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CitizenCon

CitizenCon 2953: Life In The First Person

27 October 202300:52:301,153 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:11

    [Music] hello everyone you know it's a am I too early no it's a real pleasure to be here at CIT Con in person I've had so much fun thank you all uh but my name is Yan I'm here from Manchester I'm going to talk to you about some improvements to play trisal so we're going to start in Ser G where we've been rebuilding the Eva experience from ground [Applause] up so the first thing you should see is that we've made the uh exit from Gravity less disorientating

  2. 00:01:01

    oh we got a faith plant ah we made it all right so we made the re-entry much more forgiving 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 us to walk across them so we can see that in this video here okay and as it go to the end we're going to jump on okay here we go into that and this smaller profile let 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 lower speed so we're not going to be spinning away okay big reveal love this station this is

  3. 00:01:51

    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 saw we can now rotate around the camera without any trans Lal translation so we're not rotating around the hips anymore and it allows you to aim 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

  4. 00:02:44

    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 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 Set 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 will showed last um yesterday we might be able to take you

  5. 00:03:33

    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 is anywhere we're going to let you look around so you can do 360s we 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

  6. 00:04:21

    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 theer so you're going to be able to push up to your desired 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 the swimming but I'm going to show you a different feature right so sliding so with the power slide you inject a burst of speed this doesn't take just take you from a to b f you're going to have a reduced profile you become a smaller Target uh it doesn't come for free you know you're sprinting that's going to cost you stamina your sliding that's going to add some stamina cost and when

  7. 00:05:11

    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 motion we're going to go through all of them and give you 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 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

  8. 00:05:59

    could do back to back slides uh 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 uh yesterday in the UI demo um I lost my fault bone can you press the button that's it okay radiation right so radiation for that it's a new addition to this 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 it's based on your body surface and your distance to that source so by going behind the cover here I can completely

  9. 00:06:46

    cut off all the radiations 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 first of all it comes from your outfit so depending on what you're wearing you're can have a better or or or less accurate Shield 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 then when the 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 uh next section so I would like to welcome

  10. 00:07:36

    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 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 the 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

  11. 00:08:25

    cards that appear over the objects as a player gets near them the 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 determ 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 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 his objects you no longer have to go into interaction mode to bring up the cursor then drag it over and to select using the in so we're removing that so what happens if an object has

  12. 00:09:18

    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 interactions 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 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 the default actions that we bring to you you are fully able to customize them to fit

  13. 00:10:05

    your preferences and playing style so let's take a look about this in action here you can see the prompts that 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 they interacting with but any item that 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

  14. 00:10:54

    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 a fully physicalized world that we want to provide you a tal 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 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

  15. 00:11:41

    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 of tactile experiences the next thing I want to talk to you about are usable

  16. 00:12:29

    interactiveness so usables are objects that have existed in our game for a very long time and you know designers have had a variety of tools to build these really interesting and complex sequences for the AI but up until now what we could do for the player was very 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 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 achieve so in this scenario the the player has to go forward and can't go forward because of the toxic water so he

  17. 00:13:19

    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 all together well it's up to designers to define the type of experience they want to bring to you so

  18. 00:14:08

    let's finally turn up to turn out the valve rush over before that broken valve starts turning off and then see another small example oh let's 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 see what the Pu designers will create and bring up to your

  19. 00:14:57

    hands thank thanks okay let's quickly talk about kiosks and Terminals and let's be honest 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 aligned with the kiosks so we can better perfectly frame the uh the screen on the viewport at this point the interactive screen will steal 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 it and

  20. 00:15:46

    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 feel and you know F though 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 ahead we wanted to make it as easier and quick as possible so you could spend the minimal amount of time to grab any items you need from your target so displays the current load out and a simplified version of the inventory looting space favors speediness while the inventory is

  21. 00:16:36

    there so you can fully manage your load out so we're still actively working on it and this 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 I just so you see the the play 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 tip 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 just equip or swap you can even use your mass wheel if you want to change the

  22. 00:17:24

    target you can yeah drop anything store anything just really quick actions and you'll see in a minute that we also can trigger ammo reping so this will grab all available Almo either from your target or from your inventory and we'll fill up the magazines in your load out and drop and get rid of 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 I hope you have a great time time right hello everyone for those who cannot remember my name is yans and I'm now going to talk to you about some

