsia and purples here we're doing the inner lid eyeshadow and that I'm kind of keeping the same theme I think yeah and we're going to do

  67. 01:06:37

    the same thing with the broad eyeshadow so again we can go as crazy or as calm as you want so what I've had good success in doing is kind of having it cranked and then I just pull it back to a little more of a of a of a natural blend something to this effect here uh next is the lips we can do the exact same stuff on the lips now what we have is a whole bunch of different uh makeup masks and you've got three different channels within those masks so basically three different colors that are affecting different areas of it now for the lips we can go with the same sort of theme if we wanted and I think I'm actually kind of digging that and let's go on the lip liner little darker and then lips are a lot more glossy so so we can increase

  68. 01:07:26

    the gloss there so that looks a little more like a lip gloss yeah that looks pretty cool there and then like I was doing before I kind of just pull it back a little bit and there we are so next I think we're good yeah I think we're good I have no business doing that that's for sure um same thing on the hair again we've got a whole bunch of different hairstyles these all be shared between the two body types but for this particular demo we've got the ponytail we've got the slick back kind of look yeah I'm not finding one I'm really digging yet ah yes yes now we're talking all right so cool now again we're fully

  69. 01:08:16

    inclusive here guys so if you want facial hair on any body type you got facial hair on any body type that is up to you guys so on the eyebrows I'm just going to leave them because we can't can't really see them anyways uh but for the hair I really like dying this hair a certain color sort of you know something in the darker range going to turn that down I like the nice jet black look at the makeup bounce out that looks cool um I'm going to turn up the dye though and I'm going to try to carry my same theme forward here there we go and then I'm going to give give it a bit of a fallof as we can do so it's just on the tips there so let's see that in action all right so now you know at

  70. 01:09:13

    first weren't sure about that character right but in the end I think she turned out definitely so you go to a review sign off your declaration again and head to game so you know I'm really lucky to be able to sit in front of this and again it was a huge amount of work from Tech art engineering designers and specifically the Squadron feature team that has done all this work and one of the cool things to note is that we use this now internally as a tool that's why it's me up here demoing this this is our tool internally for creating all these heads for creating all the NPCs in the verse because as Chris put it one time he doesn't want his NPCs to look lame he wants them to look cool and this gives you cool looking characters thanks a lot guys it

  71. 01:10:16

    works all right we're behind on schedule so let's welcome the life in the first person crew take it away I'll be here I'm busy everyone you know it's a am I too early no it's a real pleasure to be here at C Con in person I've had so much fun thank you all uh but my name is Yen I'm I here from Manchester and I'm going to talk to you about some improvements to play tral so we're going to start in Ser G where we've been rebuilding the Eva experience from

  72. 01:11:04

    ground up so the first thing you should see is that we've made the uh exit from Gravity less disorientating oh we got a faith plan ah we made it all right so we made the re-entry much more forgiven um so this uh Eva has that new prone lateral pose and this is really important to us because it allows us to get close to surfaces and allows it to walk across them so we can see that in this video here okay and as it gets to the end we're going to jump up okay here we go

  73. 01:11:53

    into that and this small profile let's get into spaces we couldn't get into before or not easily with the old Eva we're going to Traverse through here frad the needle and also the Collision is much more forgiving we're going to slide off as slower speeds so we're not going to be spinning away okay big reveal love this station this is amazing and we're also adding grips so in Interiors you might be able to hold on to grips to do interactions and walk between the grips to get better control uh now thank you very much so now prone has long been a problem Motion Set for us right but but taking these Eva posing Solutions we

  74. 01:12:42

    saw we can now rotate around the camera without any trans lateral translation so we're not rotating around the hips anymore and it allows you to Aid much better we're also not moving the bod we don't need to worry about the external collisions anymore right we're not going to get pushed around of course prone isn't all about looking around we want to Traverse as well so we're going to head down this vent and here we put in a new Collision style so this is all about letting you have control in narrow small spaces smaller than this uh we're going to be able to push around the corners going to go run tight bends and we're going to be able to reliably go up and down slopes uh and this is where prone led the weight so we then took this and we

  75. 01:13:31

    put it into the Eva so if I turn off gravity here which I'm not going to do but if I did the Eva would have been able to Traverse the exact same place and by having the same these motion sets so similar we can exchange success between them and that could then be done to other horizontal sets like prone light sets for example like the water whe showed it last um yesterday we might be able to take you swimming there one day so okay we're going to move from the horizontal to the vertical so with ladders we put in some new subtle and significant improvements so we got midpoint markups but let you enter the ladder anywhere we're going to let you look around you can do

  76. 01:14:21

    360s we're going to let you lean on the ladders so that you can avoid obstacles or peek around corners and this all got a full new animation set it looks amazing especially with all this beautiful star cloth you know you got both both the hood and the cape there uh it looks amazing um okay so with combat we wanted to add more speed to the encounters so what we've done is we've removed the weapon penalty so you can move at the same speed with and without the weapon out we've reduced inertia so you're going to be able to push up to your deci side speed faster and this is already in 320 and 321 and we got more things like this to come right so I didn't just want to talk about improvements I've hinted at

  77. 01:15:09

    swimming but I'm going to show you a different feature right so sliding so with the power slide you inject a burst speed this doesn't take just take you from A to B faster you're going to have a reduced profile you become a small all a Target uh it doesn't come for free you know you're sprinting that's going to cost you stamina you're sliding that's going to add some stamina cost and when I do it back to back like this my heart rate is just pumping pumping pumping right so you got to be a bit careful you can't just slide your whole way from the hubs to the uh Spaceport okay so another thing that is really important to us is that with this slide it's a short duration but we want interactivity as soon as possible and that's true for all our we're going to go through all of them and give you

  78. 01:15:57

    interactivity uh so with this slide we want you to be able to aim around as soon as possible the moment you hit the ground you're going to be able to aim around all right and the direction is locked so if I was to slide from one end of the stage to the other I would be sliding this way but be looking this way right I look at you guys hey uh but while I'm sliding I can hip fire and as I come out in the exit I can ads I can lean I could go back to Sprint right away so I could do back to back uh slides uh like like we saw in the last video okay so moving beyond uh traversal just to finish this section I want to talk about new Hazard now you saw saw this yesterday in the UI demo um I lost my thought bone can you press button that's it okay radiation right so

  79. 01:16:50

    radiation for that it's a new addition to the access data system and we look we need to look at the bottom left here so in the middle you got the amount of radiation that being pushed on your body if you have a directional source is based on your body surface and your distance to that source so by going behind the cover here I can completely cut off all the radiations so I can use that and then on the on the left we have an icon that has a shield around it now that Shield Works in two ways right first of all it comes from your outfit so depending on what you're wearing you're can to have a better or or less accurate Shield right right uh it has a threshold as long as your radiation doesn't exceed the threshold The Shield will hold through it'll scrub all the radiation off and you can stay there as long as you like but as the uh Shield starts peeling off the rad when the

  80. 01:17:39

    radiation get higher The Shield will peel off and you know the radiation K sickness kicks in right at the end of the video here and my health just deteriorates super super quick um so yeah that's not great okay so we're going to see some more radiation in the in the next game next section so I would like to welcome Ines up on this stage thank you very much everyone why are we showing that okay hello everyone my name is in and I'm a gameplay programmer here at cig and I'm here today to tell you all about thank you

  81. 01:18:27

    so and I'm here today to tell you all about the features we've been working on to improve the player interaction experience with the physical objects in world so let me start by telling you what we've made to make it easy for you to identify and interact with these objects in the world we have introducing the new uh traction prompts which are AR cards that appear over the objects as the player gets near them this combining with scanning will help the player to easily identify the interactable objects in the scene so we have improved the algorithm that our interaction system uses to DET term the current item in Focus so you'll have a smarter detection and selection As you move around and look around the scene so the prompts will show you the active interaction and the key bind that

  82. 01:19:15

    you can use to quickly trigger it like you see on the pictures so we are trying to minimize the friction of the player to interacting with these objects you know no longer have to go into interaction mode to bring up the cursor then drag it over and to select using the inth so we removing that so what happens if an object has more than one interaction well for that you can just simply old old half and this will bring you the new interaction wheel so this is our new interaction wheel it will be focusing on the item and you can see that up to two of the instuctions have a star icon so this is related to another system you are bringing to you that we call in the default item actions so this is allows

  83. 01:20:05

    us to have a primary interaction that's the one that shows on the prompt and a secondary interaction so these are default actions that you can easily trigger using shortcuts so this change these actions will change based on the combination of the item the player and the environment State and although designers do choose default actions that we bring to you you are fully able to customize them to fit your preferences and playing style so let's take a look at us this in action here you can see the prompts I changed depending on your focus that let bring up the wheel and you know I really like my plushes so I want to inspect them when I find them around so I'm changing that to my primary and you'll see that does not affect only the item

  84. 01:20:52

    they interacting with but any item that's falls into the same category go next okay so I've shown you some features that improve thank you so I've shown you features that improve the readability and easiness of interacting with the objects in the world but the other part of our Focus was to bridge the disconnection between the player and the object you are interacting with in the fully physicalized world that we want to provide you a tile experience is very important to selling experience so we introduced a new system that allows us to play animations on the player of actually reaching out and physically

  85. 01:21:39

    touch the objects in the world yeah so our main goal was to give you a better immersion Min but at the same time minimizing the friction and the control we take away from you so this really was an exercise between code design and animation to give you the best experience possible let's see some of this in action and you know pressing buttons has never been so satisfying and fun I don't know I just kind of like like go okay so let's continue with this theme

  86. 01:22:47

    of tactile experiences the next thing I want to talk to you about are usable interactives so usables are objects have existed in our game for a very long time and you know designers have had a variety of tools to build this really interesting and complex sequences for the AI but up until now what we could do for the player was fairly limited so this past year we've been building up our tools that provided for designers that designers could build this really interactive experiences before the player and the advantage of using the usable system is that anything that the player will be able to do the AI will also be able to do so let's have a look of a simple demo that one of our designers put together to see what we can now te so in this scenario the the player

  87. 01:23:37

    has to go forward and can go forward because of the toxic water so he has to go over to the valve to turn off the water so before we could maybe play a simple animation when you interacted but now designers can give full manual control to you so you by pressing specific inputs you will be driving the system so but this is not enough we needed to be able to give designers a way to translate what the player is currently doing and affect other objects in the world in specific ways so this is what is happening here as the player is turning the valve is controlling the flow of the water that's coming from the pipes and what should happen when the player is no longer in control do we want to keep the state revert back to the initial one or maybe trigger something else alt together well it's up to designers to define the type of

  88. 01:24:26

    experience they want to bring to you so let's finally turn up the turn out our valve rush over before that broken valve starts turning off and then see another small example go so yeah you'll see another small example where you won't be able to open the door by a press of a button but you have to manually interact with that pump and manually open it so you'll have to time your inputs to slowly open the door so this is just a small taste of the level of interactivity that we can now have with these objects we had really nice results for squadron for the mesle line and you know I can't wait to

  89. 01:25:14

    see what the Pu designers will create and bring up to your hands thanks okay let's quickly talk about kiosks and Terminals and let's beon us it's really hard to interact and get a good view of this ones so we have created we made a small little changes to make it easier for you we've created a new Focus mode that will walk the player to perfectly align with the kiosks so we can better perfectly frame the uh the screen on the viewport at this point the interactive screen will still feel the input Focus until you actively chooses to leave so let's take a look at this in action and look at that when you trigger

  90. 01:26:05

    it and like yeah so this is a very small improve quality of life Improvement but it will make it much easier for you to interact with it Ste and you know F so finally let's talk about looting this is our new looting screen it's not replacing the inventory but it will be used when you're looting a body or any other lootable in that you find in the world was specifically designed to improve this experience so since looting is a common action during FPS combat we especially if you haven't fully prepared a head we wanted to make it as easier and quick as possible so you could spend the minimum amount of time to grab any items you need from your target so displays the current load out and a simplified version of the

  91. 01:26:54

    inventory looting space favors speediness while the inventory is there so you can fully manage your load out so we're still actively working on it and this is especially on the UI and art but I want to give you a little sneak peek how this all works okay let's go over to ad just so you see the the load is on uh items on the bottom the target is on the top you you can over if you hover the different widgets you'll see a tool tape that with the different quick actions you can do you can just simple press yeah it'll be so much easier so yeah you can quickly press to

  92. 01:27:43

    just equip or swap you can even use your mass wheel if you want to change the target you can yeah drop anything start anything just really quick actions and you'll see in a minute that we also can trigger ammo repoing so this will grab all available ammo either from your target or from your inventry and we'll fill up the magazines in your load out and drop and get rid of an any empty magazine so yeah looking really good yeah so it's looking really good and I can't wait to see the final art so that's all from me so thank you so much for listening and you have a great time right hello everyone for those who

  93. 01:28:32

    cannot remember my name is yans and I'm now going to talk to you about some changes we made to our stealth gaml and I'm going to give you an update on weapon Weare right so takedowns is an important part of our uh stealth encounters so this is where we're going to add some player player skill progression so kind to move you through different action sets you're going to start off a struggling you might fail of course this will this s added time and the extra noise you're making is really going to increase the increase the risk of detection you're going to get faster the more you do it and then you're going to reach maximum efficiency check this one out so he's so fast you can barely see him do it and then he guides the body to the floor so it makes

  94. 01:29:20

    almost no noise right um we're going to explore some more variation beyond our unarmed and our knife takedowns like sedative injection pens and contextual takedown so this guy on the railing here let's see what we can do about him so by using the environment we can make a more we can do a more efficient takedown than maybe our skill level would have allowed and it certainly looks a lot cooler and we're going to be able to use this to get to enemies that might be otherwise difficult to to get to with our normal take Downs like a pilot strapped into his Pilot seat you know sneak up on him and take him out okay so uh in that last video we incapacitated that enemy a lot uh I'm

  95. 01:30:09

    going to introduce you to a new weapon a new item sorry and that's the restraints so with the restraints okay let's take him down first one more oh okay so with the restraints we're going to turn him over we're going to Cuff his hands we're going to Cuff his legs now if he wakes up he can't chase us down right but he could call out for help so what we're going to do as well is we're going to add places in the environment where you can stash a body you can hide them either unconscious or dead and there that way it should be easier to remain undetected and keep you in that stealth bubble um now this is another thing we

  96. 01:30:58

    talked about in the UI demo uh which is the Ping and we saw it in the in's presentation and she did a short ping to highlight a a door pump now of course we we we allow you now to charge up that ping and by doing so we can see further and we can see through obstacles and we can populate more information into a data bank that then uh shows up in our um box outs here so you get the name and you maybe get race and maybe the faction uh and you can use this information to figure out where where is the weak link which enemies can I take down without being discovered um there's the risk here okay so there's a charge up time means you can't do it all the time it's going to recharge slowly you see the bar at the top slowly going down until that goes all the way down I can't ping I can't even do a short ping and it's

