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Inside Star Citizen: Physician Admission | Summer 2021

19 August 202100:11:30295 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    [Music] in 315 we are delivering hospitals for the players of star citizen for me the healing loop is something that's gonna have a big impact on the way we play especially in co-op we ended up creating this drop-off point where you can carry your injured friend it sort of looks like an elevator with a gurney in the middle so if you have a big crew and everybody has had a bad day then you can keep feeding them to the machine one of the interesting challenge about building hospitals is obviously that we have to build them for a purpose that isn't there yet and so what we did on the design side we were very involved

  2. 00:00:50

    with the actor feature team in what is the healing loop going to be like and and what are the requirements that we have to factor in in our location so we decided that we need some pharmacies where you can purchase meds we need also insurance shop where you can set your respawn position we need also like a completely new way of approaching um rooms reservation we know we get a sign a room in the habitation when we spawn but now we do it the other way around where you go into a location and you reserve a room from the lobby and we didn't have that flow before so we had to develop all of that uh to support the all the the mechanics that are implied

  3. 00:01:37

    with the healing for 3 15 we introduce four hospitals origin base clinic grimex and new babbage as you enter new baptist hospital you'll see right away what i think is one of the really cool feature of this hospital is that there's this glass ceiling above you that allows you to really take in the vista and if you look behind you you'll see the aspire grande tower where the abs are you're going to find your reception on your right hand side and you're going to find all your shop and services needs on your left hand side and really from there all you have to do is keep going straight to the other half where the elevators are and

  4. 00:02:25

    then it takes you to the medical floors i specifically worked on the upper floors of the hospital that's where the player will be able to check in at the nurse's desk spawned in at the medical room in my opinion this hospital shines horizon is really big super high ceiling really open and super clean too you have like the reception right in front of you and the service is a bit behind and then the elevators they take you higher up as you go out of the elevator then the player will pass through and see this absolutely gorgeous wind sculpture there and seeing those big whale passing through the clouds in

  5. 00:03:14

    front of you as you're in those medical bed um feel special it feels different and then we have the space clinics they still offer all the same services that you would find in a larger hospital it's just that everything is more compact we're creating modules and different pieces of the space clinic so that way every time you experience it it'll be just a little bit different and you'll still get the same feeling we always try to place them near the the elevators that takes you to the anger so that whether you come in after you're being injured or whether you're walking out and you're in a hurry to go back in space it's easy and convenient so you walk in there it's again

  6. 00:04:01

    very clean but much less so than horizon obviously it has more like this kind of low-tech vibe to it these ones i i expect them to be fairly popular because they're just so convenient remax if it had a smell it would smell like like like a sport bag or something like that low tech is not as clean as new barb or horizon me personally it's the best it's much smaller it's more like on the clinic size so there's not a big elevator to go through as we all know innovators are the biggest killers in game development so it's a good thing that we skipped one there it has this really nice view to the asteroid field outside and the cool thing is that you can also

  7. 00:04:50

    land your ship right next to a side entrance to the clinic so if you're in a hurry and you don't want to go and park in a hangar or into the traversal you can park right next to it get out walk in and get treated but the thing is like it's open space right so your ship is exposed while you do that and you could very well see a pirate fly in and shoot at your ship as you're getting fixed yourself and really this kind of emergent like interaction is really what makes a game shine i think the hospitals are part of a game changer when people leave the hospital and they wake up and they explore around i think they're really going to see like the love and care we put into each crevice and corner i hope that the hospitals are going to

  8. 00:05:40

    be a way to wrap up the full healing loop honestly if the players find them convenient me as a designer i might be my job this time hospitals are the next major offering from our team in montreal and serve as harbinger of the the next major advancement in player healing from the actor feature team scheduled to come online in the upcoming alpha 315 and while we'll be learning more about how all that works in the coming weeks let's shift gears now to spaceships specifically aegis stalwarts the gladius saber and retaliator and find out what it what it really means to be the gold standard in a pipeline that is continuously evolving to this day and beyond the gold standard pass is what we are terming

  9. 00:06:27

    this current pass on the vehicles we are implementing primarily cockpit button placements could be button animations making sure everything is to metric both character and item-wise exposing all the ship items lighting passes material passes gold standard is finishing the ship to as complete as standard as we can with the feature set that we have right now in the game the first ship that we put through this pass was the aegis gladius i was a little nervous working on the gladius because it is like the star squadron and um you know i wanted to make sure i did a good job on it and then also coupled with the fact that because squadron are using it i had to make sure that i didn't break anything with each submit so they can keep working on squadron and

  10. 00:07:16

    um you know story with the test and work on it we started off with adding component hatches and a personal inventory gliders didn't seem to have any like visible headlight source so i went in and added like some nice big headlights for that at the front and then it was just the legs that like with the thruster glows as well trying to get them to look nice and read from a distance adding the fuel port on it as well and then yeah just like some geo optimizations and material optimizations and more stuff that you don't necessarily would see but makes the game you know more optimized and runs better so on the next ship which was the sabre um we we built on what we learned from the gladius and

  11. 00:08:03

    did that in the sabre for instance the damage mesh like damage mesh could needed a bit of tweaking we added and a bunch of lighting so you can uh still read the ship from afar but not make it too bright as it's still a stealth ship and after the whole exterior was done and thus that we moved under a revision of the dashboard overall just reworking so it's not as noisy and now you have like a better view of like your cockpit and then just everything nice and compact to the sides in a couple of sentences a really rough overview of the saber gold standard process so the retaliator gold standard is obviously a much larger task than the the glaciers and saber has all the same criteria of work so looking at the

  12. 00:08:52

    cockpit looking at the components adding all the things checking everything so metric but because it's got an interior then there's additional tasks added so that the same work we do for the cockpit of the pilot has to be done for the turrets um the components that you can physically take out of the ship can you physically take them out of the ship do the doors need to be wider et cetera now you've made the doors wider do they still fit in the ship when they open and we also took the time to looked at the central room and thought can we improve on this we decided to remove the top and bottom ducking collars and go for a side airlock which also helps for docking because that's just a natural walking on transition and then because we'd lost a a lift on that side we then

  13. 00:09:41

    realized we had to make the lift on the other side slightly larger to accommodate essentially two lifts worth of people so then you've now just got one lift on that side of the ship to get in and a docking collar on the other side to get thing that the retaliator has is the customizable room modules and there's a cargo module front and back a drop ship module at the front they were all brought up to current standards so when a modularity comes on as a swappable item they are good to go that's where we're at with the the first gold standard ships obviously going to go through all the ships but we are going to focus on the ones that feature heavily in squadron 42 first and then we will roll on to

  14. 00:10:30

    your favorite ship afterwards so what did we learn this week well we learned that hospitals are the vanguard of new player healing mechanics coming to star citizen that that look to to change the way we live and die in the persistent universe that much like the planet tech even the spaceships that we've had and flown thousands of times continue to improve and evolve as new technologies come online and that elevators truly are the most dangerous killer in the game development kingdom they only let me work jungle cruise once but i killed it for inside star citizen i'm jared huckaby we'll see you all next week 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.

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