Squadron 42: Pre-Alpha WIP Gameplay - Vertical Slice w/ Director's Commentary
Transcript — every row opens the video at that moment
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hi i'm chris roberts I'm the project director of squadron 42 and I'm sitting here with David haddock the lead writer hello and also Sean Tracy the director of global content and is overseeing both squadron and star citizen and we're here to talk about the vertical slice which we just premiered a little earlier today on the holiday livestream so here we are opening up in Odin system and we're sort of as sort of establishing the scene and cutting us up catching us up on the story Dave do you want to yeah so basically the because we kind of jumped you in dropped in the middle of story want to give you a little bit of context just so you could kind of understand a bit of like what the conversations were happening and you know what they were talking about and stuff like that so yeah so we're sort of this is you know not at the very beginning of the game but I would say it's sort of you know I don't know like beginning of the second
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act maybe yeah or it's like so you you you've you've already arrived on the the Staunton you've you sort of bedded in you've started to fly submission so the very first time you actually fire mission is what we had with the IGN teaser where yeah old man says who the hell are you which is kind of fun because the whole game is about getting Mark Hamill or old man's approval which is very cool so here we are we're waking up in the sort of sleeping quarters area of the Idris and you know each of these cubicles they've got their own little shutters so you can get a sleep and we are kind of getting waking up and we're you know one of the things to think and remember about what we're going for for squadron and ultimately we'll do the same for star citizen is we want everything to be very tactile to be very
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sort of you can you know what you can wear or what you can carry is what you can do so we don't want this sort of RPG infinite bag of holding you can have all these items so here we want you if you're going to put on your BTUs from what you were sleeping in you actually do it you put on the flight suit later the same thing and you know here we are and this is you know a more full version of the AI system that we've called sub sumption that's running sort of the missions and the AI and the characters you're seeing a lot more of their actions around here than say you you could have seen maybe in what we've put in 3.0 in the in the PU and actually it even made the the captures challenging because of all these AI doing very different things every time it's not it's not perfectly deterministic so it's not he's not always at the microwave actually getting himself you know something to eat yeah definitely we've actually had we've had
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captures where we were having conversations and we would not close enough in the conversation so the AI cut in front of us photobomb yeah you know it's it's quite funny actually so we've you know we've had this whole tweet it's not implemented here but we have on the list of things to do they sort of have some AI tech that sort of knows that you're talking to someone yeah and the battery instead of cut you know finds the shortest path between the 2:18 so yeah so we we've woken up we've gotten our BTUs was just right now the idea was to sort of show a little bit of the uterus we're actually not showing all of it it's pretty massive there was sort of the Idris special it showed a bit more of it because you know there's the medbay and you know there's a cargo room that we didn't go in that we just walked past it's a missile room there's a hold down there's a hanger for the argo below and the gravity generator below so it's pretty good and so here's the first
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example of sort of a sort of fluid cinematic conversation system so I'm not sure we really move around here but you can maybe see it in some of the other parts we move around his head will track us he'll look at us it's you know the quality of the characters is cinematic level quality and we there's no difference so like yeah there aren't really any we don't have any pre-rendered cinematics so we do occasionally we'll take the camera and play out a sequence but you're actually still presidents all running in the engine live totally yeah but that's why the you know why Lars is look so looks so good here I mean the thing that always strikes me even watching this now like I mean is it's interesting hearing obscene the great animation of like him talking but it's actually the pauses in between him when he's listening to you because it really seems like he's processing hmm what you're saying which is just fantastic I think and if you look at film or everything it's almost
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like the reaction of someone tells you much more about what's going on rather than what people are saying and with you know the fact that we did this full-on performance capture and facial capture we're getting all the performance that we're getting on the stage and you sort of see the subtleties where exactly you know someone's listening to you and you're telling him this and he's yeah he's like if you picked that other conversation option for example like he has a little smirk when you say make a little bit of a joke on it that's just it's it's really interesting sure I may be dimensioned to do we've got a bit of you know as we walked in the bridge we got a bit of stutter and these kind of things so it just to just to remind everyone that this is this is a live capture off of a gameplay build we were not faking anything you know just because we were gonna pre-record this didn't mean we were gonna fake or fix time step or do anything that you would normally do in a game capture just to
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kind of make everything look perfect right because this is the reality of exactly where this game is at this exact moment but we just barely start to scratch the surface on optimization on this particular stuff if you're playing the 3.0 pre you you know that we've you know been focusing on that level of ability yeah get there and I would say yeah so that's a lot of reasons you'll see variable frame rate during the playback of them you know this portion of the mission that we're going through and we will you know our goal is to for a high spec machine run this at 60 frames a second and low spec to be at least 30 frames a second this is actually pretty cool because we're say on the address which is a massive it's basically a flying level inside the coil which is this volumetric cloud tech flying around Shubin Arkin station there's a Shubin mining facility and
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which is eight kilometres in size so just the sense of immersion and scale is is pretty cool and that was cast felon our comms officer yeah that you have some theories about Dave no straight professional you know it just says hello but think it's back to her job and so here we are we're gonna head down now off the bridge and so the bridge has access on both sides stairs on both and as the elevator in the middle that we came up we walked past you know marine on guard and that part of the basic subsumption is what we call wild lion so they'll see you they'll say hello I think I saw some memes or jokes on lieutenant lieutenant lieutenant but we actually have we have a lot of variation of greetings and different characters
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all have their own customs and also I mean ultimately it'll be sort of reputation based - yeah so that are you doing the more people will acknowledge you yeah and if you're not they're not or they're Curt with you and so right there was actually gunner Haynes which we didn't go and see so we actually he is part of this chapter that you go around but we kind of felt like I mean this is already an hour and six and we're only doing a portion yeah what you can do is in fact you know the the the mission we'll do later is sort of one of the optional missions you can do in this this area of stuff and so we sort of felt like an hour or so of gameplay was we didn't need another yet another conversation yeah but if you're playing it there's a lot more so a lot of the characters that you see all talking and doing stuff it's all this is all systemically driven for a start but there's a lot of backstory insight you know you can whoever you want to talk to