  97. 01:31:45

    going to spike my emissions or my signature uh as so an enemy with the right equipment or tech level might discover me um okay so let's move on to some talk about uh weapon Weare so here we're going to see a simulation of a weapon getting more and more worn over time um we're going to expand this Beyond weapons to uh other FPS item like your armor your clothing your helmets um in actual game this would be triggered by weapon usage right so the more you fire your gun the more war is going to get and this going to affect its efficiency it's going to affects its reliability and it's going to make reduce its resale value um each item is going to wear at its own rate and prist at its own rate

  98. 01:32:35

    you could have a A Worn rifle with a pristine scope or a pristine rifle with a worn scope Che this one out there you go so the geometry isn't the only thing that going to change your weapon wears so here we're going to see a pristine um Gemini pistol in the little window and a warn one in the big window and you can see the visual effects it's beling out smoke here because it's very worn right it's telling you you know it's time to get this one changed and you should be able to hear the audio as well it's it's get grower okay on to some consequences so just it's not all visuals so we're going

  99. 01:33:24

    to stop and misfire so the first thing is going to happen is you press the trigger you gun doesn't fire the second thing that happens in this video you got I hope I hope you you guys know what's happening so you go and then goes click that's the bullet getting lodged in the chamber right so we got to fix it so he telling us to fix it we're hitting the button we hitting the button our enem firing on us so you got some options you don't have to fix it you could halter your gun you could pull out a new gun uh you could use that new looting interface showed to to grab a better gun okay okay I'm going to finish this section with a features that's tally related to wear and that's the dirt accumulation so here again we're going

  100. 01:34:13

    to see a simulation of dirt accumulating over time on the on the same rifles we saw before but in the actual game this would be based on your activities and the environment you're in so if you're running around in a sandstorm you're rolling in mud uh you leave your gun outside Proper Storage that it's going to accumulate thatt and that's going to increase the rate that which is wears so the the dirtier gun is the faster it will wear out and this is true for other biome accumulations like uh Frost so let's take a look at this one as well oh or not okay so yeah so in the future it's going to be really important that you keep your guns clean and repaired uh I'm now going to welcome Zach on stage and he's going to talk to you more about the

  101. 01:35:00

    FPS weapons thank you very much hello I'm Zach priest I'm a senior FPS game designer I'm here to share some of the new interesting FPS things we have to bring you so if you play mod Shooters you'll have noticed that the quality bar has gone through the roof in recent years things from visual recoil to VFX just overall General weapon feel as you know we recently did a pass on our weapons to get them bit more up speed but we just we couldn't hit that quality bar that you know we really wanted to because guns are viol in nature we couldn't betray that as much as we wanted to so we made a new tool and it allows us to show the violent nature of weapons while you know creating greater weapon to weapon

  102. 01:35:47

    variety you know so and they this new tool also integrates better with other systems for example you just saw like wear and dirt and things like that and I'm extremely proud to show you the new recoil so this is the old P4 it kind of Falls a bit flat you're not really getting that like um that you want but you probably shot this a million times now the new B4 it has these nice little Bop downs and you feel it getting close to the camera and the overall aggression of the weapon is a lot more there it feels a lot more visceral when you fire it this new tool gives us granular control over the movements of the weapon so essentially what we have in one of our tools now is almost an animation tool where we can control the rotation and

  103. 01:36:35

    loc location of things so this is the old PA SMG this is a new one and in general it's bringing the house down now so recalls are just in general easier to tweak now and they're a lot more impactful and we can create weapon Variety in a just far new more and interesting ways cool okay thank you very much um cheers we also have new procedural animation over our ads so previously as if you play right now we basically have

  104. 01:37:22

    a linear pose to POS transition and sure it's there but you know now we lay some of this procedural stuff on top so for example if you're an SMG it can come up a lot quicker it can flick up you feel really cool lmgs can be a lot more heavy so before it basically just do you know move from pose to pose but now we can like keep it longer down here bring it up slowly and overall it just feels like you've got an lmg or it feels like you've got an SMG we're just using things like you know ease in and ease outs and just give more life to the overall weapon oh there we go and we also have new iron SES so sci-fi weapons are chunky they're full of detail they look really cool but a lot of that detail can potentially get in the way sometimes so You' seen this is a change to the Cara where we have

  105. 01:38:10

    raised the weapon site and given what we call the target acquisition window more room to breathe so if you're aiming at somebody you can just generally see a lot more so Optics aren't a crutch anymore so you can see this on the ravager and you can see this on the custodian now weapon functionality changes so as you imagine with the new recoil tool we're going to do a pass on all the existing weapons they're going to look and feel great but what you know while we were looking at our weapons we also realized that some things don't necessarily you know align with their manufacture right you look at something like a Gemini pistol now Gemini overall it's rule of cool like that's what gem is supposed to be so the lh86 pistol should be fully automatic realistically

  106. 01:39:00

    so we have a video show you of the pistol and as you can see it goes ballistic when you fire it the magazine counter is also increase to allow for that just crazy feeling that the pistol gets cool cool thank you very much right and moving on to our new Vault weapons so oh it's the other video that's the optic one there you go uh these are the Vault weapons so vault is primarily based around controlling a heat of a weapon these weapons have the potential to overheat and if they overheat you'll be unable to Fire and they will enact differently so

  107. 01:39:50

    some weapons will just basically be beams from the get-go some will go into beams like you see this one goes into a beam once it reaches a certain level of heat and it's really fun because you know these quite powerful weapons and you basically want to manage the Heat and you know keep it in that like ideal spot okay cool and scope improvements now this was shown yesterday but I want to dig in a little bit more with this one so oh so to get our if anyone plays a modern FPS they know that Optics are just gorgeous now in all modern Shooters they look fantastic and as you can see we have zoomed in Optics in the center so we have and then we have other things like Parallax like you see in real life and

  108. 01:40:39

    they look gorgeous and um so in general all our sights and Scopes have been overhauled to be more realistic with things like Parallax pin cushion Distortion and things you'd expect from having a scope in general and it differs manufacturer to manufacturer right so some things are purely digital some things are purely physical so if you get hit by an EMP grenade for example we using something like a television site like something like um clue might have then your optic would turn off right thank you and weapons are ultimately as only good as they sound I'll be quiet for this next bit but as you know we've done a lot of work on our audio propagation systems and just in general how guns

  109. 01:41:26

    sound we've also switched out some noises and made them feel a lot more beefy fantastic I think all of California

  110. 01:42:16

    heard us there um so backpack reloading in real life combat scenarios you often grab magazines from other Surplus areas we going to simulate that in our game so to show you this we have something called backpack reloading if you run out of ammo in Star Citizen you have to open the menu put things on it's a little bit clunky it's a little bit awkward so if you have magazines in your backpack you will now be able to grab them at the price of a longer reload animation you will also be able to tell when you have a backpack reload coming up because it will be displayed on the inventory with the backpack symbol so there's no surprises no catch and of you have all the information you need and this has been shown and it's been teed a little bit the dynamic

  111. 01:43:04

    Crosshair now no more third party uh Dynamic Crosshair well crosshairs now so if you have a look at this this is our new Crosshair it's a Crosshair that fits the aesthetic of Star Citizen it's a cross head that follows the barrel of the weapon so you'll see exactly where a bullet is going to land and it's projected from the visor using AR some visors won't have access to this Crosshair but some will use modified combat lenses so if you don't want to use the Crosshair you can just use a different visor as you can see it works with recoil and overall it just looks gorgeous cheers and on to more data things we're going to provide an improved PVE experience the accuracy calculator for NPCs is coming over from Squadron 42

  112. 01:43:54

    some people have been playing it in the venue and here and I've been harassing them whoever's doing the hanger mission to get their feedback and it has been overwhelmingly positive we also have new NPC archetypes what we're temporally calling the jut which is basically a very high damage resistant enemy that has an lmg or a shotgun as soon as they see you they fire they walk up to you and overall it's been playing amazingly and I'm really happy for you guys well I'm really excited for you guys to get your hands on it at one point PVP we want to increase the time to kill this allows for more varied weapon balancing you know we can lay into like sort of a different aspects of the elment more it leads to higher skill ceiling and less unfair deaths it will no longer be a game of whoever shoots whoever first speaking of which force reactions we're reworking them we're

  113. 01:44:43

    aware it's frustrating and we are going to rework the system to work beautifully and we're also working some other highly requested PVP changes I'm very happy to say a lot of this work has been dialed in for Squad voice 2 is in a very good State and we're bringing this to you soon now over to the AI director Fran to share some exciting updates on combat AI hi everybody so I'm Franchesco Ruchi as you said and I'm the ey director in cig it's great pleasure to be here with all of you guys it's fantastic so what we're going to do today is to explore how we all the work

  114. 01:45:31

    we've done for squadron 42 is going to flow into the Star Citizen experience so we wanted to make the eye presentation about how you guys are going to experience the tech and the features we have been working on so from the player perspective youve seen how many new opportunities you have and now it's interesting to see how the NPC are going to react to that so the goal of citizen is to build a breeding and living environment where your actions matters and the NPC you will find in the universe needs to have the same opportunities and same limitations that you have so when we play a game we want you to spend the time that feels memorable that feels special right something you can remember and talk about so we want you to give you a challenge to overcome but also a chall a challenge that is fun and

  115. 01:46:19

    doesn't feel repetitive and boring so so when we look at FPS encounter we want to build variety we want to give the designers like Zach the ability to CFT combat scenarios not just to put NPC in the level and we need to make sure that he can tweak something such that it can experience the unique play SP style and the play space that you have so Star Citizen can benefit from tons of unique environments so for those environments we want you to have different type of fund so look at today is the some of the tools that they have to achieve this goal and bring the eye to the next level so the first two we're going to look at today is the MPC trade system so we spoke about this in the past and we

  116. 01:47:06

    have now available for designers the initial set of traits they can use to influence the behaviors so those are some of the one that are available to the designers today we're going to focus on the combat traits because we have traits that also apply to the peaceful situation and the social environment but those are the one that influence NPCs during a combat scenario and traits you can imagine them as characteristics NPCs have or don't have so through the usage we can make sure the combat feels different from one encounter to another trades in Tech tech-wise are just traits and tags that we can apply to character instance character classes but code can also apply them automatically based on specific rules for example if you see somebody you know with a rocket launcher those will apply an example the the

  117. 01:47:56

    Sentry tra automatically because those weapons are weapons that work well arranged so you want know them to not push forwards to you so they allow to block or actually you know they allow or they block specific section the behaviors to run but they also influence the likelihood of some logic to happen or the the modified outcome of specific actions so let's imagine we want to model a pirate faction something that you can actually experience in the Pyro playground so we want them to feel aggressive but also not very trains they're not very military so how do we do it with the traits we can start adding to thisf faction either the aggressive or Reckless trait those are traits that increase the risky behaviors so for

  118. 01:48:45

    example fighting more in open space or expose themselves longer when they are in cover we can then assign to some of those pirates they ignore fire obstruction trade as you've seen for example in Chris Rain presentation during the CT ctg demo like we have now destructible environment so what NPC would try to do is to keep shooting at the position the enemy has been hiding into so you will see destroying environment but they you will also see them being less careful and managing their amas for others we could use the the undisciplined trigger finger trait so this trait is for example meant to uh convey the inability to control their weapon when they are emotionally engaged

  119. 01:49:33

    in the fight and what it will cause is them to trigger the weapon much longer compar or much or or you know Al just a bit longer compared to what the behavior asking so being better at preserving their ammo means they will also run out of bullets much quicker so offers interesting opportunities for players because they can now shoot at them while they reload or where they scavenge the environment so trades are building blocks we can use to define our character faction and counter should feel and designer can now create a a wide variety of encounters for you guys to enjoy the game so we want I want to build a picture for you guys so this is the

  120. 01:50:21

    bunker Mission ire right and we have a set of enemies that are defending the environment so this a imagine a infiltrate and destroy mission those guys are there defending the bunker and you need to take it over you need to uh basically uh kill them all you are now fighting against enemies that they defend the environment so before we go to the next Slide imag the same environment very similar enemies but different traits same behavior so now you are defending an environment and they are aggressive towards the environment they want to take it so what you will see here is z created a mix of enemies so make keep with for example shotgun and aggressive traits now they will push towards you they will force you to take actions and

  121. 01:51:12

    them they reload some will cover up obviously this is with with got mode on so Zach was not dying so this is possible to set up with a TI of a box but this is not enemies because in Star Citizen we want you to are your own crew members and those those crew members those characters will have different personalities different traits different training level that they can build up but when you look at their traits we want you to see their strengths and their weaknesses so that you can pick the one that either match your play style or compensate your play style so one good thing that we want to

  122. 01:52:01

    show you today is the medic so there are some NPCs that can carry obviously M pants but not everybody is able to use it well or wants to use it in specific encounter so we want to tweak this and we have the medic trait here we combine a lot of the tech that we have spoken in the past usable Tech you know Behavior tech and as y showed you players now can just not only kill enemies because before our NPCs would just die but now you can take them down you can restrain them so the I perception is to carry all this information about the different actor States so it needs to know if he's down but if he's still alive or if it's just you know somebody that you need to wake up so a medic in the regular combat flow can when it's safe to do so and at

  123. 01:52:51

    the right time ATT to heal is made that can be helped so now you can imagine guard patroling the environment you take down a character the guard finds this that this body on the ground he doesn't know if he's alive or not so he can go there he can check it check the PO see the state and if he can be helped he can basically execute the right healing process if he needs a m pen he will use the M pen if he needs to shake him to wake him up it will shake him up and if it is to unrestrained it will un restrain him your crew members can can also do the same with you so if you are down in cre condition they can come and help you out we'll see now an example of this where two factions are fighting and you will see that at the right time when the guy Retreats this guy can go there and heal his

  124. 01:53:44

    mate and obviously he needs to pick up a new weapon because he just dropped it so as we mentioned before and as you've seen here NPC can run out of bullets but can also lose their weapons so what we have to do right now is that first of all we want NPCs to have a concrete ammo pool to use we don't want infinite ammos anymore so the ammo is actually constructed by the Amo NPC carrying their weapons the one that they carry the one that might have and all the magazines they carry they don't have any more bullets out of that so NPC must properly use those item to fight and the longer the engagement the more likely it is they will run out of bullets and they will have to scavenge the

  125. 01:54:32

    environment how do they do that is through the MPC the usable system as you have seen with inish as well inish presentation you see that anything the player can interact with the NPCs actually can the same exact way so the that bodies can be looted same as Dro weapons ammo crates will have physical in some weapons magazines they can provide you with items and NPC can understand where you can find amamos that are actually functioning with their own weapons and they actually can decide for example if they if it's better to reach an ammo crate and get her some new amamos or if that is too far or towards the enemy they can decide to pick up another weapon so you will see that uh also already in the in pyro you might see it