  23. 00:18:13

    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 it's going to move you through different action set you're going to start out by struggling you might fail of course this will this sort of 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 he makes almost no noise right um we're going to explore some

  24. 00:19:02

    more variation beyond our unarmed and our knife takedowns like sedative injection pens and contextual takeown 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 going to introduce you to a new weapon a new item sorry and that's the restraints

  25. 00:19:51

    so with the restraints okay let's take him down first one more oh okay so with the restraints we're GNA turn him over we're GNA cuff his hands we're gonna 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 in unconscious or dead and there that way to be easier to remain undetected and keep you in that stealth bubble um now this is another thing we talked about in the UI demo uh which is the Ping and we saw it in in asha's

  26. 00:20:39

    presentation how 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 our data bank that then uh shows up in our um box outs here so you get the name and you maybe get the 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 a 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 going to spike my emissions of my signature uh as so an enemy with the

  27. 00:21:27

    right equipment or tech level might discover me um okay so let's move on to some talk about uh weapon wear so here we're going to see an simulation of a weapon getting more and more worn over time um we're going to expand this Beyond weapons to other FPS item like your armor your clothing helmets um in actual game this would be triggered by weapon usage right so the more you fire your gun the more one it's going to get and this going to affect its efficiency it's going to affect 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 you could have a A Worn rifle with a pristine scope or a pristine rifle with a worn

  28. 00:22:17

    scope check this one out there you so the geometry isn't the only thing that going to change as your weapon wears so here we're going to see a pristine um Gemini pistol in the little window and a worn 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 onto some consequences so just it's not all visual so we're going to startop with misfire so the first thing is going to happen is you press the trigger your gun doesn't fire the

  29. 00:23:06

    second thing that happens in this video you got I hope I hope you you guys know what's happening so he goes and then goes click that's the bullet getting lodged in the chamber right so we got to fix it so it's telling us to fix it we hitting the button be 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 H you could use that new looting interface show to to grab a gun okay okay I'm going to finish this section with a features that's tally related to where and that's the dirt accumulation so here again we're going to see a simulation of dirt accumulating over time on the on the same rifles we

  30. 00:23:54

    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 dirt 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 FPS weapons thank you very much hello I'm Zach PRI I'm a senior FPS

  31. 00:24:50

    game designer I'm here to share some of the new interesting FPS things we have to bring you so if you play Modern 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 and 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 cuz 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 well you know creating greater weapon to weapon 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 weapon recoil so this is the old

  32. 00:25:39

    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 P4 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 the 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 recoils are just in general

  33. 00:26:28

    easier to tweak now and they're a lot more impactful and we can create weapon Variety in 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 previous ly as if you play right now you basically have a linear posst 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 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

  34. 00:27:16

    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 just using things like you know ease in and ease outs and just give more life to the weapon there we go and we also have new Iron Sites 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've seen this is a change to the Cara where we have 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 so you can see this on the ravager and you can see this on the custodian now weapon functionality

  35. 00:28:11

    changes so as you imagine with a new Reco 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 manufacturer right you look at something like a Gemini piston now Gemini overall it's rule of cool like that's what Gemini is supposed to be so the lh86 pistol should be fully automatic realistically so we have a video to show you of the pistol and as you can see it goes ballistic when you fire it the magazine counters 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

  36. 00:29:01

    weapons so oh it's the other video that's the optic one there you go than 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 some weapons will just basically be beams from the get-go some will go into beams let say this one goes into a beam once it reaches a certain level of heat and it's really fun because you know these are 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

  37. 00:29:50

    little bit more with this one so oh so to get our if anyone plays a modern FPS they know the 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 they look gorgeous and um so in general all our SES 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 enal 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 or using something like a television site

  38. 00:30:38

    like something like um kuey 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 sound we've also switched out some noises and made them feel a lot more beefy

  39. 00:31:51

    fantastic I think all of California heard us there um so backpack reloading in real life combat scenarios you often grab magazines from other Surplus areas and we want 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 a 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 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 catching of you of all the information you need and this has been shown and it's

  40. 00:32:40

    been teed a little bit the dynamic 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 Crosshair that follows the barrel that 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 onto more data things we're going to provide an improved PVE experience

  41. 00:33:27

    the accuracy calculator for NPCs is coming over from Squadron 42 some people have been playing it in the venue and here and I've been harassing them whoever is doing the hanger mission to get their feedback and it has been overwhelmingly positive we also have new NPC archetypes what we're temply calling the jugut 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 cealing and less unfair deaths it will no longer be a game of whoever shoots