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find out what's going here with them and really get to know the crew which is you know what we're hoping you'll get a real emotional attachment I mean know the crowd the amazing thing to is also or if you don't you can just move on to your next mission point like there's that again like it's up to you and I can invest it right yeah the type of a good example it like there was a couple engineers sitting outside the engine room and if you stop and I've stopped on my playthroughs and sat there and listened they're talking about morale how he's a genius for coming up with this crazy thing and then you come in and you see him here so yeah there's a lot of interchange between the characters which is quite nice and you can get right up close to all of them and they'll all be holding up just like Lars was just like everybody else was we've brought you know what typically was like a hero level sort of character and we've we've spread that out to a
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quantity basically so everybody's a hero let me know background character yeah Mario he's a he's actually one of my father from his character and here there's a little bit of texture where we're looking around he he can detect we got this thing we called spoil tech and it gives signals the AI based away you're looking also you may if you look at running around here at some of the AI there's points of interest they go by and they may glanced at the point of interest glanced at you as they go by so it's sort of it helps break up the more robotic AI locomotion and we're still early stages that so that's get even that's going to get a lot better but we're really focused on trying to make the and movement of the AI is good and natural as possible so this as far as we're concerned is still got a long way to go there's a lot of silica is all about dabbing in the subtlety so we've
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moved you if you actually go back and look at the Meritor and look at this it's totally night and day yes but we're gonna go a lot further because for for for us the goal is to really sort of make what we call a sort of fluid cinematic experience so it sort of feels like you're in a movie and it has that sort of sense of drama and has that sense of detail and texture but you're totally in control and that was kind of I was talking about the cinematics where you know you you even though they're live and we take the camera control away you if you don't want to have that you can just hit a key and lead back to your point of view and you'll see the actions or the people doing from your point of view so this would be an example of somewhere you could do this right here we take over the camera curve once we walk in so this is all game play and you're actually still you could actually
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walk into the back of this shot if you wanted to yeah or you could just go back to your point of view but we want to have now we got these we've got these great actors great performances and you know you really need to sort of get up there to get in yeah in the performance in this play three we did you sort of concede moment I mean there's a great conversation with captain Y afterwards we sort of you know you get some texture about his son and maybe some sense of rail login it's and there's a later one with some om sees prisoners that come in that's really great so yeah having the ability to sort of take over the camera to get these close-ups to sort of give you a bit more up close detail in the story is great but you can also just cancel out and be just watching this from the point of view we're just seeing their before well that man is a complete ass yeah the
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performances of the actors it's such a different thing to have you know these these Triple A actors in in game instead of you know a hand-animated guy that was voiced by somebody in the development studio do you know what I mean it just it changes the game completely well yeah I know it's fun it's fun and also you know we shot for over a hundred days and the in London over 15 and 2016 and got up and see now if we stayed here it didn't do this I do this on my when I'm playing through because I think it's fun there's about three or four prompts and we we always had fun shooting him because the actors would after yeah basically it was like the player was like totally a charge when we shot it because we've got to be okay would you like a seat and then there is like old man would say something and then you know might would say say something so we have three or four of
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the encouragement still happen everywhere in the case of hephaestus play three we didn't do that but I do so on this scene without mention the RTC tech would be you know not complete that that that is that is opened up so many different things that I mean she's actually down down there this is it that's like a live Skype call happening in the game right now which is super cool and the same was for Wexler like Wexler sitting there in his office in Shubin was that we could see out the window we're flying around super cool so in here you know here you're in full control me just happens to be that we were looking at two white but old man as he is in our game it's gonna add off and
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he actually and they all and everyone that does we don't cheat in this they don't like warp he like pass all the way down and then he and you could follow him and I got fun cuz we have a certain playthrough done but you know he actually changes his outfit gets his helmet on and goes down and gets into a ship it's cool it's been good sir and we've still got we've still got you know the last ten five ten percent just push these faces push the characters push the quality just a little bit further but that last little percentage will always take the time and we could do it infinitely there's people well yeah I mean I think we've got some heads in the faces where there'll be some new additional simulation and it's meant to be subtle stuff and all these things
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yeah like skin jiggling on top of the muscles as well as the blinks there was some of the things that you know sometimes called out the blinks you know sometimes the same speed of clothes as open which isn't really that that real but when it's a peek at performance like this the ego the the technology's just totally shines no it's actually with an actor I mean I love it great and this is a great scene you really get to sort of yeah it's nice and it's and we have a lot of these moments with you know a lot of the characters in the game because we had such we had like 350 speaking we I think we basically hired every actor we could hire in London yeah there's a lot of good ones and it was great yeah again I mean this was another example kind of like the same with the large thing like
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the pauses of you know Wally listens to you well listen to a while he's thinking you guys lost in thought and stuff like that's just you know they really did a great job with the facial animators love to solve those once too and I love you see that pause right there before he says I've kept you too long you're dismissed early time yeah you can sort of see him thinking it and it and and I think those little things I mean this is just a very tiny amount of what's in actual squadron 42 yeah I know when we were locking down all the performances and editing it without any of the scenes and without any the rest of the stuff you know the characters felt really alive and I think it's been great okay this is the RTT tech being used this is we got some color light balancing stuff to do so yeah a lot of the video comes that you see it you'll see in this and the RTT is not going to be how it is and the final I mean our
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goal is because there was a that's rented live he's he's down in the flight control playing his lines and you a camera there and it's playing it on you but you know the goal is that the RTT looks just like it does when you're here running around with us so we still got some dialing in to do but a lot of this stuff sort of you know has come in recently as people know also in 3.0 so yeah it's still pretty early days and the importance of this is was all the was all the functionality everything needs to flow together run together basically anybody needs to be able to start this up and be able to play through you know chapters you know well I'm not gonna say which ones they were but the chapters that were in and this is chochmah he's our sort of ships weapons master guy who's gonna hook you up with your guns yeah and I love I mean
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this is another one of my goals here with this is I'm really you know the tactile I was saying about you put the clothes on and you know I hate this now I just look at a screen and I pick my weapons or something we're just feels right Gaming just magically magically appears and so this is this is you know yes and actually in sauces and some shops I'd like to have this level to where people are shop people put things in front of you but you know it's it's great because he actually picks the weapon out and we don't select it here but if we went and said what they're bearing a are right Pierre yeah rifle he'll go over to because all the different weapons are on the racks behind I mean they actually takes it from there and puts it down in front of you but again for in terms of time of this we decided we didn't want to do two bags of stuff but it's kind of fun it you can also come in here get a