  126. 01:55:21

    and once they decide to do so obviously they don't have bullets so they cannot fight you what they can do they can also switch to their sidearms and the sidearms is less effective obviously from the P compared to the primary weapon but it is still better than nothing for them to protect themselves while they go around and they loot the environment so we'll see here an example where some MPC run out a bullet obviously in this video we give them a chance to to go and loot as well and this is a proper ammo grate that allows them to get back magazines and another MPC arrives and he will loot the dead body this is the same the same dead body you might be able to loot and you will not find Amos after that but you will probably find it in

  127. 01:56:11

    the other one which you get it so last but not least another tool in the FPS Arsenal is grenades grenades are a great tool NPC can now fully react and use grenades in the environment so grenades are a great tool especially when NPC needs to counter a player that is camping or a player that is hiding or saying a location that the NPC cannot reach so grenade Force the movement that keep the action going but they're also very dangerous youve seen in Ali presentation and Mike presentation that a grenade can make Electronics explode ignite a fire and then the fire can propagating environment so NPCs needs to properly understand the environment and not jump into the fire and and know get

  128. 01:56:59

    damaged so how do we do that is we have a new Full system to handle hazards basically Hazard on the technical side can create a navigation volume modifier the navigation modum modifier gets registered navigation system and our basically mesh can be modified and it will carry semantic about if that is a danger something better and how much costly it is to go through because maybe you have a suit that allows you to go through the fire so that is fine you will not you know the NPC can understand that but if they can't they would try to find positions that are safe for them to position themselves but also paths that will avoid those dangerous areas and now we see an example of that you know this is a safe environment still fighting but safe

  129. 01:57:48

    safer what it will happen now fire ignites and propagates this is fully Dynamic so it fully control it's fully controlled by the fire system the fire system modifies volumes in the navigation system and we really know where we can and not pass at any given moment so this is a subset of the things that we worked on and we wanted to show you today thanks thanks very much for listening and now back to yans right I want to thank inesh I want to thank Zach and I want to thank

  130. 01:58:35

    Francesco for joining me on stage today h we want to extend a massive thank you to everyone who contributed to supported us and made it possible to show what we showed today now with Relentless optimism we're looking forward to bringing you this all to the Star Citizen and more okay we're going to leave you with a a quick peek of a demo in hang of for of checkmate with some of these new features enjoy take

  131. 02:00:08

    me he

  132. 02:02:04

    what right thank you very much I I urge you all to come and join us in the Pyro playground pit and have a go at Hanger 1 in Shak and Checkmate it's a really great encounter thank you all right so that was life in the first

  133. 02:02:55

    person we're keeping this train running CU we we got a lunch to get to up next is taking flight with yogi ANZ and more uh let's get it started uh hello everyone is my micro on okay can you hear me fine uh these are the wrong slides hang on well hello everyone my name is Yi clatt I'm a principal vehicle programmer at Cloud Imperium games and the focus on uh space flight and the um and space

  134. 02:03:44

    combat I really love my job so this is why I'm really excited to show you the progress that we did on scoring 42 in the last two years so there's two things I need to say here first thing is we're doing a live demo and the build is about 12 hours old so there is a good chance there is a good chance for for bucks which um well if you see them just just look away it will be fine uh the second thing is um I'm not flying myself today it will be Brent gunzinger he's using a setup of two vkb sticks so left and right HOSA setup from vkb and he's also using the Fantastic Toby device so we'll swap during the

  135. 02:04:32

    presentation between using hat tring not using hat tring um yes so but the good thing is the relationship between you and your Starship it doesn't start when you take off it starts way before that there's a lot of stuff we do now in pre-flight um so please welcome back Ines kalas who will walk us through that process this working yeah okay hello everyone it's a privilege to be here back on stage to tell you all about what you can expect about the player interaction experience inside your cockpit if you like I've told you before how we've been working towards improving the player interaction experience all across our game and we wanted to bring this improvements to what happens inside the

  136. 02:05:20

    cockpit so we wanted to give you a greater immersion and okay okay yeah the slid on sorry about that yeah so you want to give you a greater immersion and have and give you a closer experience to what pilots go through in real life not only when you're flying around your ship but the moment you take your seat at the cockpit so to achieve this we've created when you enter your Shipe you'll be put in what we call a new relax POS so in this pose you'll have free look enabl so you can easily look around the cockpit and your dashboard the proms will be showing over the button so you can easily find the ones you have to interract and you the pilot have to press all the different

  137. 02:06:07

    buttons to get your ship ready for flying and the character hands will be lowered away from the control stick so all of these Blends neatly into our new player animated interaction system whereby as any button is now physically pressed so this new system uses what we call a CD approach this stands for code driven I or inverse kinematics and gives full control of the ik setup to the code so this among of the things allows us to record the path of the hand relative to its Target so we can have more detail animations than just simply blending the hand into position so for example we can open a flash and then press the button but you know enough of me talking let's

  138. 02:06:55

    go jump into the demo and see all of this in action so now so brand very kindly will get us into the shape while you'll see the new enter sequence and you'll see the new animations we have been working on so you can see now that you won't directly grab the control stick you'll be put on this free on this relax pose with free look enabled and you can see the different prompts appear over the buttons so let's get this show started and get your ship ready for flying so

  139. 02:07:45

    brand if you could close the canopy so we don't go flying around with that open power for our systems look at that and finally turn our entrance yeah so we are you are now ready for flying so we will be be bringing all of this to all of our ships in our Fleet and that's all for me so please W join me in welcomeing to the stage Tony to tell you all about the new UI hi everyone my name is Tony I'm senior UI programmer here at C and I'm here to

  140. 02:08:34

    explain some of the spoilers that you saw yesterday about our new ship UI so are you ready to see this ship UI in action right bone play the demo the I mean brand continue with the demo so as you can see already this ship has less intrusive UI with more space to enjoy the standing Vistas that planets can offer and less clatter views so you can focus during combat this also means that the UI elements are now more relevant to the situation linked to the operator mode for example when we change to a scan mode the Crosshair has scanning information about your Target and even the mfds have changed some of these elements can be customized but see

  141. 02:09:21

    more about that later for this demo we're showing the UI develop for this gladios basic information related to navigation will always be available on your view and this Gladius displays all of that with Holograms around the dashboard but other ships may have different layers and styles on brand with a manufacturer for example the Drake that makes more affordable ships rather than fancy and probably expensive Holograms may use physical screens via and light indicators this dashboard shows your current speed the remaining afterburn and some decoys available on both far sides we have status indicators that will show things like if your landed gear is on or any any other flight

  142. 02:10:10

    systems worth mentioning that we have prototyped this for the demo so right now they are Holograms but on the final design these are going to be physical screens on the far left on the top of the dashboard we have have the indicator of which Master mode and operator mode are you on so let's change that to combat and talk about these new mfds so we have rewarded all of these mfds from scratch with brand new views using our UI Technology Building Blocks we can still navigate through these mfds using the classic Mouse interaction holding F and then moving the mouse on the left here we can see the scanning view which is going to show information that you obtain when you scan a Target it may show information about the ship name the pilot name or even the current operator mode of your target so you know

  143. 02:10:57

    if they're just chilling around or they are ready to fight you cycling to the left one we have the target status which will focus on emissions damage and orientation of your target we'll see that in action later the next one continuing to the left will be the self status which is contextual so during navigation that we show your current fuel but during combat like right now will show information about your guns you can click on the gun and you can see basic information about that you will see the name and you can also see in which group they are assigned which Yi will explain later on the mfp on the right side we have the power management where we can distribute the power of different systems of the ship you can click on the triangle and move it around to change the distribution and you can turn down

  144. 02:11:46

    the total power of the ship that will generate the classic key Bindings that you all know are already works so when you change the power management you will see now a triangle on top of the radar to show you the changes now instead of using Mouse you can also use key bindings to select mfds and cycle through the views which might be faster when you are in certain situations like during combat and for those po players out there we have added about a 100 key bindings and I mean 100 to navigate through all of the systems so you can fully customize how you want to navigate through them and I really hope that's more than enough to use on your keyboard on your hotas or even on your game class setup

  145. 02:12:34

    but if you need more just let us know anyway I think you're not going to need even this many shortcuts for each operator mode we now persistently Save which views are shown on each mfp so you can customize what's important to you you for every situation so as an example during combat you might want to have Target information on your mfds but maybe when you change to Quantum travel have your current fuel spend some time on the configuration screen for example let's talk about this configuration screen we're going to have now here a Varity of options from customizing UI elements to enable systems of the ship we maying some of these later in action with ji

  146. 02:13:21

    these settings are now available on this screen not in the global settings of the game for quick access so just as a warning expect changes on the settings that you already know but we'll tell you all about it when we have it ready and the important bit about this is that they will persist to your ship so you can keep different setup of which UI elements and even ship systems enable for how you personally use each of your ships now some of you might be thinking that these gladio stes have enough mfvs can we enable the top setting for those of you that you want to see even more information you can now cast versions of these mfds to your

  147. 02:14:19

    helmet for the you're going to need to equip the appropriate helmet so it's connected to your ship and get I can get all this information you can use the key bindings as I mentioned before so you can select which cast do you want to control and how to cycle through them so you can pin views that are important to you with with your that will move with your camera so as you have seen if you're emit at the Target or if you're moving with your head trackers those views are going to be always with you with all these tools you can customize your experience and have it ready for every situation that you encounter with your ship always displaying the relevant information to you so for example during combat you may want to have all the U elements enabled all the peps all the crosshairs so the information of your ship on the physical

  148. 02:15:08

    mfds and maybe focus on the target information on your cast so they're always on your view but maybe when you go to Quantum travel you can turn those casts off so you can enjoy the vistas that's all from me now we have mfds readi and let bring Yogi back to tell you all about flying your ship thank you very much okay at this point our ship is fully fully powered up ready to fly pre-flight is complete so Brent please uh take off put the landing gear in and bring us out have you seen the interaction this is great isn't it okay so um one of the problems we always have in uh Space

  149. 02:15:57

    Games is to produce a sense of speed space is is big and the sense of speed is always produced by you know small things going around you so although it's not very visible here the VFX team has actually added space d so in the future you can tell where your ship is going even by out uh even without looking at instruments another thing we're focusing on as well is uh GeForce reactions uh so brand if you could jump come to a stop for a second when your ship is sitting like that and you strafe left and right you have these small head motions uh that basically make your head and your body react to the GeForce they're currently enduring we're actually increasing them now we also added rotational g-forces into the mix so if brand is now rotating the ship to the left you also can see that your head

  150. 02:16:45

    is swaying a little bit things get a little bit more interesting um when br is actually taking boost into the mix so we um now boost forwards we now added camera Shake we added uh fov changes um and this all then plays together with the other things like you know the other exhaustion effects that we have so overall the ship should now feel a little bit more reactive than before the same thing sorry at the same time we reduce the um extensions that your uh that look ahead code is done is doing so um we basically narrowed it down a little bit so it mixes better with GeForce reaction so that even when you don't have a hat tracker or something like that it will still feel U pretty good but this is just a minor

  151. 02:17:33

    change um we also improved the flat controls themselves so take a look at the speed gauge for example it's a little bit uh trdy today what that speed gauge is telling you the number that's currently moving is what kind of speed goal brand is actually putting in if he puts his stick all the way forward the left one you will now be able to see and read the number that you're asking ifcs to speed and forward uh momentum this also allows us to bring back the sticky throttle we had uh pre 3.5 where you now if you play with mouse and keyboard you can press W and S to increase and decrease your speed and let go of the key and the ship will not automatically come to a stop of course this is all completely configurable so you can enable that or not if you want oh okay BR give me some hot flying now

  152. 02:18:28

    like a blackout and all that okay so um another thing we changed in the flight model is that we actually looked at the T coing exploits these are really important for PVP and racing uh players among you because Tri coding gives us a mathematical problem that we're trying to resolve on some ships when you tri cord you get actually up to 50% more acceleration that huge difference uh actually makes a lot of the ship difference meaningless so we're cutting back on those so um a first implementation of that is already available in the master mode testing areas in 3.21 I think um but we're improving the um algorithm right now so that it actually is L uh is less punishing um in future Master mode builds uh this is actually a current version so as long as you go roughly forward you get the full GS um from your

  153. 02:19:17

    from your back from your back engines okay okay so now the biggie in the room we're talking Master modes Master modes is by far the biggest change we're doing on the ship game play in general all of your ships will be put into or will get a master mode set up and the master mode is affecting basically everything surrounding uh everything on the ship the ship itself the the the flight Model A little bit but specifically the items and what they do um and there are two Master modes we're going to talk today about one is SCM which stands for space combat maneuvering and the other on this navigation so let's look into uh sem sem is the mode that brand currently has um has active so you see the um Bren can you go into the uh indication please for the master mode just point with a mouse there if you

  154. 02:20:05

    can yeah so this is your current Master mode it says semm when you're you use sem for basically all the gaml that is not reversal so combat mining salvaging using it for that you have full access to your combat system to Shield are working your Thruster R is fully active your weapons are working it's the high performance High alertness mode that you're in however we will heavily restrict how fast we can go um we can go with your ship okay Brent go to um full Max Speed so this Gladius on max speed and sem can reach about 225 m/ second that might seem slow compared to what you have in the Pew right now but it's still pretty fast however you can extend that speed um brand if you just go forward and boost so the Gladius can extend up to 500 550

  155. 02:20:54

    m/ second on this slide here you can see the speed gate uh the speed spaces we're talking about so if you're just walk U flying around in sem which is like the max speed of your of your ship you can reach the 225 m/s if you boost you can reach up to 500 or 550 however that boost space is not spheric that means if you boost forward you reach higher speeds than if you boost backwards that is really important for space combat maneuvering because or for dog fighting in general because it discourages back strafing it actively actually punishes back strafing and it creates more interesting combat Maneuvers um the PVP players among you they basically call this uh encouragement to closing the gap which is basically more forward Centric

  156. 02:21:41

    combat which is much much more exciting than back strafing and just trying to get some shots on it also forces you as combat players to uh to commit to the decisions you did early in the fight so it's going to be uh we think it's much exciting okay so in short you pick SCM when you need to fight when you want to fight or when you need to fight right um the thing with the master mode switches is that they do not happen instantly they take a while to move over so um we're now going to put our ship into uh the second mode which is navigation so navigation mode is basically the opposite of SCM what uh this does it gives you a high speed low performance

  157. 02:22:29

    mode your Shields they will collapse your weapons will not be able to fire your defensive systems will will not be functional um but you have higher speeds so in laf mode you can still speed uh reach the speeds of uh what you have currently in the Pu something I mean depending on the ship sometimes thousand meters or 1400 meters per second um but all your regenerative systems so regenerating the weapon capacitor your Thruster boost will be inhibited so this means when you want to go fast you need to be very very careful when you want to swop over so imagine you're in a fight and you want to escape you should not do it right away because if you just swap to navigation mode in the hope to flee you're being left with no Shields and the first thing that will go offline when you hitting with