  42. 00:34:15

    whoever first speaking of which force reactions we're reworking them we're wear it's fustrating and we are going to rework the system to work beautifully and we're also work some other highly requested PVP changes I'm very happy to say a lot of this work has been dialed in Squadron 42 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 franisco Uchi as you said and I'm the director in cig it's great pleasure to be here with all of you guys it's

  43. 00:35:03

    fantastic so what we're going to do today is to explore how we all the work we've done for squadron 42 is going to flow into the star citiz and experience so we wanted to make the ey presentation about how you guys are going to experience the tech and the features we have been working on so from the player perspective you've 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 Star 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 a time that feels memorable that feels special right something you can remember and talk about so we want you to give you a

  44. 00:35:52

    challenge to overcome but also a challenge a challenge that is fun and doesn't feel repetitive and boring so when we look at FPS encounter we want to build variety we want to give the designers like Zach the ability to craft 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 what we 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 to we're going to look at today is the MPC trade system so

  45. 00:36:41

    we spoke about this in the past and we 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 traits in Tech tech-wise are just traits and tags that we can apply to character instance character classes but code canot Supply them automatically based on specific rules for example if you see somebody you know with a rocket launcher

  46. 00:37:31

    those will apply an example the the 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 trained they're not very military so how do we do it with the trades we can start adding to this faction either the aggressive or Reckless trade those are trades that

  47. 00:38:20

    increase the risky behaviors so for example fighting more in open space or expose themselves longer when they are in cover we can then assign to some of those pirates the 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 will 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 and managing their armas for others we could use the undisciplined trigger finger trait so this trait is for example meant to uh convey the inability to control their

  48. 00:39:08

    weapon when they are emotionally engaged 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 is asking so being better at preserving their ammo means they will also run out of bullets much quicker so this offers interesting opportunities for players because they can now shoot at them while they reload or where to scavenge the environment so trades are building blocks we can use to define our character faction encounter 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 make a picture for you guys so this is the bunker

  49. 00:39:59

    mission in pyro 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 imagine 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 Zach created a mix of enemies some I'm it with for example shotgun and aggressive traits now they will push towards you they will force you to take actions and to react to

  50. 00:40:49

    them they reload some will cover up obviously this is with with god mode on so Zach was not dying so this is possible to set up with a tick 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

  51. 00:41:38

    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 a specific encounter so we want to tweak this and we have the medic trait here we combine a lot of the teec that we have spoken in the past usable Tech you know Behavior tech and as yens 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 these information about the different actor States so he 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 floww can and when it's safe to do so

  52. 00:42:27

    and at the right time attempt to heal is made that can be helped so now you can imagine Guard Patrol in the environment you take down a character the guard finds this de 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 pulse see the state and if he can be helped he can basically execute the right healing process if he needs a med pen he will use the med pen if he needs to shake him to wake him up he will shake him up and if he needs to we ar straining your crew members 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

  53. 00:43:21

    M 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 Amos anymore so the ammo pool is actually constructed by the amamos 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

  54. 00:44:09

    environment how do they do that is through the MP 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 dead bodies can be looted same as drop White weapons ammo crates will have physically inside some weapons magazines they can provide you with items and NPC can understand where you can find ammos 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 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 in pyro you might see

  55. 00:44:57

    it 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 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 R outs a bullet obviously in this video we give them a chance to to go and loot as well and this is a proper ammo crate 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 amamos after

  56. 00:45:46

    that but you will probably find it in the other one once 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 play NPC cannot reach so grenade Force the movement that keep the action going but they also very dangerous youve seen in Ali presentation and Mike presentation that a grenade can make elect ronics explode ignite a fire and then the fire can propagate in the environment so NPCs needs to properly understand the

  57. 00:46:34

    environment and not jump into the fire and and know get damaged so how do we do that is we have a new food 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 seman think 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 I will see an example of that you know this is a safe environment

  58. 00:47:22

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

  59. 00:48:11

    to thank Zach and I want to thank 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 starve Citizen and more okay we're going to leave you with a a quick peek of a a demo in hang of for of checkmate with some of these new features enjoy look

  60. 00:49:54

    take h

  61. 00:52:14

    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 13 in check in Checkmate it's a really great encounter

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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