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weapon go to the shooting range just across the way do some practice shooting I mean you know yeah I forgot to mention there's a shooting range in an armory as well as got so much stuff so much it's crazy I mean honestly we've got to get the AI crew working for players in the main PU star citizen because otherwise it's gonna be a very lonely experience hero [ __ ] floating fortress when we all first saw that animation where he does the when he [ __ ] weapon and puts the magazine in his hands were all like oh yeah Steven Benner was here he definitely was the very very and they said this is my boy this is kind of a fun movie reference and it's actually an easter egg and really the easter egg well I'm not going to tell you how you get it it will not be an option nothing right when you when you actually play the proper game but we thought we put in
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here for fun to say that yes it was kind of too much to resist if you're walking up to a gun guy and ask him for weapons yeah and by the way there's quite a few fun Easter eggs in a squadron but we're not gonna talk about and I'll be looking forward to seeing everyone's discover with it I know there's this day or so it gets released yeah there's one in particular that I have a feeling you were thinking about that I'm I'm dying to know if anyone discovers it cuz it's gonna be awesome yeah yeah no I'm sure they will this is this is you know today's gaming and yeah that's true everyone shares everything online but ya know I'm yeah we had some fun with it so let's say let's say you know we all have similar movie tastes yeah we've all got similar sense of humor and all this stuff too one of the things when you're walking
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across that walkway like those there's windows that are down to the hangar you can see all the deck crew and everybody moving around the ships getting them ready I quite like the the editions the windows and everything here here's below sever yeah he's a miss menthe man but I mean also in the mopping is a bit more than it seems well I mean that in fact I mean we don't have the mop tech working fully yet it's is going to pick up his he this absorption stuff is he can move pick up his bucket go around and actually clean up puddles and stuff yeah and that's all like kind of procedural so that's it just makes the place more alive yeah so then just little bits that jump out at
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me while we watch this right we're going to prove some of the hair we're gonna improve some eye convergence definitely in these a lot of this stuff we've gotten the stuff in because it's sort of proof of concept vertical slides but a lot of the dialing in the subtleties of it we haven't had the time to do yet of course we will be doing and here I mean we just we know what's happening so and the playthrough he's kind of waiting for the to come in but that's all happening live in the game and then we're taking over care and if you went back to your point of view you would see this playing out for the point of view up where you we're at they sort of ready room for me this is one of the best examples of why having all the faces at the level that we have all the characters at the level we have all the performances at the level we have really really makes a difference to the game because this is a really get real invested in this in this cutscene you can see some subtle emotions that are
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really really hard to communicate from a game character for example being in charge but scared at the same time so you can see these guys are hauling these guys out the first you know it's pretty easy and then you know they start to get a little bit nervous and these kind of things but yeah I mean I can even see it on their faces like yeah it's it to be able to read a face like that is is a tricky thing in most games it was a fun fun today oh yeah yeah maybe I darts in there and they're going to be good it's close it's so close and he actually popped around the bunch freed he appeared as a bunch of different
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characters yeah we the way he's a great he's a great theater actor in the UK and we do we have some other fun small around we got to make the the agro kind of he's big in real life too yeah what the hell you will go on about it's very simple we're LMC and I won't see belongs to silicon the SoCon doesn't like people messing with his things you got me saticon say your boss are we supposed to be scared of him or something yeah no yet run up to the holding cells make sure everything's ready for us we see
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again the motion right he does only usually get that but youthfully well yeah I mean let's when you've got the performance cam p.m. you you know the actors can play and they can do this stuff together you need good actors because absolutely they're sitting there and you know grey suits with camera rigs on my hands they're gonna pretend they're boarding spaceship is coming out but if you have good ones that you can really get you know the subtlety that you got with that which is great and there's that's all the way through which is I think people is gonna be that's what's gonna make it different to what you've what you've seen before now and also by the way if I if I decided I didn't really want to see that scene play out and I just came out that point of view old man while that was happening went and path to his locker opened the locker put his flight suit on and then and then headed off down to the flight deck
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hadn't gotten into the his Gladius at the front and you could see that you could just say oh I don't wanna this things happening every I'm not interested in that I'm turn around and do that and I actually did it on a couple of play throughs just for the fun of it but yeah it's cool so again this is the TAC type you pick up your hold the helmet it's a bit janky some of our pick up take up stuff is still needs quite a lot of work even if you guys are playing three sorry you see that there's a couple of Marines heading off to the break and the engineer you'd they're engineers never in a rush they fix things on their own time that might have been Tannen I think those Marines though they were running for it on a break that takaka character - I'd be remiss not to mention that the character team had a lot of fun with that because typically we try to share bodies and meshes we can but with this guy know he was gonna have
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to be a big guy huge arms big tattoos huge neck you know like it was really fun to make that make that characters interesting I got to write a and for a while tattoo doc which was always fun yeah there was a whole story behind the tattoos like before he was a criminal yeah it's great like the ones who got on quarterdeck while he was in prison [Music] finish the work on your scanner it should help you track Sophie's got some great great everything that happen so just again some some of these subtle emotions are just not used to seeing on them so Sophie we did a great job of so we got well we could we could I always what I do it I inspect the helmet first as a flip I could do well we'll get it again this is another example of you
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know we're in this is live gameplay it's sort of triggered because you know we don't control our man so we want to sort of show off the fun of that top gun launch kind of thing yeah so how so we trigger that but if you wanted to not deal with that you could hit the key and be just sitting in the cockpit watching all happen in front of you rather than the more cinematic stuff that's happening sure Nancy tell cause you from you know ya know hmm the point of view here or seen this but you know this what's going for a cinematic feel so I you know personally I think this is how I would see I think a lot of players with that but if you don't want it you want to be all point of view that you can have that too we still are sort of space lighting still has a ways to go like the live sort of you know dynamic GI that we're working on yeah in quite