  158. 02:23:17

    Distortion guns is the Quantum Drive and that is important because the Quantum Drive will spool automatically up when you enter Nerf mode and it will then unlock the higher speeds so this means when you're in N mode and you're fighting you're very vulnerable so you should get out as fast as possible luckily navigation mode not only allows you higher speed but also uh gives you access to the new Quantum travel experience which we're going to show in in a minute so that is enough point that you see there on screen this is the point I want to go to and Quantum travel to before we do that I need to quickly explain what this is about So currently in the Pu when you Quantum travel from A to B you're actually not not really moving you're going on a spline and

  159. 02:24:06

    you're teleported in every frame along that spline so there's basically no no meaningful gameplay we can add there the new Quantum travel experience is fully physicalized physics is always on which means when you Quantum travel from A to B you are actually accelerating using our awesome physics engine and because it's physicalized it give us it gives us a lot more meaningful gameplay we can we can play with so Brent will start the quantum travel in a second what will happen then is your Quantum Drive will initiate the jump you will see an effect that distorts the space around you and you will accelerate forward during the acceleration process and this so this is the time until you actually wa reached your cruise speed the ship will experience forces and you as a player you're responsible to counter these forces so there is an

  160. 02:24:55

    element of failure okay brand um let's show that ini and take your hands off thank you so what you just saw is basically the failed attempt to Quantum travel Brad wasn't countering the forces therefore he was thrown out the the quantum bubble collapsed and threw you

  161. 02:25:41

    out your ship doesn't like that ifcs leads five six seconds to recover from that during which time you uh you just you're just tumbling right so um so and this is not just uh like dependent on your on your skills if you think selecting a proper Quantum Drive doesn't matter in the future think again you want to take care of your Quantum Drive you want to repair it and keep it in good shape so if you buy a cheap one your travel will not necessarily be faster but it might be harder okay so Bren shouts how it's done properly the bubble is locked you can now go

  162. 02:26:42

    hands off okay so there's a second variant of quantum travel and this is for short range jumps sometimes you jump somewhere or to go somewhere and you and you see the next point of interest is like 1200 kilometers away we're not going to force you anymore to travel that by hand you will use a technique called Quantum boosting it's a Quantum based short-range jump for like something between a couple of 100 kilom to like 30,000 kilm or so when you use quantum boosting the process is practically the same but the quantum bubble will not

  163. 02:27:31

    stabilize itself so you need to be Hands-On for for the whole time and the speeds are naturally well slower but it's not slow it's still Quantum traveling right okay so Brent can you boost to uh oh reinforcement needed yeah let's go there let's boost oh actually sorry thank you okay so what Brent is currently um showing here is I think I forgot to mention Quantum boosting Works in every direction you don't need na points BR is awesome thank you okay so now please boost to reinforcements needed so if there's enough points and

  164. 02:28:22

    boost your Quantum travel system will pick that knife point to go to welcome to pyro 3 as you can see there's a lot of UI happening right now there's a lots of context there and this is not an online demo it's a single player so that means all these units there they're friendly at hostiles are probably fighting with each other which is a good seg way to talk about AI improvements and there's one man who can tell tell you all about AI this is the man with the nicest legs at cig well please welcome Diego Marty Mason so who's excited to see the new AI

  165. 02:29:18

    changes hi everyone as Yi said my name is Diego Marty Mason and I am the AI programmer focusing on the fly combat over the past year we've been working on delivering a thrilling experience to the AI encounters let me first walk you through our journey we first started looking at the Kur behavior in the Pu we quickly realized how uniform fighting was and how we were not using all of the tech available to us to make a more interesting experience we had the foundations and we want wanted to learn more about how you the players do your combat Encounters in the verse so we did this by getting combat recordings analyzing videos and internal play testing where we were hammering each other for hours it was fun unless you went up against experienced Fighters

  166. 02:30:07

    like beer anyway with all of these data we started crafting the first prototype with the focus of bringing that human behavior into the AI brain when the first version was ready to be tested Ed I handed it out to one of the best internal pilots in the team Yi so Yi what do you think about my first BL of Ty it was an exercise of humility it was an exercise of humiliation I hated it and I blame Diego so this was due to the AI being able to keep a good range control and a perfect orbit around their target while maintaining a constant finding solution come on it's a computer we learn a lot from our initial

  167. 02:30:55

    prototype and it really helped us to Define what we wanted to deliver a combat experience where the AI yet challenging makes mistake just like us humans we want players to leave every combat encounter with a feel of Satisfaction by encouraging you to keep on the move and make use of the Vehicle Systems available to you so you can at least try to win the fight let's see how we brought this new iteration of combat to life we brought down in multiple stages the first one interception then the main engage phase which we broken different tactics strafer jouster Chaser and finally disengage let's switch to the demo as

  168. 02:31:44

    you can see Bren has encountered a scar Miss let's talk more about the combat flow there okay we will start with interception after acquiring the target the Prem aim is to close the gap with the target if the AI is already near the target the inter interception phase is es skipped completely if he's too far it will tell the AI to use the new Master mode to swap into navigation mode and make use of the fullest speed to chase swapping back to STM mode when we are in a Striking Distance that leaves us to second phase engage here the AA selects an adequate tactic based on combat environment these are choosing Fe the traits and tactic selector system you've heard more about them in the previous talk by

  169. 02:32:32

    Francesco so let's talk about the strafer as this is a six degrees of freedom game is the natural combat shape adopted by pilots we have to related the same behavior to our AI ensuring also that orbits are closed and adding variations to include rolling strifers will play Combat if they can not keep an orbit so now we see how the Hammerhead is being attacked by Hornets these Hornets are jousters jousters consist of performing a Stayin attacks whilst outputting a lot of fire power blowing through smooth turning and repeating we added variations for the M skill Pilots like a skit roll attacks that provide a spider-like fly path Jers are also good at monitoring for back strifers so if they cannot get into strike distance

  170. 02:33:19

    they would just spray and finally the Chaser now Bren is going to get there in a second but the Chaser is going to be the catless which is following one of the cordinates and he allly with the uh hammmer head now we are really far far away 10 kilm so the Chaser it will try to always stay on the target six the idea is to force the target into defensive stance by making them turn into the change this maneuver will be seen mainly in squats and atmosphere combat the Final Phase which can happen at any time depending on the combat situation is disengage this pH is trigger based on constantly listen to

  171. 02:34:07

    multiple events in parallel to name a few critical Health damage to Shields or weapons depleted there is also a shorter version of disengage that we call Pace breaks which occurs during long periods of combats due to fatigue nature of the combat encounters these space breaks are short and the main objective is to perform a simple maneuver to gain a new Advantage position in the strike again this new flow is what encompasses the code of our new AI fly combat experience in combination with AI trades that will give designers the tools to tailor each combat encounter in the verse like for example they can choose the a St that will allow AI Pilots to make use of all of the ship's angular velocity so they can keep a more precise

  172. 02:34:54

    orbit so for some of you out there it's going to be a good challenge while we've been while we've we've been mainly focusing on fighter Behavior we've also started to follow the same process to other ship types like gunships and capitals in the near future we want to deliver experience we're going against a capital ship like an idress is a tough fight that unless you bring the right combinations of tools meaning ships that are equipped to take down capit ships you will get the mge by their powerful turrets now after all of the feedback in our first internal play we receive a lot of constructive and positive feedback and Yogi is not longer being destroyed by the AI so I think he likes to a bit more thank you everyone I hope you enjoy the new Ai and back to you Yogi thank you Diego okay so now we're

  173. 02:35:47

    going to talk about uh we heard about how AI makes my life hard now let's talk about how to return the favor we're talking weapons so the weapon and aiming systems and squadrons they went through a lot of changes I can only mention a couple of them so I will go through them relatively quickly first thing on our to-do list is basically weapon tuning at the moment almost all weapons in the Pu are practically the same in Squad that's not the case almost all weapons have different properties uh they're being they have like different projector velocities different DPS numbers but they're not just um different in terms of these numbers they also they also feel different remember the Cinch cannons from like a couple of years ago there were they were very powerful weapons but they were extremely easy to use which which made the meta weapons so

  174. 02:36:35

    we're going to bring the Cinch Cannon back but we make sure that the amount of work you put into these cannons in order to employ them is on par with the other guns so there's a lot of stuff that we're going to do um to make sure that we like weapons have a lot of pros and cons um and avoid meta specifically for this build Brent is equipped with a nose uh I think a Clos and run a laser repeater can you fire it once yeah and the other weapon he has is a he has um two weapons on the wings which are um gats ballistics U sorry gats gats cannons uh size three with one push they're actually firing two so we also going to have uh burst weapons um and so on Okay cool so a problem we have in Space Games is controlling the engagement ranges

  175. 02:37:24

    because we want to bring the fights close but the problem is that well how do I put this um weapons usually in order to bring them close what the games game usually do is they just restrict the ranges like in the Pew a lot of the weapons have exactly a range of 1,400 km which means often the fights occur at 1,399 M this is not for this is not a good um way for us to control the weapons um and we we tried out things like damage falloff so that bullets get more damaging the closer you are but the problem there is how do you communicate that to the player so we're going to do a couple of different things with that in the future let's see when the graph comes on okay so show fans or show which of you

  176. 02:38:12

    has an Aries okay as an IRS pilot you might uh know the following problem you have a Target you're going to aim at it um and then you um this is what the okay I need to go back okay there's actually some stuff not not there anymore I don't know what happens when you aim with your Crosshair on over the PIP um is that you actually not aiming at the PIP the Legacy system gives you a pip which does not show you where the PIP where the weapon needs the PIP the new aiming system actually produces the Pips based on where the weapon sees them and repr projects them on the Target

  177. 02:38:59

    that means the aiming information you're getting is actually much much more precise and uh this is a very interesting um sorry I said the completely wrong thing I'm sorry I'm nervous okay controlling weapon ranges sorry I do it now sorry okay sorry okay controlling ranges in the future all the weapons will get much much longer ranges size one weapons will fly to up to five or 6 kilometers before the despawn the way how we do this wait the way how we do this is we're adding spread because spread is for us is a very good indication on how to control the ranges this is not a one toone uh relationship there so don't worry you

  178. 02:39:47

    won't get like spread with like 20° off or something like that don't worry right but if we compare the spread of the uh spread of the weapon with the target size we know when the weapon is in range we know when the uh when you actually are close enough so that the majority of your hits can hit and we're telling that we're telling you that via the um by the aiming system now so Brent let's go back to the demo if you get a green pip and a green Crosshair it means you have a high chance of your weapons hitting hitting the target if Brent takes a little bit of a step back and waits until the Pips and the crossair turn red this does not mean that the ship is out of range you can still hit it but you might waste bullets um this also has a benefit that

  179. 02:40:35

    I'm not sure if you saw that before but if you look at how many how many bullets are in the air you're actually getting a lot of bullets uh uh a lot more bullets and it just looks a lot better okay Brent just just kill these guys now M oh well okay so um that was the this one okay the thing you might have seen is that um Brent has is loaded with size three guns on size three gimbals that means we're removing the M minus one system that the reason for that is the original intention of like controlling the

  180. 02:41:23

    performance between joystick and mouse players just didn't work out and the new aiming system is flexible enough to deal with these differences so we're just removing it and keep going so next Point pip grouping if you have different weapons of different with different projector velocities you will get different Pips because merging the Pips makes no sense for us anymore because the weapons going to have vastly different projectile speeds so if brand for for example enables all the weapons now you get separate Pips so let's talk a bit about pip optimizations here and this is the thing I messed up before again who is an Aries if you aim at your target you get a pip right your a owners know that you aim at the PIP you shoot you

  181. 02:42:12

    miss and this is because the PIP is not being shown where you need it in the future we're actually offsetting the PIP where the weapon sees it and then reproject this onto the Crosshair like that and when you then hit you hit no when you then shoot you hit um and this is of course also communicated by the aiming system so when the when the Pips turn green and when the we when the Crosser turns green just shoot okay so now to the actual best part we cannot take down this Hammerhead it's too big for us we need but we can it the weak points on the Hammerhead are the turrets the way are we going to do this in the future is with Precision targeting mode Brent enable position targeting modes there we

  182. 02:43:06

    go what this does it does three things you get this full zoom on the target um you get a lower RPM of your weapons which increases or decreases the spreads for more precision and and to get the painting mechanic anywhere where you put your crossair on that on that ship it will tell the gimbal system where to aim at so if R now attacks the turrets your aiming system will automatically lead the shots bam one turret down Okay so so this Hammer had now understood that is not good that doesn't

  183. 02:43:54

    stand a chance right now but this will be the way how you in the future will will uh fight um against sub targets and so on the good thing about this it also works even without um painting the target directly so you can do very very precise warning shots um and and there's no aim assist that kind of like destroys your aiming processes okay so the fight is now over sorry I need to rush this a little bit because I messed up stuff before and you're going to look at pyro 3 okay Brent switched to Naf mode and bring us down to that landing spot so pyro 3 is also called Bloom it's a very big planet with a nice atmosphere and um oh something wrong

  184. 02:44:44

    with throttle oh well something's wrong wrong with a throttle we'll try to go down as fast as possible though I said gameplay demo might have bucks okay going to go there now okay yeah steeper angle that works okay so the um the thrusters on your ship they do not like the uh they do like the vacuum of space they're we're talking spaceships here right and we have Thruster efficiency curves on the rers so at some point especially the meth thrusters they will cease working because they don't like atmosphere they will overheat very very quickly so there's the question what happens when you go down to a planet and you want to rotate your ship with your thrusters

  185. 02:45:32

    off well we'll see can you go to external VI can you wagle your tail okay back first person okay so what you see here is the new aerodynamics model because obviously our uh left stick is somewhat damaged or so we can't be as fast as we want um actually Bren can you try a w and S on the keyboard instead oh it doesn't work ah no doesn't yep okay no the stick is uh is the stick is uh affecting us okay anyways we're going to go down as much as uh as fast possible so the new

  186. 02:46:20

    aerodynamic system is a complete replacement of the aerodynamic system that you currently have and you need um you need your control surfaces to actually uh turn the ship around it simulates the air flow over your lift surfaces and therefore the slower you become the less effective those uh control surfaces will be in order to turn your ship so we can demonstrate this so if brand just sits here and Ys left and right you will see he cannot go uh further than that that is in line with what real airplanes also experience when they're trying to use the rudder to your left uh left uh left and right so what brand can do here is he can roll and he can pull to actually change um his Direction okay so just for this demo we

  187. 02:47:10

    added a button the button is called Thruster disconnect because um at the moment in the Pu when you go through a planet you're using the thrusters to rotate we're not doing that anymore so Brent disconnect the thrusters please and put the ship into a purposeful stall a stall happens when the air flow over a wing seizes um or over a lift surface ceases and then at some point you will not have any Authority anymore and your ship will not turn and so on and you will basically fall out of the sky that is naturally a state that every plane wants to avoid naturally right and this is happening right here Brent is not able to to use the control surfaces right now because the ship isn't in a in in a process of stalling however the airf flow will pull the nose back into the wind and once you have enough speed he can actually well he he gets

  188. 02:47:58

    Authority back over those control surfaces that means for you as players what what you can actually do you can do Arrow breaking you can do pure gliding if you want to uh you can even do like competitions like I don't know like Drop ships out of orbit and then see how fast far they Glide this is all possible with a new system so let's talk about the problem how do you come to a stop now to come to a stop with a new system you need to purposefully put the ship into a stall but don't worry when we don't have the thrusters disconnected ifcs will help you so you're going to bring down the speed more and more until you're reaching stall speed which is about now and then the thrusters will pick in and and catch

  189. 02:48:51

    you that means however you are now in a state that the thrusters don't don't like right so at the moment we have turned this up but in the future you will not be able to hold this for long so if brand for example now from a hover strave is left more left more left more left the windlow again pulls the ship over and you go forward again okay so now brand Now show us uh how to come to a uh hover and uh do we have some water here oh yeah there's our Point okay W okay so there's our Landing point

  190. 02:49:50

    can become a little bit slower I don't know 100 me/ second so we're trying to land somewhere here whoa look at this yeah that water is great like awesome Okay so so now we're coming to a uh so now brand will try to land with a broken throttle and yeah he's aided a little bit here by uh by the landing gear so he

  191. 02:50:39

    has landing gear out I think because that automatically enables Precision mode at the moment so that you're a little bit slower but you can of course like turn this off as a player and then you come smoothly down to a landing the best way to land your ship is in decoupled because you can just like very smoothly landed on the surface and clonk and now you're going to power down the ship using the new interactions engines off first then we're in the relaxed pose again as in showed before power off and the canopy off uh no open not off don't don't put the canopy

  192. 02:51:29

    off and get out of the ship and uh probably go for a swim or something okay that was a bit of a buggy bumpy ride but um thank you for taking um the time with us and we'll see you in the verse thank you thank you so much Yogi everybody it's time for lunch uh we'll be back around 2:45 so get yourself some food get yourself some drinks give your yourself some snacks stretch your legs and then be back in Hall a when we come back because from this point forward you're not going to want to be anywhere

  193. 02:52:16

    else we'll see you at 245 Everybody Take Care welcome back from lunch everyone hopefully you had a good meal I missed you guys so much except for you you know who you are and you know what you did and I will never forgive you but for everyone else I hope you had a good lunch and welcome back we're back on the SS and con show floor here to do our last little bit of the community booze is been a phenomenal 2 days and we cannot thank enough everyone who has been here to give us the love and support as you guys have been watching the show whether you guys have been here on the community Booth floor you guys have been in the theater it's been nothing but Amazing Smiles on faces and that's what we love to see here at cig

  194. 02:53:04

    and so we're going to go over to a place that makes everybody smile Soul sizen now this is a group that is all about diversity and inclusion in staren you know Gamers maybe not the most polite people sometimes so we want to have an or where diversity inclusion is Forefront in their mission statement and no one does it better than Soul citizen these guys are phenomenal we got my man Griff here Griff how is it going doing good how are you man doing good awesome man it's so good to see you guys uh you know what's been your experience having Soul sizen be this huge or that is a safe space for gamers of all colors genders sexualities orientations what's been your guys experience being that Spa that safe space for them well first off we're not an

  195. 02:53:50

    or because people want us to be an orc but we are is a group of Gamers who back and support the game uh but particularly of diversity when fastkart and I first got this going we talked about being able to bring African-American because we would go to the conventions and see five of us out of 600 but we knew we were out there um but ultimately we decided to expand diversity into not only just being African-American but lgbtq straight age I'm 60 we have 20 year olds in group male female and everybody pretty much has a different feeling about the game and very supportive of the project fantastic so even Jared hucke could play this game is what I'm hearing it's you guys are going for like the Elder Statesmen so that's fantastic to hear uh what giveaways are you guys doing I hear you guys are doing a really cool giveaway at the top of every hour

  196. 02:54:37

    is that correct um uh at the top of every hour if anyone comes to our table if they're the first one to come here and they say what our table number is um one of our partners or our friends are the f with star jump station with grim Ender and Starlet they couldn't be here but they donated these posters uh of their work of the fleet viewer and so we have signed this for everyone all the members here have signed it and if you come here at the top of the hour if you're the first one we will give you one of these sign posters specifically from Star jump station because we love them they're a great group and they've done contributed so much to the community that is awesome thank you guys so much Soul s and come check them out again a safe space for gamers of any race Creed nationality you guys will find a home here thank you guys so much we're going to move on now to Quantum

  197. 02:55:24

    these guys are all about the medical gameplay Loop these guys are oh my goodness I almost needed them for a second that was disastrous how's it going guys you guys are the Forefront uh or designed to help with medical gameplay whatever Gamers may be in need you guys actually have a really interesting Discord tool for anyone even if they're not in your server if they're not in your group to get your services tell us about that yeah so the ab spot that we designed is to be in other people's discords one quick easy command will actually send the Ping to our Discord as well as of our partners through the alliance initiative Beacon system bot or Abes for short and say that one more time just so everyone's clear what is the name of that bot the alliance initiative Beacon system the Apes bot I love that where you can go ape for the ape spot so what

  198. 02:56:15

    can we expect to see from Quantum in the future what do you guys have next on The Horizon as your guys oreg is expanding ever greatly uh so every time we get any type of information we always try to think about how it's going to affect us yesterday we saw the fires on the ships and everything and we already started talking about a fire Rescue Unit firefighters in space is the coolest thing I think I can think of thank you guys Quantum you guys rock everyone here has been phenomenal so far and we are going to end our last Community Booth segment for the day with Imperium now when I say these these guys have an amazing set piece that has wowed everyone at cig I mean it let's take a look at this amazing bangal carrier like guys this is phenomenal let's see if we can get a good shot of that make sure we get a great shot of how detailed that

  199. 02:57:03

    bangal carrier is it is Sleek it is sexy God I just want it for myself so man that is just so cool so with me are some Imperium guys what's up guys uh so you know let's say a young charismatic host named SCH for example wanted to steal that bangal carrier where exactly is it going well if you live in LA it's actually going to be staying right in here it's going to be down to the Santa Monica office so it's going to be present inside their studio if you go check it out after szen con it's going to be there there in perpetuity yes Suck It Austin La wins finally uh so what has your guys citizen con experience been so far how have you guys been repping Imperium here on the show floor well I mean obviously very well is the answer so it's been

  200. 02:57:52

    fantastic man having everyone here this is about half of the people we've had present so it's been a fantastic showing from organization it's been a labor of love putting this together being present answering questions it's been great to see everybody coming around showing support it's been fantastic so thank you yeah we've been seeing you guys build this throughout the past few days and to see it finished finally I for those of you at home there are no easy words to say how cool this thing look the level of detail here is immaculate so thank you guys in Imperium I know that everyone at the LA office is going to appreciate this so much all right we're going to toss it back to Jared momentarily thank you guys again so much for checking out the community boost we'll see you guys back here again in the meantime stay safe and see you in Oh alt what function function F4 there we go hi everybody I'm at the Pyro

  201. 02:58:43

    playground I said hey at some point during the 2-day event I want to get out from behind backstage and uh you know come see what the thing is all about so I'm here in pyro don't you come around here and andc do I am of course an expert a Star Citizen player come on over here you you see what I'm doing I am attempting to open a door right now how do I open the door Daniel it's not this door that's not the door also you're not Daniel are you you're Adam all right so we are here what station is this Adam no remember no put the mic oh this is Checkmate this is Checkmate this is Checkmate station so this is where the demo starts and what do we do when we're here at the this is where your Habs are so yeah you can't go back in you want to go straight to you want to follow the you want to follow the exit signs so left and those are your elevators are these ones going to kill me uh no these

  202. 02:59:32

    should not be the death elevators not even in pyro no guarantees on that I want you to go on record look at that camera and say the elevator's in pyro won't kill you going to say no guarantees that the elevator on pyro won't kill you all right so we take the elevator and where do we go next you're going to go to the entrance all right push the button so one of the other players will do it for you there you go so no show show the screen show them pyro let them see pyro nobody's people are tired of seeing my dumb face there so where am I going now Adam you want to make a left this way no you went too far you got to follow the exit signs I don't see

  203. 03:00:19

    anything go all this environmental storytelling this is the experience that you just walked through all right up here yep and another elevator all right so what is this that here do you know I can't read uh that's I know that's rough and ready for the top part okay yeah so Rough and Ready are the gang that runs the uh checkm station all right well everybody uh I am not going to subject you to to my first time here in pyro for any longer uh we're going to throw it to the the first of our two-part environmental uh presentations starting with uh uh living on the edge uh so take it away everybody and uh I don't know watch it it's good hi

  204. 03:01:25

    everyone uh my name is Khan chuckit I'm the lead level designer for the Pu um I will give you an introduction to the to our locations when it comes to the design a high level overview of the design of our locations I'm going to describe you the processes of our workflow and the goals that we aim to achieve so um to break down our process a bit this is very high level but it starts out with a pre-production phase an ideation phase here we uh everything starts out in the mind we bring it down to papers sketch write formulate a plan based on our overall design goals and then it moves on to the blocking stage might have heard of this

  205. 03:02:13

    like uh the white box and G box face um this essentially contains all of the gaml that you would see in in the final product basically the way it's meant to be played and we test this out with a lot of iteration and yeah a lot of testing and it's basically the white box is not in a stage where it's presentable but that comes now so on the right as you see the food cord that Adam is going to be showing later um yeah this is the final product VFX light everybody had their pass on this and level design or other designer still maintain this maintains the space and make sure makes sure that uh the systems that get created are being retroactively

  206. 03:03:01

    implemented all right um so one key aspect of game development in general is the balance of narrative visuals and gameplay so all these interplay they interconnect and it's the foundation that runs through all game environments um so it's important to communicate context and here in this draw over you see that um narratively we see sort of a dangerous environment the spiky shapes um are sort of threatening we see defensive structures we can expect some enemy NPCs here but it's also an Old Village maybe there's some exploration some loot to be found and then what's also important is communicating gos so go can be the

  207. 03:03:48

    pathways that you take uh the the gateways that bring you from one step to another and so on he whoops yep there we go okay uh since we're a Sandbox game um accommodating play Styles is pretty important so play Styles meaning going guns and blazing shooting at everything and everybody uh going more of a stealthy infiltration pathway if you wanted to but also all the social aspects that you know from um ston and to do this we establish so one of the core design philosophies is granting the player the freedom of choice to do what they want to do at any point uh throughout their experience and we do this by establishing uh or defining multiple Pathways of or

  208. 03:04:37

    archetypes that we call primary secondary and tertiary pathing so the first one is pretty straightforward in a social setting you have the goal right in front of you and and it's a single goal such as here in the Habs in a combat setting this is very exposed so it's dangerous to Travers this uh route uh where it gets more complex is when you have such as with this Outpost here when you have multiple gos um that can be equally important to the player at any given point this is where we need to have a bit more um design put into it with for example the landmarks that serve as orientation point uh so to help you orientate yourself wherever you are in this location and leading you to to these locations by utilizing shape language

  209. 03:05:28

    and composition uh the second path is these are secondary Pathways so these are alternative routes and these are options that are offered to you as you Traverse the area on the primary path for example and so you may know this as a tourist when you go to to a new city and you you look around the corner and you see an Alleyway that sort of looks nice it evokes your curiosity and you want to investigate uh in a combat setting these are covered approaches or opportunities for you to flank the enemy to get to your goal which could be this building um on that sketch um yeah versus more Open Spaces when you have in in a combat setting on Open Spaces you tend to be a

  210. 03:06:15

    bit more stationary because if uh want to feel more secure unless you're in a vehicle the third path is tertiary pathing so these are more hidden infiltration routs especially uh discoverable throughout the uh rundown stations that animal be uh presenting later on and these are mostly discoverable to the intent of why you can explore these find loot or different routes to Traverse through the station environment Interactive it you might have seen this in a previous presentation um it's very important to ground the player to their environment offering them ways of interaction uh being able to change the state of rooms to toy with the AI or just simply being able to unblock your uh

  211. 03:07:04

    pathway what it gets a b bit more complex is when you talk about Resource Network systems such as in day one when torson mentioned that we are planning to implement this as well in locations and this will allow the player to engage with their environment in different ways they will be able to power up or down uh entities such as turrets gates and doors and also alter life support systems and also this ties into security systems so being able to power up or down certain sections of a security system and security system systems in turn will be dependent on security tokens that you will be able to grab from other NPCs in your environment to then gain access to other terminals uh

  212. 03:07:54

    to security terminals or other areas um reputation is a big topic for us especially with pyro so reputation what does it mean it means that it's basically your standing your relationship with factions and factions are the uee in Stanton or uh Outlaw gangs especially now in Pyro and this will Define your play style within this environment so it will Define how you experience the location that you're in uh in a more social context or in a more com combative context um so we talk about reputation Gates as well especially in the later representation uh presentations um so in the case of the food court in the

  213. 03:08:44

    rundown station we have a multiple FL floors so the first floor is the gang floor and that might require you to have a better uh relationship with the owner of this location which then will give you unique Mission givers uh that you can go to and accept a mission that are offering you missions themed after the faction or the owner of this location but also give you access to uh unique gear Collectibles ship weapons and items might have seen these locations in the demo if you've played it so to close this all off and move on to the other presentations um the glue behind all of our locations is is the content it's it is the reason why you go

  214. 03:09:34

    to these locations in the first place and our main goal right now is to not have that divide between social and gameplay as much as we do in in santon but mix it up a little and make that dependent on on the reputation that you have with the factions or the owners of these locations and yeah we're looking into more content um as you've seen listed there there's a bunch of new stuff coming as well um with the later presentations for example with the logistics hubs in the second portion uh we're also looking into rates but yeah um that's it for me I will pass it over to Eddie now hope you've enjoyed this take care bye everybody so um I'm Eddie I'm an

  215. 03:10:25

    assistant our director on Star Citizen for locations um before we start I'd like to mention that all of the footage we're about to see comes from our current stable builds so all of that beautiful Tech all of those features that we've seen in the last two days is coming from our Tech development builds now all those features are going to make their way to you of course eventually uh but that is the reason you're not going to see some of them in the bills today just wanted to get ahead of the comments a little bit there um so with that said what am I going to be talking about well I'm really excited to show you that the of the hard work that um the sandbox one team have been doing to expand our new Outpost locations I'm going to start by going over how we've expanded the library and what that means we can now achieve with the new locations and then