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yet so that will add a lot to and also with although the camera cuts were turning on enough that certain lights were opening doors we're doing all this stuff in real time and again because it's not in a video this is all actually in the world right beside the player happening so there's just a bigger challenge with it and that's why you see the framerate drop a little bit because most stuff game Joanne here and you're also seeing some things like landing show stuff like you're triggering on the landing gear because it's all physicalized and there's sort of it was conflict between the animation and the actual physics simulation which is all stuff will die ellipse and won't be there in the final one but you know it's still early stages so it's also we're throwing out that I mean the level of detail on the flight deck crew I mean that whole hand off thing is I mean that's all yeah that's another steven better specialist really really got hold
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of some proper carrier deck crew and they sort of worked out what different people would do in this sort of situation because it's slightly different for this than you would be on a sure craft carrier because we're not really you have a catapult launch but you know we kind of have it for fun and you know luckily you don't need this many people to launch a ship in the existing universe but yeah so it was a little bit dark in this capture you here but yeah they were doing actual semaphore that would be for yeah well I think the issue the thing was that we just put in a change in a like State for the launch which is his emergency and it needs a few more lights because they look like little try guys telling you what to do but they're they're like giving you the spin your engines up okay they do the triangle over them for you to go to hover mode and then here's our sort of launching like and you can see that's loading a bunch of stuff at there a lot
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of the exterior in the interest use yeah yeah then we cut out to the third person to share it and now we're sort of out flying in in sort of the outskirts of the coil where Shubin space so the coil you want to tell us a little bit about the coil yeah the I mean the coil is sort of the remnants of Odin one so the first planet in the system got kind of smashed up when the the star Nova so it sort of created this kind of weird sort of electromagnetic anomaly so it's just he's like massive chunks of like planetary debris and this weird sort of perpetual ongoing ion electrical storm type thing so it's a very like precarious place to go and but you know mining companies like try to risk it because there's a lot of minerals in
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there but also criminals use it because it's so dangerous that people won't follow them and follow them in there so it's a very kind of searching in the MCs base is kind of like oh yeah and I think the coil I you know we're looking at about maybe about ten thousand kilometres in radius or about 20,000 kilometres a dam or they're about ten times the size of one of our sort of earth planets like it's been exploded because we scale things down which is you know our planet and like an earth style panel about a thousand kilometres radius and actually the tech let's doing this is not a background it's a it's a full-on sort of volumetric kind of cloud tech well you can see the lighting coming through that's the biggest challenges is that the volumetric lighting through such a such a such a structure and the graphic guys would work
- 00:27:40
quite quite a lot and and it's still coming along yeah the issue that we have here is it doesn't handle the scale that we need to go for the you know the big as I said right now I think this is very maybe about I don't know eight hundred kilometres in radius not ten thousand kilometres radius yeah so the the further version of the attack will allow us to have different sizes and scales of sort of VDB clouds or whatever mm-hmm and we use is this open V DB format which is sort of a it's a voxel format actual format the desert sparse it was actually first developed by DreamWorks to use in the the one where they go to the clouds with Jack that the the hell it the kitty you know the Antonio Banderas movie okay I should put some moves yeah put some boots boots and they
- 00:28:30
go up to the giants land in the clouds huh anyway so but that was where the V DB was first developed by the team at DreamWorks but we use it because it allows you to sort of define where the voxels are and you don't have to have a regular you know grid for it right and we could run it through our resource compiler in real time so they export basically a frame from Houdini or or fume effects or something it's some crazy level of sim and I liked it because a lot of people will think this is just a skybox and actually I think it's it's right about here that we go into quantum and you actually see the things no the skybox at all you know it's an actual fully volumetric thing and I've never seen anything quite so soft in the game normally when you have volumetric clouds and these kind of things it's the edges are never saw a few or we see this under sampling or aligns and some sort of blend but yeah it's it's it's some of the best I've
- 00:29:19
seen yeah and like I said for the final one the much more scale of the ability to have different sizes of it a lot more put together so you'll actually have a lot more of it and a lot more activity and a lot more sort of animation in terms of like lightning and stuff going on in the background and it'll also be different depending on and you really get a good you get a sense of volumetric and get get a little out because we we didn't have this whole progression weather you know there's outside the coil on the edge of the coil you go deeper in as you get more deeper it becomes more and more dangerous it's like going into the Iowa storm basically and then you know one thing I just call out is you know some of our UI is you know and our hood stuff it's all very early we rolled out a little bit here for the 3-0 stuff but it's all a bit clunky it's going to get better because you know if I was criticizing this
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portion of it it would be mostly about kind of the feel in the cockpit you know how easy is to navigate use your different devices that's all something that we have to spend a fair amount of time dialing in for star citizen but also for squadron and you know there'll be a big focus you know this coming year actually to really sort of dial down the dial in the feel of you know being in the cockpit and flying excite we've we've been adding so many features for starters in itself that we have you know a lot of the sort of subtleties of the feel side of things have has been neglected but you know it's now as a lot of the features are in place to allow us to do this sort of stuff we've got to get back to making that aspect of it work well and that would include like the traversal here so like you add to your sort of first navigation point like
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a nav point like a Wing Commander and then then the next one to go towards the Starfarer and you know you should see that sort of animating as you're in that point once you get to it and you've got there it would say okay now here's the next one and and here is he's actually kind of fun this is a this is a native Disney special oh yeah yeah no because he's like I really want to make the traversal to arrive at the Star Ferry rec kind of interesting and how about these two huge massive asteroids and that's interesting kind of close to each other that you have to fly between which is which is what we're doing yeah yeah yeah and I think you're totally right on the the situational awareness for the player is kind of the the big thing that will get you to work on and you know it's it's not exactly the hardest thing either it just it can easily take a backseat as you're developing features
- 00:31:45
tech figuring out ways to put this in figuring out ways just to get this stuff working and then from there you you you make it feel a little better make it play a little more fun make yeah they'd play the information to me I feel like this year we spent a huge amount of time just rolling out a lot of tech and features and trying to get them basically you know working in a basic sense and this coming year there'll be more features attacked but also there needs to be a lot more polish in for what we're doing in squadra definitely because we're trying to obviously want to get its people's hands but also for star citizen itself and again here's another example of a sort of cutaway to establish the scene scene come up and see the reclaimer and you know who's you know who's piloting it it's a little dark here but the actual idea is you come up and then this other camera as you see it the camera takes over to give you more more more of
- 00:32:34
a close-up so you know this was this still would need a lot more tiling in for the the final the game but it's kind of nice and again you know if you looked over it oh you know Mark Hamill Gary Oldman and is in a ship you would see him talking you go up he went to the window she's talking as well as being on the altitude so they're actually live live yeah they're actually there like that that's what always blows my mind with these things because so often that's been video or like and again I can't really think of another game that's actually projecting a volume from one place into the other like onto a screen like this and even her performance is quite good again and she was not even a you know like a top tier sort of character that we had to do this was just this is kind of a side quest to suddenly the side mission yeah she's well and also I mean it's because that's
- 00:33:21
not even her face to like no that's right that's actually well that's a combination of a couple NPC places plus one of our HR our HR directors geometry yeah we we have we actually it was actually I can't forget the name of the actress but she was really good but I think was it yeah but I think the the thing is on we have quite a lot of heads and faces that we scan but we haven't processes of all yet so a lot of time like you'll see it in terms of some of our slavers or say you know done or at our here we kind of put an MPC head in while we're waiting to have the head finished or built out but you know like so for instance when the OMC prisoners came out those three guys those were the actual actors yeah that we had and you can really sort of see it and we we have we just have so many I think there was in terms of scanned heads there was way
- 00:34:09
over a hundred scanned and yeah we still got a lot to even scan so it's more the sort of secondary characters now because all the main characters and even you know all the a obviously all the a-list cast is there but then also be kind of characters are mostly there and now it's there's you know the smaller parts like the pilot of the of the reclaimer that you come across and stuff like that but again here's weather you know here's where I think the the user experience of the UI for the for the traversal isn't there at the moment and it needs to be so you know the one thing in this playthrough we kind of know where the points are because we constructed it yeah but from a new user standpoint you wouldn't really tell and so that's again that's all sort of detail and polished stuff they were saying to working but the point of the vertical size was really to you know put you know the different elements that you
- 00:34:58
would experience in the game together also it's like aboard the ship the abased interacting with the crew the sort of emotional side of that then the flying then the running round on ground are doing all fluidly not having a loading screen or a transition animation or anything like that so that was kind of a and that enough so this is that is what the vertical slice is really about to show but a lot of the the detail and the subtlety and the fluidity of it you know we'll get dialed in as we finish off squadron coming here but good - everybody's performances yeah well she said the actress who plays trio is really good she's that it might you know
- 00:35:46
UK folks probably know her from call doc where but I think she's just looking to have a lot of really great people ya know I mean and again it's like all whether it's major characters are very very minor characters like people really feel like people one of the other things too is this is this is about halfway through the game if I'm not mistaken or so so story wise yeah yeah yeah so it just and just to mention that you know that's why there's no there's really no player hand-holding at this point right you've already yeah you've already gone through your you know learning how to use the nav yeah we had to do things so that's that's
- 00:36:33
generally why there's not a ton of that either yeah no we will we play base it yeah so what happens is you when you first arrive on your posting which is the Yui Stanton we we have fair amount of emotions he running during those missions we sort of in the in the game itself teach you how to do things yeah old man sort of coaches you and you sort of learn all these basics of scanning and traversal and combat and then by the time you get here you'll have learned of all so that still doesn't excuse the fact that uh yes yeah but yeah that that we did we constructed cuz you know I hate I hate these you know I whatever you play Call of Duty and you got to go to the shooting range like I don't want to go to the shooting range I want to get into the store it's a little overt yeah yeah no and I don't
- 00:37:21
like the advert training well we tried to show you I mean who tried to be a little bit more conscious cognizant of that where it's like the people will ask if you want help and if you say yes then you can do and because people have been playing arena commander and stuff like that so it's sort of a unique experience where like there they can enter into this game being fully aware how to do how to do things everything and yeah that's true actually yeah and then so I'd like to point out here one thing that didn't make our vertical slice what kind of a little bit about it we had a whole sort of scanning there's a whole radar and scanning stuff that you are not seeing here that almost made a bit din and we kind of ran out of time but here you would actually do a scan you would scan these you'd get a readout and he would actually say you know mercy cooter is and it would actually say that she's 135 years old yeah did a birth yeah and you're like well I got a second they this is a bit weird she's flying a
- 00:38:10
Cutlass and there's a patrol pad yeah but yeah she's you know the idea is the slavers have got a jacked IDs and stuff and and the scanning actually in a lot of this here Trejo and even when we get down onto the planet you know because there's an FPS scouting thing where you can sort of do almost a little like the you know the Batman stuff where you could sort of do a scan and you know analyze where the weak points are so in a lot of what you see later on really you would do scanning to figure out some of the stuff we know like oh we we get a battery from over here or whatever that's because we sort of know the layout that's because the scanning was sort of basic and other thing I have a whole new GPU shield effect that's pretty cool but I don't really see it much I don't think we saw it here I think it was if we didn't get it fixed in time to work in the vertical slice but it will be something that
- 00:38:57
we're coming to star citizen like a 3-1 and it'll be it's quite it's very cool because now we have GPU particles we've got this design distance field around the all the ships which conform to the exterior of the ship so you get actually the proper shape and we can run particles and they get attracted over it so when a you know an energy hits on the shield you can sort of see them spread out over the shape of the ship it's sort of the thing that you would use in high-end visual effects the pre-rendered stuff that we can sort of now do a GPU stuff which is pretty good and I believe this was Robbie amps is one of our designers was was piloting I did tell him that he didn't really fellow we actually don't the scene with Haynes he asked you if you got any tips and one of the things you say right there it's not
- 00:39:48
conservative example firing for effect is room rooming and again this is like I said you know I feel like you know one of the big focuses anywhere I'm going to push on is the sort of feel of space combat and also the ground combat is coming as we as we're trying to polish off stuff squadron and that will come across obviously at the star system because I sort of feel like a lot of that we still need to dial that in properly because we be so busy putting features in you know procedural planets all this stuff which by the way you see a provisional planet right here that we haven't had time to really get the basics back up to how I would like them but now's the time to do it so that will be you know coming down the road and kind of looking forward to that because I think now having a really good in combat whether you're flying around
- 00:40:36
around ground then with a sort of story and this kind of environmental design which is you know Nathan thisly we sort of just reorganized our kind of team structure so nathan has now become the art director for overall squadron of charge of the ships the environments everything in it and you know I think it's you've all know Nathan's amazing ship videos for grand visions it's got so yeah it's great although I I did you know the idea here is really we've got some decaying old satellites yes because my gun a bit and I did say well can i why it wasn't Deb really like Wally but the final game that probably won't be quite this much because you know I don't know how many satellites this would be
- 00:41:22
but the idea is it's like 20 holitzer this this moon was sort of used for sort of chemical production yeah gas extraction we actually they profiled them in this month Jim point and it is it is it I commented on how much trash was in the atmosphere well done and the atmosphere is talked sick this one no no well I think now I think we were we was breathable yeah we wanted to have it breathable you know we also like to see people's faces yeah so here would be the actual gameplay here we're actually going straight to where Trejo is but the gameplay is you sort of arrived and you'd find the slaver ships you know spoofing is someone else that then they attack you then once you get rid of them you've got a look for trail you don't