  216. 03:11:13

    how we achieve that variety from the library by categorizing our locations into to both archetypes and themes and what that means for you as a player so I don't know if you remember this but at sitcom in 2021 uh we showed this new style of outpost for the first time now at this point we had our art style locked in um we'd worked on our library of content to the point where we could make smaller locations like this one but with a limited amount of variety between each one and this is what that library of modules look like at that point um we'd established our main building modules as well as some of our larger buildings and a number of smaller secondary and dressing and Standalone modules but each Outpost couldn't be too large without there being some obvious repetition between the modules used so let's have a

  217. 03:12:01

    look at that library today so in order to achieve that greater Visual and design Delta between each Outpost and have them not feel like exact clones of one another we've massively expanded our module library in terms of breadth and depth and what about mean that we we go broad by making more modules with different purposes and we go deep by creating multiple thematic overlays for each of those modules as well and I'll go into that I'll go into what that means a little bit in a minute but the challenge of a Sandbox location like this as you can see it's not about building a single unique location that can be quite straightforward to be fair it's about giving our artists and designers the building blocks the the

  218. 03:12:49

    affordance to build multiple locations that all feel somewhat different even if they do share that same basic DNA so it's about creating both the ingredients at the same time as the recipes and making sure all those flavors work in harmony with one another for both visuals and gameplay so every individual part has to take into consideration all of those design philosophies so every single module has to take into consideration those design philosophies that come KH mentioned but we also have to make sure that they work with those same principles when an artist or designer combines them into any one of a number of different layouts so the more ingredients we have to work with the more recipes we can create but with that complexity comes the challenge of keeping everything harmonious so we like to think we've

  219. 03:13:38

    done a pretty good job with that but that's me um using this expanded Library we've been able to increase the individual location size because there's less of that obvious repetition between buildings within any single location and we can't really call some of these large locations outposts anymore they become something more like settlements and imply a larger and more established Community now as a player it will mean a lot more to explore and do at any single individual location with a localized and personal feeling Mission types that might see you moving around a single settlement to complete objectives or doing short hot Miss between clusters of settlements on a single planet so you might head up to a ridge to repair some wind turbines you could counter an outlaw attack from a neighboring Outpost

  220. 03:14:27

    or on the opposite side you might be stealing or destroying vehicles for the criminal gang that you're working for but in the art Department we always say show don't tell so let's stop looking at slides and let's have a look at some of the locations in game so what flavors of outpost did we just

  221. 03:15:52

    see there well we categorize them in two different ways as I said and then we mix and match those categories together to provide that variation now the first and primary category is the archetype and they provide that core gameplay hook and Define the main function of a settlement so scrapyards have a landing pit module for repairs and refueling mining operations can have a Refinery module and or extractors for re source and commodity trading and trading posts themselves allow a broader range of item purchases through the dedicated Trade building module and I mentioned earlier some more like General Mission types that you might find that would be agnostic of archetype and the archetypes themselves reflect that primary gameplay function of a settlement but there's also a

  222. 03:16:40

    middle there of course we don't want these locations to just be a glorified shop or repair station so there be more more secondary activities to do locally to an outpost that are also defined by its archetype so you may find scrapyards can offer Salvage related gameplay and missions trading posts can also deliver offer delivery missions or hauling and cargo gaml and Farms can offer crops and forer as resources for Gathering or trading so with archetypes as our primary category in addition we mix in a secondary category and these are the Thematic overlays now at the moment we have two main themes internally we call these independent and Outlaw so themes offer additional variation on top of the archetypes to

  223. 03:17:28

    inform the look and feel of a location not just visually but which people you'll interact with there how they'll respond to you based on your rep what types of missions you'll have available to take on so themes don't change the fundamental architecture of a space or the archetype of a location but they do drastically alter the mood and feel as well as altering the gameplay experience significantly uh and again let's take a look at the first of our themes our independent theme [Laughter] cool thank

  224. 03:19:05

    you so as a neutral player the independent theme presents a much more social Visual and gameplay experience um the primary visual read across both themes so across both Outlaw and independent comes from those common architectural forms and they're generally all more rounded and soft in shape and the building manufacture techniques are more robust and primitive with single single story dwellings built from stucco and bare metal but for this theme specifically we use soft textiles warm lighting and color palettes foliage decoration that layer on top of those utilitarian structures to give that sense of home and I use the word home for our independent theme quite a lot because we really want to get that feeling that this is home for the people that live there despite those harsh

  225. 03:19:51

    realities of frontier life and in contrast to that we have a theme that lies in a direct opposition to The Independents which we call the outlaw theme so let's take a look at that now as well so the outlaw theme tells that story of

  226. 03:21:47

    these on functional settlements being completely overrun by the various criminal elements that inhabit the system and visually we have themes of a regressed and subverted civilization so we layer on top of the architecture these spiked and aggressive forms and we have evidence of a squalid living arrangements and lighting comes from fires or poorly maintained fixtures some spaces are going to be recognizable as deformed versions of the independent theme but some have been completely changed to more uh nefarious purposes um and while both themes employ all of the various alternative pathing and traversal considerations that KH DEA detailed just earlier um The Outlaw spaces are weighted more towards combat but just because these spaces are

  227. 03:22:36

    more dangerous and the experience can be more combative that doesn't mean that the archetype of The Outpost is lost so if you as a player choose to be a criminal working up your with a head hunter gang you'd be welcome at the trading post and you'd be able to buy and sell items or take on missions but you probably won't then be very welcome at the independent themed locations and that's where you'd get your combat experiences so while the outlaw theme looks very different the functionality of those archetypes still remain so I've talked about the kinds of outpost we've been hard at work on and I hope you've enjoyed checking them out over the last two days uh in the Pyro demo it's really made me very pleased to see people playing like content at last so thank you for that uh but where are we heading from here well I hope it should be obvious that we're going to

  228. 03:23:22

    get these out for the first pyro release uh we still have some final optimization and polish passes to do across the whole library and then we're also going to be expanding the amount of these locations throughout pyro and Beyond and our tools allow us to do that very quickly now and we've got the library as well to do it and the new outposts are not limited to the Pyro system they're completely um system agnostic so you can expect to to see these outposts in other systems as well and of course we're going to look to add more ingredients more of those modules to the library as well to further expand the variety and depth you'll be able to see at these new locations we want to encourage more on foot gameplay within a smaller ecosystem of a planet to give that more localized and personal feeling experience our goal with these locations as with many of the

  229. 03:24:12

    others we're going to hear about today is to continue to work on the gaml so that every location offers a rich playground to explore and I guess I'd like to finish just by thanking everyone for listening today it's really great to see you all I'm going to pass you over to Nick he's going to talk about some locations that are coming in the nearer future thank you we have French Canadian on the here cool all right guys my name is niola P show I'm from Montreal I'm ass art director and I'm here today to show you the next new the settlement we did but just before that I just want to say thank you

  230. 03:24:59

    to everyone who work on that mandate it's you guys made an awesome work I'm super happy and proud to be here today to show you that all of you guys and to the world so let's go to the Chas and let me present you the new der settlement pretty cool guys

  231. 03:28:07

    e oh by the way we made more than four it's not just for we made more than that so we split those settlement into two categories social in our style in the social one you will have drop off Mission shops food loots and drinks and a stle one usly will be more Focus combat let me show you what it look like now

  232. 03:31:01

    get out of the way I like the end the end is awesome all right in summary guys we're going to have a lot of new location on planets links with nice Mission and good game play and then most important all those location will be in Q4 this year's available in the game all right guys so thank you very much I will let now Adam to show you more good stuff thank mate hi

  233. 03:31:55

    everyone all right so welcome to rust stations I'm Adam Sanders lead environment artist for E1 we're excited today to show you our efforts for the Pyro restop stations so what are pyro restop stations well these are stations reinvented these have new themes archetypes and gamepl to support new and interesting experiences aside from the social aspects there is gameplay and expiration on the location I've hoped you had a chance to play the demo over the past couple of days I know I've spoken to a few of you it's pretty good right yeah was a sneak peek of our current progress let's kick off with an overview of the Pyro system for the Pyro system release we

  234. 03:32:43

    plan on six planets and 26 stations including jumpo stations that connect for Stanton and future systems such as Magnus rest stop stations are either in Rundown or abandoned States citizens of pyro the Rough and Ready Outlaws and Zeno threat May control these our Focus today on the Rough and Ready owned pyrotech Amalgamated Fuel and resource station Planet 2 the gra point4 otherwise known as Checkmate station than you

  235. 03:34:47

    so to create a richer experience in Rundown stations we have three key points so increased reputation gives you access to new areas unique gear and Mission givers it's Al it also relates to basic functions such as the hab clinics which need at least a neutral standing with their owners combat can take place anywhere including social areas numerous options for environment traversal and enhanced environmental interactions we aim to include new substation areas such as the workers area lower deck and maintenance areas these areas will offer unique content more environment interactivity and interconnection between areas Our Journey Begins when the player arrives in the entry deck view room the entry deck serves as the first barrier

  236. 03:35:34

    between the outside world and the interior of the station some inhabitants are prevented for going inside and are stuck here with no means of getting out slums are formed beneath the bridge smuggling Roots established some shopkeepers will se you water and food on your way into and out of the station let's have a look Khan touched on reputation earlier let's

  237. 03:37:44

    see how that is appli to the stations so how does the reputation gate in the entry deck affect gameplay what happens if we have good reputation so if you had good reputation you could go straight through this is no fuss and it's the quickest way to maneuver through the station however you got to put the time and the effort in to get to this point what happens if you neutral reputation so you might be wav through maybe you have to pay a bribe and you don't want to pay so you going have to find an alternate pathing or you can have to build up your reputation if you have bad reputation and for all you ones out there I know some of you exist this applies to you in short you're going to have a tough time but you have options so stealth via other Pathways might be one of those options you build your reputation up from

  238. 03:38:33

    scratch or you could probably fight let's focus on those alternate Pathways the modules on the station are broken up into several traversal areas as with the other location archetypes we Define these spaces as secondary or tertiary routes as opposed to the more official primary paths most modules are interconnected with vents and maintenance shafts these reward the players with infiltration and an expiration pass as well as potential Loop so what alternative routes exist to enter this access the station we'll offer the opportunity to access the station through multiple Eva points on the exterior it gives you the choice on how to tackle missions and reputation issues these alternative entries allow the player to circumvent the ATC Loop

  239. 03:39:21

    completely useful for when your reputation with the owners would normally prevent you from going through more official ways these serice spaces that provide content aligned or against aligned or against the owners of the station the maintenance hatch access points are a new common sublocation to the stations the stations are planned to house maintenance areas that increase the in connection between all the different sub areas of the station they act as alternative Pathways the player can take to Traverse from the entrance area to the Galleria for example now let's have a look at our main social space the market a central location for the controlling faction it houses all their nefarious activities you can participate in their Endeavors if you have the right rep let's have a look at some of those key features

  240. 03:41:09

    so the market is a Social Hub and a good example of mixing social and gameplay space as mentioned by KH earlier another reputation gate can be found in the market the ground floor is open to the common public the Upper Floor is reserved to Rough and Ready Outlaws and Associates if you have increased reputation you can access the area you can access this area which gives you access to premium items top tier Mission givers and access to new areas we plan to house Mission givers in both tiers that will give you unique jobs to further your reputation and fame across pyro now let's have a look at another theme abandoned is a new non-social location theme let's have a quick look at the current abandoned area on check me you so we have entire abandoned stations

  241. 03:42:53

    as separate locations on top of that there are abandoned areas within the rown stations much like the ones you probably SE in the demo there will be around 15 of these around the Pyro system these are accessible through air loocks and breaches or other means we a to enhance all the space locations with a lot more gameplay content loot runs exploration creatures missions of various types with PVE and PVP content just to name a few we're also laying a focus on en environment interactivity with potential retrofitting of occupied stations with the future addition of security systems and the Resource Network system we will have the means to further improve the experience Within These spaces and offer new challenges with power life support and

  242. 03:43:42

    gravity playing a key role to give the player a unique experience especially in abandoned stations so what do pyro restot stations bring to the game it's a lots more variety in space stations with more gameplay opportunities within a station location opportunities for exploration hidden areas multiple options for Access or traversal these are faction owned and reputation will affect the location and gameplay these feature lots of new Mission opportunities within social space and multiplayer opportunities for com back on location so I hope you have enjoyed this sample of what stations will offer and had a chance to have a gone the demo the past couple of days that concludes the living on edge presentation thank you for your

  243. 03:44:35

    time joh hey everybody we are almost to the end of citizen con 2953 can you believe it 2 days pyro star cloth Star Hair Star Citizen all right we still got one more presentation to go but I have a couple announcements I have to make um this was just handed to me by the facilities team so bear with me uh Astro Pub astrop Pub uh you're going to need to redo your lore video on the history of the Zeus uh Gio you need to get some

  244. 03:45:23

    money uh aie I need to be invited to the next Lady's Night Burks this just says get good is he even here uh fastcart slow down uh Gabby just thanks for my bracelet and and salty Mike don't forget to pick up your check on the way out you know that joke is so old we would never ever pay him all right so the last re the only real announcement I have is that Hall B is closing at 4:00 so that's approximately 15 minutes so if you wanted to get merch or anything else you

  245. 03:46:11

    wanted to peek at one last Community Booth you've only got about 15 minutes left to do that before we close Hall B uh dur in Hall B the last two days we've had our good friends at atmo Esports running their fight and flight competition so I would like to invite two of the members of atmo sports their Founders their creators the the big cheeses at the top uh uh kruan and Corsair come on up man you got 90 seconds to tell people about who you are what you're about and how the event went uh I'm Corsair and this is crucian and we're from atmo Esports and uh we've just run fter flight the first live tournament experience here at uh citizen con 2953 uh we'd love to thank the staff and

  246. 03:47:01

    competitors uh we what are you doing yeah is that what that big group is yeah yeah just get them yeah come on up guys come on come on up well I just want to give a big thank you to the competitors who made this tournament happen we have Lizzy B Avenger one Verity Cobra hereda we got sin astb G we have Comet 15 bog nogas Miz gabs Swang zero State new cabbage detox and the floor matat these guys have gone through adversity throughout this tournament have they've done a fantastic job so I just want to say thank you to the community who keep

  247. 03:47:48

    supporting what we're doing we'll love to be back in the future and you this community is the best community in the world thank you take a out players and of course if you here watching this you can check out the stream the Hulk event up on their twitch Channel I presume yep I should have checked beforehand thank you every thank you very much everybody watch your step on the way down all right I got one more housekeeping thing there's a person not many of you know he's an associate producer in our La

  248. 03:48:35

    studio and when the workload for this event became as heavy and as detailed as it was uh we turned to him to help with our broadcast this uh this weekend and he rose up and he excelled Like A Champion so I would like to formerly introduce you to Dan how who's been co-hosting the event Dan get on up here man keep

  249. 03:49:29

    walking now we've got one more presentation uh that's destination Adventure uh we're you're going to see more about uh things underground things uh up in space and things I'm going to let Todd papy tell you about uh and then of course we'll let Chris Roberts come come to Stage return to stage and close out the event proper so this is a sign off for me thank you so much for being here at citizen con and on behalf of Tyler and Leah if I may thank you for making this event possible and you're going to love what you're about to see everybody hello hello and welcome to destination