- 00:42:10
know where she is and you start to scan and you're looking for any kind of you know e/m signal or IR signaling you and so you sort of slowly work your way through this price and false positives you scan through and then you'll find her in here and that's using the scanning gaming mechanic but again like I said that didn't make it for the demo which is unfortunate because it was almost there but it wasn't all the way there so we would control it but no more gameplay here where you're sort of you're basically sleuthing around cuz what we want to do is have all these tools because they'll they work they'll work great in stutters and the big sandbox but also in squadron you you know it's not just as straight on the rails shooter like you may see with you know a typical sort of you know like who call it GG or something you have a lot of kind of more RPG elements you have some more sleuthy elements some stealth elements and you know things
- 00:43:00
puzzles right like you know you'll see a puzzle will come up here and I'll be a better puzzle in the final game because again we're missing some of our scanning that sort of helps you figure out stuff but you can pick things up move things use a step and should match it it's a sandbox puzzle too so like you know you don't have you don't have to fly your ship in here it's cool that they did because it looks amazing when you catch your ship in here but I mean you could park outside you could 0gn you could take your time you could go explode planet coming back like there's a lot of you know it's sandbox it's it's it's do it how you do it how you want to do it solve the puzzle but solve it in the way that you want to solve it yeah I mean you know and as we'll see in the sort of approach to the the slaver base from here like you know they take a very kind of low stealthy type approach to it but you know you could just as easily say you know screw it I'm gonna just fly right at it and
- 00:43:50
just open fire and try and take them head-on and that's a viable way to yeah yeah well that's part of maybe we can talk to it we get a bit low blast no no that would be in the final game way better signpost is where you get done you have your you know options of like because the reason why you'd fly low is you know the slavers have a whole bunch of radar and AAA guns set up which will you know basically take you out if you're flying too high so you've got to get in low and do it but you can decide you know where we land is the back entrance that's shut down right but you could go in the front door and really just go out and astray or brawling out fire it's kind of up to you I gotta mention the rendering here though there's that the volumetric fog the the new fog detect a chair fog tech plus the shadows plus the Sun plus the dynamism of the thing moving around you've got shadows moving and crawling across the ship and all these kind of things he's just yeah I think it really
- 00:44:39
takes it this far yeah ya know it really gives you a nice mood I mean and there's also there's like there's a gun that you can pick up there'll be a bunch of though actually I think we're gonna have a bunch of personal possession TRAI we didn't go through here she's got a blanket and you can't see here but actually says slavers on the back I don't know why maybe it's just how it got crunched when we you know created it so we go on YouTube but a lot more social tea when I'm playing on my screen and we're still dialing in the RTT things especially in the interior the helmet so that sound like an RTT projected it to the helmet glass so that's you know just move any of the positioning of probably a little bit it's a little washed out range yeah and we're actually missing we got some we got some sort of a first-person glass shader that we're gonna use for your visor and the cockpit there'll be subtle it won't be as heavy duty as a glass shader you see from third-person but it'll give you a slight
- 00:45:27
feeling of being encased in glass which I think will be useful here cuz you don't really feel that there's like a there's a helmet on here but we don't want something that will have a big glare get in your way so there's something between there and I and I have to pay the way after call out and we complain we haven't talked about it but the music oh yeah Jeff Cinelli has done an amazing job and the music adds so much to the sense of flow in in what we've shown here and we'll be in the game and we've really approached it with a very sort of filmic I mean our Jeff's a big film composer I mean me and Dave work with him on Outlander which was fun but he's got a lot of other things most recently the most recent Pirates movie and you know he's worked with hands in where a whole bunch and don't know he's got a big long did Pacific did a whole bunch of other stuff and it's great I mean it's because we've got this what we
- 00:46:16
call this music logic system which is sort of an evolution of a lot you know a long time ago on Wing Commander there was kind of you know the origin FX which was this idea of the dynamic music but this is a whole nother level beyond that in terms of being able to sort of move and modulate between different pieces depending on what's happening at what point you are in the story or the mission or whatever and and you know it's you kind of sort of hearing it here and I think that is again another element that you may not think of but it really adds to the sense of of you know place and mood that view is just incredible with this with the infinite view distance is just it's just a different experience and again like it a lot everybody will be used to this being a skybox or something in the fact that
- 00:47:04
again we've gone from the ages through Shubin through the coil that's why Sean's gonna come to every person's house and remind them while they play yes this is not a skybox yeah what I mean that's the thing right that's that's the difficult thing with that's what makes all that's harder I know people afraid rates low right now yeah like yeah we know it we know but no one else is trying to you know update or render or simulate this much stuff and we definitely have solutions to bring the frame rate back a performance it just takes time because it's a very complicated yeah and I mean I have no doubt we'll get there because we have yep of the best engineer's absolutely straight but and again like I mean we're watching this during the the show like I mean I the same thought hit me as I was just watching it now or it's like you think back as to where we've come from
- 00:47:50
waking up in the bunk and there hasn't been a single load screen know which really immerse it like it has the effect of really investing you in that in that moment yeah yeah and anything that pulls you out of it is just this is SuperDuper obvious and like again you see multiple materials on the ground you've got all kinds of different gloss this is one to the cloud and that's one of the key things here is that idea that like everything's fluid right so you just the whole story is fluidly lived out from your point of view and they're like you know no loading screens you know no canned animation while you go to the next level and and that's not something that you normally see in the game and I think and you certainly don't see it at this level of scale and and I so I think when you get down and you start to
- 00:48:39
actually play it that will be one of the things that will make squadron really special yeah I really like the debris coming down from the atmosphere that's a that's a fun yeah well I mean the menapii these you know bits of the decaying satellites breaking off and coming down and then you would sort of get a indication about the a guns because it's sort of shooting the ones that are getting close and then here like the gain our sort of radar and contacts thing isn't happening but if you got closer you would sort of see that this the indication of signal of the a guns and the fact that you're potentially getting in radar age and then see that's why you would want to duck down low so this is sort of almost the idea within the final implementation is it's almost like a stealth approach you know like you're Solid Snake er so for doing yeah yeah trying to keep low keep out of sight get on the radar and if you get up to high suddenly you know
- 00:49:27
you you'd feel the the radar pulse against you and the two log will detect you said you know drop down totally in line with what you were saying before which is just the readability to player like for example you know I'm sure people watch this oh whoa why the heck is this guy find this load this is kind of a dangerous did a dangerous approach to make but yeah it's a dangerous approach because it's under the radar be like literally under the radar you don't there's a any guns firing there's these kind of things so II this is a choice that that the player will make should they want to approach it like this not you know guns blazing and and and trying to take out a whole bunch of turrets or something like this it's definitely definitely something we have to work on in terms of the readability but again we just wanted to get it all together so you had a full playthrough experience and then it's a matter of us playing these a bunch of times and going oh actually yeah we need to we need to tell
- 00:50:15
that a little better or we need to we need to inform the player a tiny bit more look this direction move this direction yeah well I mean that's so saying like they sort of some yeah that's the HUD read and all the rest of stuff in terms of let your traversal away going or whether you're getting a radar signal again you know like you're getting scanned or anything yeah it's sort of neat hobby I love this I mean there's no he's following his types or then well I'd also just to feel right yeah wow this is Sun in the background and and here's sort of a cutaway where we're cutting away - right show and this is why you're flying under the radar exactly exactly and if you actually went up yeah they would be shooting like that so and you know it is a sandbox right so you could you could try to wrist ride it the answer you know you make it but yeah this is the second yeah still for a movie or something is fantastic and you
- 00:51:12
know we we didn't really show up but you have a channel and from TRAI where she sort of called out the different areas so as you as you would be coming along to the base up here in a bit she would have marked the possible entrances like okay here's the here's the back abandoned entrance maybe we can sneak in the back here which is what we're going to do or here's the main landing pad where the slavers are coming in now but she's basically downloaded a bunch of her research on the slavers and then as you're moving around you can use that to figure out yeah basically yeah she figured out that they were gonna that they were head this is where they were holed up so she was trying to plan out assaults so she was like you get her note so basically how she would assault it if she want to try different things and stuff and and then yeah once you see the item the specific things that she's calling out whether it's the a a guns and stuff you know you can access her sort of Journal notes about that type of thing here commentary and all this stuff
- 00:52:00
here on the on the Gainey moon is all the same technologies you guys are having in the PU right now basically this is a procedural planet with all the procedural ecosystems procedural object placement and you know like we've talked about before still we'd like to be able to allow the designers allowed the environment orders to go in and to to hand place this kind of stuff because at the end even without the hand placement you're not going to get exactly like what you're seeing here this is you know they've authored this so that there's your protégée this is crafted plus this plus procedural so it's it's a nice thing yeah so that's when he mentions them then it would touch your heart it would it would
- 00:52:48
actually signal and so some of that kind of detail I mean you know as you guys have to follow 3-0 the UI is because one of the things that have been sort of holding us up so with still behind us of the UI that we dial in here but again that would be sort of indicating where you would land and stuff like that and then the other thing I think we've talked about is we're gonna be dialing in more of the atmospheric flight model because we don't that's not fully all there we've got plans for it this coming year and again now to make that more interesting and challenging coming down here and the low arrows dealing with a little bit of you know flight bucking around some turbulent and I think our plan is to make this a fairly stormy planet longer term so we got some weather tech that's going to come online down the road that would also be you know almost think of kind of the approach in for aliens when they are
- 00:53:35
coming in love you had lose hope some really nice VFX work there from the VFX team that's called the smoke particles are really nice nice volumetric so this is sort of like the back they see you know the shut off backdoor there's an access but maybe there's a way we can sneak in and by the way with this we're not really using it the personal inner thought allows you to exit your seat now which is how you had access amounts and various things that you wouldn't normally proceed to interact as more I thought like I want to leave the seat or I want to salute to this person that's kind of a personal thought mode which
- 00:54:22
you access by hitting F and you click on the little circle icon it brings up a whole menu radio menu for you yeah I like that something had said about it before which was there just not remembering on that shortcuts because I forget the shortcuts are in fact honestly sometimes we change them so often that I can't keep track so sometimes I just look down and yeah because the under thoughts there now it actually makes it a lot easier yeah what don't remember but me the long-term goal that I have is yeah you know you should be out like say if you're using keyboard mouse you should be able to play them all from keep what Mouse you know turn on you know couple mode at decoupled mode or turn your headlights on when you're in the cockpit by clicking on the buttons or you shouldn't have to know all the hotkeys but if you do know the hotkeys you'll be you know quicker so
- 00:55:09
it's sort of like I don't know an RTS you know you're playing Starcraft if you know the hotkeys you can just do a lot more stuff quicker but you don't need to know you could just use your mouse to click on things and icons and they'll be fine and so that's the goal here so you should you you know simple with a mouse keyboard or a gamepad or a joystick you should be able to do most of this stuff and you know if you learn the hotkeys you now don't need to actually physically interact with some of the stuff you can just sort of shortcut to holster your weapon or you know drop something there's something like that yeah and this is one of our more I guess you know your typical power puzzle where you've got you the battery into this I think the fact the final one that was better happen here is actually got a burnt-out battery so you get into it you see the batteries burn out you need to
- 00:55:56
find a fresh one you would also have your tactical visor that would tell you that there was weak points you could use your poor arm we didn't really introduce the poor here we just pulled it out yeah but in the gameplay the idea was that you would find the poor that you would be able to use it here's a manual override which is gonna be a feature on most of our automatic doors so if you like so if you like cut the power too you know like you know like whatever a space station or something you could lock all the doors down and then they have manual overrides you can open them manually like that so it's another way to potentially like messes people or breach or whatever we manually override it to get out of that room and now we've got to find a battery I'm sure you can probably get di stuck up or something like that if you ever gonna so and yeah ocean I think in the final day this wouldn't be quite as like a walkover and there's a battery right there yeah so
- 00:56:45
but yeah I mean this would be a puzzle you'd use your tactical visor it's got around you'll be looking for an energy source if you get the indication of that yeah be a lot more hinting fresh then you okay yeah there's some power over here you go there then you would take it and then do what we're gonna do now cuz yeah I'm sure watching this fresh you're like well you know you knows exactly where to go exactly what to grab and yeah that's true he does he knows exactly where to go and exactly what to grab but will will inform the player a little bit but not not lead him right yeah I mean there's simple things like green doors red doors you know it's still early days as far as telling all that and this is again vertical slice to sort of indicate how all the systems work together yeah so this is the idea the idea is it's not always flying and shooting things or running around on foot shooting things sometimes you have to do puzzles so the puzzle here was to figure out how to get the power back on
- 00:57:32
again you could get the he got your point of view in this bit all happen for your point of view but we do nice cinematics to show off the great seats that we have yeah and you know give to give the sense that little player the player a sense of accomplishment in that moment right because it's a tiny little victories just made its own yeah victory and the other thing that we don't have in at the moment is the plan is to have a sort of kind of 3d visor map so in areas as long as you get the schematics of the download which in the case of Trejo you would get it so you could sort of see where you were generally in the area so the you know it's kind of like a local 3d map and that would you know the radars not actually gonna be really in the middle down there they were going to
- 00:58:18