  250. 03:50:21

    Adventure my name is John gries I'm the lead environment artist for EU sandbox 2 and I'm the product owner for the Distribution Centers before we delve into oh I'll put my slide on for a start um before we delve into it everything that you're going to see is currently in graybox so just keep that in mind so these distribution centers what are they well first off they're the biggest location we have on the ground outside of Landing zones the reason why they're so big is intentional we wanted them to accommodate as much world and mission-based gameplay as possible each location supports multiple landing pads and Hangers making them

  251. 03:51:13

    accessible to as many players as possible at any one time there's even a road Network to support Transit from the planet surface yeah into the main building and to any birth ships so every Distribution Center will be owned by a faction you know depending on the faction and where the Distribution Center is located on the planet will determine its specialism now each specialism will lend itself to different missions and gameplay opportunities so let's talk about some factions for a moment so an example of a major faction would be the uee now at their distribution

  252. 03:52:03

    centers they're likely to be more specialized towards military supply research and development or Communications you know depending on which branch of the UE it is is they will have a much stronger military presence in the area and missions here may be more hostile with com combat orientated team-based raid opportunities other examples of hostel gameplay that we're thinking of is hacking and stealing searching for and destroying a specific item tracking and eliminating any VIPs and you know everyone's favorite eliminate all grk industrial would be an example of a minor

  253. 03:52:50

    faction so their distribution centers will be more specialized towards Gathering resources manufacturing assembly shipping there would be a security presence here but it won't be that as strong as a major faction and missions here would be more suited to Friendly gameplay Loops though we won't be ruling out hostile missions like corpor Espionage uh yeah some other friendly gameplay types uh cargo hauling like I said resour Gathering and Mining maintenance of the location but you know that's enough of me talking about it how about we show you where we're up to with these

  254. 03:53:36

    distribution centers thank you so to talk you through the

  255. 03:55:36

    corporate spaces of these locations please welcome Raina Rick to the stage hello so my name is Rainer Rick I'm a lead environment artist at the Montreal studio and we've been working with John's team on the distribution centers so John just showed how massive these locations are he also presented the industrial sections on the ground level and I'm here to present the administrative area of these facilities that the Montreal team has been working on so they're located above ground just below the Tower highlighted in the picture inside you'll be able to explore the corporate office space and interact with the administrative Personnel accessible via the lifts and

  256. 03:56:24

    the hangers and also the industrial sections we saw earlier in addition we've added also landing pads in front of the lobby specifically designed for smaller ships and ideal for short stays like pickup or delivery missions and we can ignore the fantastic views we have from these platforms a reminder of the vastness of these facilities now let's step inside the lobby you'll find the atrium which is a central point of the administrative area providing access to various locations of the corporate space within this space you'll find the reception desk and as a newcomer you'll be expected to report here first so here you can hand over your deliveries or

  257. 03:57:13

    pick up packages and earn reputation points without faction so also expect to see corporate ownership reflected through branding color schemes and product placement throughout the corporate Hub and with the use of overlays we'll be able to swap these out depending on the ownership and here's an example with gray cat showcasing their vehicles and some shiny armor and back on the topic of reputation as it grows you can expect gain access to the executive office bases from here you'll meet with unique questgivers and depending on your reputation level you'll receive V various Mission types either friendly or hostile and finally uh the distribution centers were

  258. 03:58:01

    designed as an evolving location we've built this with future expansion in mind and in the back of the lobby for example doorways could eventually lead to additional office base so enough talk uh just before I show the our progress so far I wanted to give a big thank you to the Montreal team for their work on the administration off area thank you and as John mentioned we're still in gr box space so just to keep that in mind but let's take a look e thank you very much and now let me

  259. 04:00:47

    welcome back John on stage he's going to continue the presentation thanks a lot guys team did a great job with that video okay so something we've been working on that's unique to this location is raids click on so raids are team based missions with a F focus on high risk High reward operations as K mentioned previously you'll be able to choose how you gain entry to these locations coming prepared and geared up will make the difference between success and failure ultimately you'll need to work together in order to succeed so these raids will will have

  260. 04:01:36

    you breach in the interior of the main structure highlighted here now each interior will comprise of rooms that reflect the location specialism for example a shiing focus Distribution Center will have rooms dedicated to the storage of cargo looking to the Future we're planning on having distribution centers with Subterranean levels that will be access from this interior space these will expand upon and increase the difficulty of these raids now let's take a look at one of these raid missions in action but please note that this is early gameplay uh prototype of a r look

  261. 04:03:52

    you so as you saw in the video the team took a more aggressive approach to getting inside and taking what they wanted but this isn't the only approach you can use you know multiple points of egress allow you to be stealthier and it may make it easier for you to avoid obstacles in your path now reputation will also TI into these raids missions will have varying objectives depending on the players's reputation level and dynamic events may also be triggered during the raid so players will need to adapt to an evolving situation this could range from dealing with additional security Personnel to other players arriving to defend the the location against you something else we've been prototyping is how we can utilize the multi-tool to create gameplay puzzles

  262. 04:04:41

    physically interacting with the environment around you changes the puzzles for everybody with multiple add-ons for the tool available you may have to get creative when finding a solution to the problem in front of you in this next video we show you how using the track to be in attachment can open up New Pasture objective but it's up to you to decide what path you can create with what is available let's watch the video so yes thank you now obviously it was um

  263. 04:05:50

    you know this location would be possible with several people at cig so thanks go to Manuel John Jack Martin FK Luke Chris Mustafa Sam Tom and Rob you've been excellent thank you to Raina and his team in Montreal you know none of this would be possible without their efforts and yeah thanks to everybody here and online watching really appreciate apprciate your support on to the next one hello this is a good segue from the uh distribution centers as I'll be talking to you about different aspects of cargo

  264. 04:06:39

    and Freight on behalf of Art and Design my name is Nick Eid and I'm an assistant environment art director so obviously cargo isn't just about boxes it's a big part of the game almost every aspect of the game has some kind of involvement with cargo and I'm going to briefly go through some of them now so let's start with missions how will hauling contracts work in game we'll be introducing the interstellar transport Guild as well as form as well formalizing some of the main hauling and cargo companies that you'll be working with as you do more hauling contracts you will build up your reputation and

  265. 04:07:28

    relationship with the guild this will lead you to gaining more lucrative contracts for specialized cargo and destinations such as different forms of hazardous cargo perishable cargo riskier roots and and more so what do I mean by hazardous and perishable well as you know there's lots of Commodities in the game and different Commodities have different properties as you know with events like zeni thre we have some special cargo types with different attributes such as time sensitive cargo or Quantum sensitive cargo but those were a small selection for the event and they were the two-handed carriable types anyway we'll be expanding those types plus lots more types to the wider game and to

  266. 04:08:17

    these hauling contracts so how does this affect gameplay it will affect the choices you make when you are handling storing and traveling with the cargo for example with size and weight is it carriable do you need a tractor beam what type of tractor beam do you need is it a handheld one or a ship track to beam some containers can only be moved with ship track to beam for example with health has the container got good Integrity is it holding fragile Goods do you need to handle it with care you can't just throw all containers about for temperature control do you need to Ure the container is powered so it can keep the contents cool or do you need to get to your destination

  267. 04:09:06

    quickly um otherwise the contents May perish for security can the container be locked or hacked can the contents be scanned or is the container tracked will there be Pirates or law after you when you're holding this container has a containment is it radioactive you might need the right uh protection against it as you may have seen in Yen's presentation earlier can it explode you might not want to put these containers on a more exposed section of your ship and many of these attributes are are going to be visually distinctive so conversely if you want to steal for example some cargo on a hall sea which does have very exposed cargo containers

  268. 04:09:56

    you might want to avoid shooting blindly and accidentally blowing up your potential profits so look out for those types of containers back to Mission progression we'll be introducing perks and rewards as part of fulfilling contracts and and raising reputation with these companies for rewards we'll have branded ship and Tool skins branded clothing there will be Collectibles to decorate your Hab hanger or ship or you can put them anywhere you want and there'll be more excl exclusive rewards that we'll be revealing later for thank you for perks you'll get access to more items in shops and discounts on specific

  269. 04:10:47

    items and all of these rewards and perks you need to earn in the game you cannot just buy them next let's have a look at freight elevators and Hangers oh yeah I know you'd be excited for this I'd like to show you a short video to demonstrate how freight elevators will change how you view your hangers and how you use your hangers no

  270. 04:13:43

    thank you thank so as you can see hangers they will become persistent and personal meaning you can stay there as long as you want whatever you leave there will persist and will be yours to use as you see fit your hanger won't just be a place that you leave from in your ship it will become a key base of operations to handle your inventory and storage needs and you'll be able to request your ships from an asop terminal from within the hanger self location inventories won't be magic and instant anymore this means that the freight elevators will be one of the main ways you interact with your local inventory items stored at the location

  271. 04:14:33

    can be requested via the elevator kiosks and will be brought up in a physicalized state to do with as you want this would be done through a dedicated interface screen to manage large volumes of items it won't be using the personal inventory system the change is obviously a really big quality of life Improvement to retrieving ground Vehicles no longer do you have to travel thousands or millions of kilometers to specific places in the verse to get your vehicle you will get them straight from your hanger you'll also be able to bring up ship components so your hanger is now more of

  272. 04:15:21

    a maintenance Bay and Outfitters where you can do repairs and swap around items and things like that so in short persistent player hangers in combination with freight elevators will dramatically change what you can do in your hanger it will be a home to do as you want which has always been the dream that concludes my presentation thank you very much for listening and I will pass you over to Todd papy hello come on I can't hear you all right there we go

  273. 04:16:10

    so we'll be talking today about something special uh it's a it's an update um on something that we talked about a little while ago but we feel it's the future of SAR Citizen and it's a actual the culmination of multiple different game systems coming together so why don't you play the video be

  274. 04:19:37

    all right so Base building all right it breaks down into two really large gaml sections planning ahead and prepping um and then you've got the on-site where you're actually going to build so with that you need to figure out what your goal is is it to have a home with a nice view and relax is it to have a trading post where you want to create and sell items is it to gather resources available and move on to the next area or is it to be off grid and be completely self-sufficient so with that with your prep and everything like that we've got blueprints so they're the recipes everything in the game is fabricated from a blueprint players acquire blueprints via reputation rewards um missions or rare NPCs with any blueprint you can actually do

  275. 04:20:25

    research on it and then create different variations with materials ranging from the common to ultra rare you might find at them at the local shop or have to travel around the universe to collect them unrefined refined simple materials or even complex components will all go into the fabrication with this then you got location location location first area is high security so you must purchase the land the base is actually invulnerable because the planetary shieldtech a security will show up to protect it as well you pay for the privilege you're taxed so at this point um you won't have the best resources available you won't have access to the best resources available on the planet

  276. 04:21:12

    if you don't pay your taxes the shields will go away after a period of time and the base will become deric and will collapse but this is low risk low reward then you've got low security so again you must purchase the land it's own by an independent Corp gang or faction again you don't have access to all the best resources on the planet the base is vulnerable AI MPCs will show up and protect the base of it's attacked the protection will escalate um over time player can also build defenses to help mitigate this as well and then it's medium reward medium risk then you've got Lawless so this is no protection other than what you build there's Shields anti-air players can disable the shields by getting close

  277. 04:22:02

    to them and destroying them high risk High reward since there's no taxes no protection fees you get a high return on the resources that you collect now there's some cross Shard and server meshing considerations that we will'll kind of adjust this design in the future but we'll get into that later once we once we're really building it so from here you've got the tools so this is what we would consider a surveyor um with this we want to actually cater to everybody's play style whether you're Solo or in an org with this you got different buildings that you can produce from small medium to large to XL or XL so with the surve tool you can only build the small buildings with a vehicle you can build small and mediumsized buildings with the Galaxy you can build

  278. 04:22:52

    small to large structures and then obviously with the Pioneer Pioneer can do it all and it still works as a mobile base and we'll uh talk about some of the more expanded features that we're adding to it and and later on so um and then it's also we're exploring what can be done in space not just on the planet so from here you set up on your journey so at the land claim you put your tool down where you want you launch the Drone that is built into the machine and then from there this allows the player to access the base building and also land claim mode with the land claim modes the player can actually change the size and precision of what what area they want to claim and it also shows you

  279. 04:23:41

    the cost and tax is associated with it if it's in a taxable Zone and you don't own the land this interface will default to it so if you own land or it's in a lawless area it'll automatically go to Base building mode so with the overhead view of the land you can actually place down buildings exactly where you want you can see the resources B beneath the surface and then you can also Place multiple buildings before you actually build so you can see how it will all come come together you'll see the resource that are needed for it and then you can also switch back and forth between different modes which are showing off the Resource Network and and how you link basically power generators to Consumers and then the player can move or deconstruct existing buildings right now with no charge

  280. 04:24:30

    fabrication so when you when you basically build these buildings they don't come with any furnishings and if you and if you didn't bring any with you then you want to build a fabricator so depending on uh what you want to build there's different sizes of them that support buildings from decorations armor weapons components and even ships so like Base building mode you need blueprints resources to craft what you want everything fabricated is produced from a it produces a physicalized entity stats and quality will depend on the quality of the mat materials actually used once you've done that and you built your decorations now you can actually

  281. 04:25:19

    fill the room the way that you want to fill it so Furnishings can be purchased at different locations or they can actually be fabricated you can do that via first person or in a dedicated mode in the surveyor tool with that you got different types of buildings so you've got utility style which would be garages freight elevators landing pads storefronts and then you've got extractors so with re with extractors we want to make sure that nothing in regards to Resource Gathering is fully automated a player a level of player engagement is always needed so as Nick talked about before there are different types of Commodities radioactive perishable Etc what you'll be doing is pulling out full containers then from there it'll be repairing or there's wear and tear

  282. 04:26:06

    associated with it or even misfires like you saw in thoren's talk and Geo's talk yesterday there's also upgrade paths for making them more efficient or resilient power generators so with different types of power generators there there'll be some that are more cost effective as well as effective in different areas solar panels will not always work in darkness fuel generators will need to be filled up every now and then and then batteries to store Excess power then you've got producers so things that will require the players to combine different resources to produce items and they then you've got defense so anti-air anti-personnel and then Shield generators and then the big one we start development q1

  283. 04:26:56

    so that's me thank you all thank you for coming it's wonderful to see you hello hey everybody uh I hope you've enjoyed everything you've seen in these last two days um we were really excited to show you a lot of it and I I've sort of seen some online

  284. 04:27:48

    comments about okay well that's very cool but when are we going to get it in the game um but one of the real reasons why we wanted to show you this all this citizen con is because we've hit an inflection point on a lot of the features as in they're either finished or they imp polishing stage which is why we're showing them so everything that we've been showing you here at citizen con is Our intention making 100% promise just so everyone remembers that to get them into Star Citizen through next year so we're not it's not going to be gated on having to be after Squadron 42 so we are so so we're planning over the ne you