put on the top right and the radar would actually switch from this circular thing to this kind of to the 3d so yeah wireframe schematic away you are at you would see a pulse of you and if there's people they are making noises you would see pulses of that so if anybody's played Zelda the breath of the wild in those divine beasts you have this kind of 3d mapping and that's exactly what we're looking at it's make it a lot easier to navigate things like the address and these kind of things without getting lost yeah yeah well because the address I mean I know it I've done it so many times yeah I say oh son it's so big you tell you get lost again here's you probably wouldn't just go straight to this panel you'd actually go to the door you can't open it because it's unlocked down and we're actually gonna put a rash all over that I think laughs and then you have to pull it off and then you would you know go on and to you know interact with the UI there and and turn off the map the lockdown mode and now
- 00:59:09
you've allowed to come out as a sort of site approach into the main chem lab facility I'm not sure we used to have someone here that we yeah we used every day that we would take down right well I think the idea was whether shutters open they get attracted and they they would come into the room and you'd wait for him you should you should then try to kill him but I don't know why he wasn't there he's gone for a little while he'd probably be back in the future we still haven't dialed in the full encounters here because they're on the foot combat AI still very early stages so we've got a lot of the some of the early basic behaviors but a lot of the subtlety we really want to you know ultimately push that to be as good as anything else that's out there maybe even better in combination with some of the more living
- 00:59:59
the life sim this kind of stuff that we have which you see on the idris so it's it's I'm actually looking forward to having that come coming to into play because most shooters when I play them it's pretty simple stuff I mean you know they start shooting you they go to cover they'll pop out and cover in their shoe maybe they go to another piece of cover when they cover gets compromised maybe they try to flank you but you know not necessarily that much but you know you know having a working concert and being a bit more tactical and also you know like hey you know someone should run away if like Gilley's diving there buddy yeah I was like hell I'm getting the hell out of here yeah like that drives me nuts in games and in movies where it's very committed to that like you you watch John wick and you go you know why does that guy think it's gonna go any
- 01:00:47
different for him and the other 50 people John wick just went through so now I'd like to try to get a bit more you know it'd be fun they've been more personality you know like some people are though they're committed and some people aren't so committed and the end will see a glimpse of it a little bit later on once we kind of the fight pops off but like there was some already some nice details that they were starting to get in where it's people like blind firing over the well we've got a whole bunch a yes Steve Ben I mean we've got we actually over around the number of animations the engine supported yep about a week or two ago there's thirty over 32,000 so we're gonna manage Steven got so much stuff that we've captured and plans I mean I've got no doubt at the end of the day when we get it all fully gelled and it'll be a really really nice experience with all the AI and before that great that was another example of a puzzle where you know we cut it out and then we carry it move it
- 01:01:34
around that's sort of the grabby hands tactile stuff that we want to get in and I'll definitely be you know stuff along that lines throughout the game and you know a bit more obvious because that's the game that if you looked at the approach here you put your tactical visor on it would tell you okay here's a here's a potential weakness back entrance here's the front door you can go through and it was sort of mark out and the tactical visor then you make you the decision of how your approach yeah but again it's very much up to you how you want how you want to get in there some takedowns here and again this is we still have a whole bunch of dialing in and the locomotion moving and the animation for that yeah but you could have just snuck behind the guy for example walked in here but there's no guarantee he's not walking in behind you or something like this so yeah it's much better thing so he talks about the victim he looked up
- 01:02:22
for maybe half a second there but this is actually a cry over him this is where they actually put people to sleep basically yeah you can see this sort of coffins later on but yeah that's a place where the slavers kind of kidnap people they bring them in here and then they sedate them and put them on ice and then go sell them to the banner the banner yeah that's good yeah cuz slavery is perfectly fine food yeah here's a guy who I think it's doing it right there you get a very fiery limps of it but ya know unfortunately this was you know I think if it was really shortened was playing this we would play it is not as good FPS players this is like so I'm going okay I'm gonna take everyone out right away like but we would probably show it all the time showing off sure yeah he's playing it like he's playing yeah exactly it's not dolphin diving or anything yet but I'm sure I'll get there
- 01:03:11
bunny hop ins but yeah that's very very quick bit of combat here and and like Chris is saying the AI so getting work done a lot of it is is like readability sort of things so like those guys should be yelling up from behind cover I'm a cover or reloading or he's moving out they do they actually do have some of that yeah so they get killed we're in about two seconds and they're tearing it there are some of the poor victims if there's some beer in there too it's just yeah and a lot of this something that there's a lot of way it's not all fully in here there's a lot of sort of implemented triggers you went there you look at it you'd you know you'd say something or you could tray house notes and later on once you've rescued Trejo you go and sort of clear out all the
- 01:03:59
slavers and she helps you she has a lot of comments on everything as it comes along so this is showing off another sort of Traverse approach where he was he was he he was in combat he went into one of these closets and then saw there was a vent down there that he could jump down and you know if you've got too many guys coming at you or something like yeah well that's kind of I mean that's in this particular case there was a couple of several levels of reinforcement yeah we decided to get back into stealth go out of ice I move around okay this is that wrong yeah it's it's kind of solid snake aspect yeah very the the environment team meant spared no expense down here dirt nominal work keep for some reason he doesn't
- 01:04:54
hear this door but listen to music yeah for the purpose of but in their final game he definitely would be a huh what's that there's a whole bunch of you know like kind of again like said they're kind of solid snaky style hope something over there is no yeah and we want to have a fair amount of stealth and tactical aspects to it and here you can see quite there but that actually is a mirror and you can see us in the mirror and is try her a little worse for wear yeah Eleanor Tomlinson is the actress she's she's great she's she's she's actually a fun role as a bunch of stuff with her before yeah in the story so because she's the advocacy agent in
- 01:05:42
charge of the Odin system and you go to see our unfortunate cross when you first get into the system and she she gives you some leads various yes I sort of you guys have a bit of a contentious relationship I didn't know if any prospective game directors to that's a that's it that's a horrible pose to make a game character do it's it's so hard to do that one right we had to work on that a lot get rid of the chicken wings under their arms and all this kind of stuff but it was fun I didn't notice everyone in the chat said say no say no they were there being very stingy about their meds you guys chairs good girl she says it's helped guy know she's a badass - oh yeah she wrecks dude and again this is using that sort of
- 01:06:33
cinematic cut away but you could be in your point of view and you still see her all doing all those stuff but you know it's much rather there's a backstory last bit of facial animations yeah we got to get that mmm and there you go that was in squadron 42 a vertical slice from the holiday livestream thank you very much for listening to us ramble on about it I hope you enjoyed it but thanks for your support everybody Dave you want to say anything
- 01:07:20
no thanks for watching and I hope you enjoy it and can't wait to show you more yeah same here and just thanks a lot for supporting us and letting us letting us work on this fantastic project okay well that's that all right so thank you very much and have a happy holidays everybody you
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