  285. 04:28:37

    know q1 Q2 Q3 Q4 of next year hopefully everything that we've shown you you will have in your hands playing inside Star Citizen uh and it's very gratifying for the team and myself to finally be able to show you a lot of this one of the advantages of being able to go and iterate on these features in Squadron was that we were able to do it without having to release every 3 months and make sure the old system worked while the new system was working so we could actually really polish the features which I hope you could see when we showed you the updated you know UI stuff the updated FPS stuff the updated flight stuff uh the character stuff which is uh something we're very proud of because

  286. 04:29:24

    you know this is after all an MMO you want to make have as much freedom to create the character you want to create so as you may have guessed and Brian Chambers may have let slip a bit earlier uh we are feature complete on Squadron 42 I I am not I am not you you you will not get a release date for me today because first of all you always get very angry at me when I give dates so so um it it will be when I know that we're fully about ready to print

  287. 04:30:15

    the gold Masters but it won't be just yet but we prepared the the Squadron 42 team prepared a small video for you I may be lying it's a bit bigger than small uh to give you a to give you a glimpse of everything we've been working on and what the game playay looks and feels like so let's roll that with no sight of hostile we copy Archangel 6 come in go for 6 I'm getting a faint contact on bearing 287

  288. 04:31:05

    you picking that up yeah got it scanning we're clear commercial vessel out of V 3 reminded them that civilian traffic is restricted under lockdown copy that Arch Angel Arch Angel this is Kary come back Kary redirect to sector seven bravoo Echo for immediate tasking copy that on our way re re

  289. 04:32:55

    I know I just wrote you but a couple of hours ago proximity sensors on the other other side of the jump got twigged word it is it might be that Clan we've been battling with I guess that last fight didn't scare them off quite like we all hoped it would honestly we've been out here so long I don't know what to pull for anymore I just I just wanted to let you know I'll ride as soon as I can stay safe your loving son never gets old does it sir

  290. 04:34:00

    yetes I used to do the same thing when I was first coming up post up to the flight deck whenever I could to watch the launches have you seen the f8 up close no sir I think's a beast Nimble too 12 maneuvering thrusters and three Mains it sure sounds like it sir Captain McLaren to the bridge Captain McLaren to the bridge I saw you apply to the Flight Academy again yes sir keep your head up took me a couple times before I got

  291. 04:34:50

    in thank you sir Welcome to Cloud Imperium games Manchester Studio I'm Chris Roberts and I'm pleased to announce we have just passed the major milstone Squadron 42 is now feature complete and has entered its polish phase to celebrate this Milestone we've gathered some of our core leadership together to share what this means

  292. 04:35:45

    as Chris says we've moved into the Polish phase of Squadron 42 which means extra emphasis on ensuring things feel fun this means focusing on the small and large elements of the game such as dialing in combat encounters but also looking at the feel of how you control your character or vehicle and making sure it's immersive as possible we've paid extra attention to how your character reacts when in there ship so that you feel like an actual pilot whether that's firing your weapons taking hits or punching the afterburners to get to cover ship AI has also seen huge improvements with closer engagement distances and more varied behaviors and with our new Precision targeting mode the action has never been as close with the AIM now on polish we've

  293. 04:36:40

    organized the project into self-sufficient strike teams so we can focus on individual areas to deliver the best experience get out of sight the cutless is going to spart you this allows us to bring all disciplines together with a unified vision of enhancing the gameplay by seamlessly blending it with polished visuals final cinematic performances and our ever improving technology you didn't see the boat kid you're good to keep going we're also dialing in gameplay

  294. 04:37:32

    features such as the ship flight model for both atmosphere and space which covers Master modes control surfaces and our gold standard HUD and mfds our interaction system for both the world and your character have also seen additional improvements allowing us to hone and craft environmental puzzles unique to each location while allowing us to tell the story of the world around the military multitool is an essential piece of equipment for every pilot that

  295. 04:38:19

    integrates all attachments into a single handheld device and allows us to create really interesting challenges including physics based puzzles using our updated rope tank unidentified vessels this is the UE Navy power power down your ships and standby for processing you can off the coils Assam our scanning targeting and marker system has also seen an overhaul allowing us to highlight only the essential information that you need such as key objectives Mission targets and high level scan information while keeping your overall view as clean as possible Dam skank

  296. 04:39:16

    take them off me no no no no no tactical FPS combat and stealth which has seen a suite of improvements from improved looting weapon feel and balance realistic Scopes and smoother Locomotion alongside our new and improved FPS radar and scanner that provide you an overview of the battlefield but at the cost of ramping up your own emissions we've also seen the introduction of our mestrom powered destructible environment which adds a layer of dynamism to the experience alongside her improved AI that can now have hundreds of combinations of traits that allow us to create unique and challenging combat encounters that really push your Tactical awareness and skill grenade

  297. 04:40:58

    we play and review the builds regularly and call our action points in each level from start to finish on where we need to improve the game play this is an incredibly rewarding stage of development for me and the team as the ultimate vision of the game is realized allowing us to craft an experience that we can be really proud of one specific area that I'm excited to dial in is the feeling of the player interacting with the world around them catching you in as it's a core component of Squadron and really grounds the world that you inhabit we've made sure sure that any interaction in the environment is physically represented by a character

  298. 04:41:45

    animation to keep you in the moment and fully immerse you in the experience that we've created ultimately this is the final phase of gameplay iteration before we fully transition into optimization and stability on the road to release agent tro this is Colton come back we trips me out to see terraforming setups like this web tribe explaining how atmosphere processors work really shows how far we come hell is she with the transition of Squadron into polish phase we've had the opportunity to find additional moments within the existing narrative to add subtle interactions where appropriate it's been tremendously exciting to play through

  299. 04:42:33

    these areas and find places to augment the mood support gameplay and further embellish our story and characters so yeah my I I I can't believe it they said I got to wait another 2 years before I can reapply so um so that's why I figured I'd get a job trying trying insecurity because that's um you know can get some hours flying in the cockpit and whatnot can't hurt right exactly we've also been capturing pickups for our lead female player character as well as wild lines for our various enemies that you all will encounter throughout the game on both foot and in your cockpit these consist of a range of responses and reactions that you as the player can trigger which has been the culmination of efforts by the gameplay and AI teams this means that you're going to have to tangle with some very smart and reactive bad guys to

  300. 04:43:21

    complete your mission at the heart of this immersive Adventure you'll find Cutting Edge cinematic storytelling thoughtfully crafted to fully immerse you into your story we fight today so in 40 years from now when you're surrounded by everything and everyone you hold dear and they ask what did you do in the Battle of vager you can look them in the eye and say I heard the LIE men and women of the second

  301. 04:44:14

    Fleet I am proud to stand with you today good luck wiship up nice speech any word from the Recon team not yet let's get into position throughout the Polish phase our team is

  302. 04:45:01

    taking every opportunity to push things to the next level tell me you're expecting company this is not good the cin team is focused on finalizing Ed blck on all of our big action as well as all smaller character sequences I could have pulled this off of the galopa yeah probably but I think their solar mass calculations are wrong though well this is ridiculous how so we are now able to adjust our shot composition to final cameras thanks to recently crafted space wiers and level art being content complete now it'd be nice to know how much of a storm we're flying into more like a hill storm blue one you ain't going to fly out of shut up now I hadn't seen another ship that wasn't trying to kill me in days let alone a Haller let alone a jean so you can imagine my surprise detailed

  303. 04:45:50

    lighting passes can be done on hero sequences so we can show our cast and convey their emotions in the best light possible and we're making sure our cinematics are triggering as fluid as we can craft them so they form a coherent coner with the rest of the players narrative experience Mr wax this is Lieutenant Commander C oh Commander hey Julian Wexler I'm the field manager of this little operation welcome board the archon what brings the Navy to this little corner of universe we got you flying with Lieutenant Commander Colton he's one of our best as others will share this is the most rewarding chapter of development which allows us to truly experience the visceral and often times emotional moments that our narrative provides how did you handle it after

  304. 04:46:40

    Vega I'm not sure I handled anything it helps to remember that stuff like this is supposed to hurt I've never been good at dealing with problems I can't fix well this is one that you don't have to do alone that's good to know for the animation teams polish phase means refining the social aspects of Squadron 42 that occur between the various missions and getting the behaviors implemented across all of its chapters here we're dialing in the hanger to make it as immersive and

  305. 04:47:28

    believable an experience as possible it hey let's do this I have to switch out some the interchanges on the hanger back getting a weird I feel that anyway I'm for example we're launching off a space carrier but we still ground the feel in real world actions refueling repairing and inspecting and making sure that your next flight mission is a success this means we're looking out for

  306. 04:48:15

    pops hiccups or awkward Transitions and ensuring that everything flows and looks like all the great map performances captured let's ready some extra ice packs out of storage whenever Gunners are on full rotation you can always count on at least one of them getting hurt we also have you covered in everyday life but the medical staff work diligently for their patients whether they're players or crew we really want you to feel part of an authentic crew an important part of the UE Navy in an enormous Universe of people going about their everyday

  307. 04:49:09

    lives let's go ahead head and clear for takeoff ground crew prep Bay for takeoff copy that hanger ready for launch take off approved Baron two you have the ball the deck light it up ready and hold on as you're launched off the deck of the carry bar two you are clear appr have a safe light bar we want you to not only decide how

  308. 04:50:00

    you play the game but to feel as if the people you interact with are in that world with you I would have never thought a shotgun could be so pretty damn D this r97 is Sleek as hell like a lot of other weapons in Gemini's Arsenal it has a higher rate of fire than most guns of its type we're working to support a feel of authenticity through World traversals running jumping and climbing interactions with objects and the environment solid weapon gameplay and enemy

  309. 04:50:56

    reactions as well as combat realities such as weapon malfunctions or in Close Encounters of the more lethal kind that's going to hurt in the morning as we continue to focus on the quality experience we've been working closely with our art teams and it's been exciting to see their environments come to life alongside us while animation and design have been populated in locations polish phase for my teams means making huge advancements in the quality of our characters and environments we've established our

  310. 04:51:44

    standard with recognizable characters like Mark Hamill Julian Anderson and Gary Alman and we're now applying this to the rest of the cast and identifying any remaining Tech requirements that need to be closed down the story of Squadron 42 takes you through a variety of diverse locations of varying scales and styles we shared glimpses of several environments before and there's still plenty out there for you you to discover one of the main challenges the art team has had to face during the development of Squadron 42 is ensuring the visuals are complimentary to The Narrative of the script the mood and feeling of a space is just as important to us as it is making sure we hit the visual quality that cig has become known

  311. 04:52:33

    for oh good we can't hack it from this side Graves we got a locked door can you give us access no I'm afraid that's a negative St I would have to add you to our system to give you override permissions and uh there's a lot involved in that it won't happen quickly okay we'll figure something out everything you see during the campaign has been heavily inspired by the Classics of 70s and ' 80s sci-fi but with a modern twist we want everything you see to feel like it has the soul its own personality and tells of a history long before you arrived crafting interesting flight

  312. 04:53:22

    spaces and their connecting tissue has been one of the more unique challenges we've needed to overcome for squadron developing our VDB Tech to blend seamlessly between tighter traversal spaces and into wider space Vistas and planets has proved incredibly difficult but rewarding ensuring that Squadron flows seamlessly from one chapter to the next without interruption creating a diverse array of locations is essential to us our environments need to work from a variety of scales we need to pay close attention to detail whether we're working in a dirty engineering vent or navigating the debris of a Dying star wondering what may be around that next corner or even who may live there how would they have survived and what state of mind may they

  313. 04:54:09

    be in yes I've been speaking enging we've worked closely with our social teams in delivering a cohesive social experience when you're taking some downtime from our refined flight and FPS missions or even missions of the more eerie kind we'll be introducing new space stations on a massive scale all brought together

  314. 04:54:57

    and designed to be as tangible as possible we thought about their function their age and tried to ensure there's a progression in artistic style with each station as you progress through the game as you can see today the teams are working incredibly hard ramping up the detail and quality to match the breadth of our vision for squadron 42 now I know you're all asking when can I play it when can I play it when we have the locked release date you will be the

  315. 04:55:46

    first to know now we're imp polishing phase on Squadron 42 you will start to see a lot more things coming to Star Citizen as well as overall progress on the persistent Universe polish phase can take some time we have come this far and we want to make sure Squadron 42 delivers on the promise of being this generation's Wing Commander now even though there's only a few of us in this video I'd like to extend a big thank you to all our staff around the globe who have been putting their heart and soul into bringing Squadron 42 to life and I would like to thank everyone in the community for your patience and your support to paraphrase Admiral Bishop when people ask what did you do in the development Squadron 42 we can look them in the eye and say I held a lie I'm proud to stand with you thank you for making this game with us I

  316. 04:58:00

    you're making me very emotional now uh than thank you so much I uh it's it's been definitely a long time coming coming we as you can see on that video that's Squadron 42 gameplay so we are really dialing in and polishing it and uh we're really proud of what it is I mean it's any know I think it's going to be something I'm very very proud of um so I can't wait for you guys uh to play it in the I'm not going to say when but anyway um uh and anyway we kind of spent the time to craft something that's that beautiful with as much attention to detail and love without your guys support just like we couldn't be

  317. 04:58:48

    building the universe as Star Citizen without all your guys support so I am on my side incredibly grateful as is everybody at cig for your continued support because we're building I mean a universe of dreams and stories of dreams and it's it's a really uh wonderful thing to be able to do as a creative uh so thank you everyone here and everyone watching and everyone that supports Star Citizen and Squadron 42 thank you so thank you guys very very much and then I'd like to I'd like to call out everyone that's put the show

  318. 04:59:37

    together here it's been uh an amazing job wiin uh headed up but there's a lot of other people I mean obviously Jared's been doing his great job MZ uh Leah has been organizing the show and there's a thousand other people that are part of our community and marketing side that been doing it there's been volunteers that have been helping to do this uh our uh the companies that we've hired like en Vision have put the video and so for together so everyone's done an amazing job of the show so thank you to everyone and sorry if I didn't call everyone out by name because there'd be a lot of names so I had to call them out but putting all that together and thank you to all the devs that work really hard to put the presentations together for you guys cuz I think you could feel that they really love what they do and they're very passionate about what they do and they're really excited to get it into your guys hands so anyway with that I think I

  319. 05:00:35

    would say thank you everyone I'm really excited about what we've got upcoming in the future cuz a lot of the foundational Tech the assistant entity streaming and you saw server meshing uh earlier on yesterday uh is enables a lot of the stuff that's going to come to the Pu like the base building and the assistant hangers uh so I am incredibly excited by 24 and Beyond and um anyway thank you guys for supporting I will see you in the verse and thank you so much for coming out to uh share this with us all right a

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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