Star Citizen: Calling All Devs - In the Beginning
Transcript — every row opens the video at that moment
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welcome everybody to the inaugural edition of calling all debts I'm your host community content manager Jared Huckaby now if you're like most people you're probably asking yourself 3.0 came out everybody but second after you ask yourself that is probably what the heck is calling all debts now calling all devs is our new weekly question and answer series where we take questions from you the star citizen backer and pose them directly to our developers the ones that are most appropriate and most likely to have the answer that you're looking for it's a lot like our old 10-4 series except that instead of taking one two or three devs and taking an hour or two hours of their time and making them answer a wide variety of questions many of which are
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outside of their realms of expertise we are gonna be short fast and take your questions directly to the people who have the best chance at you know actually having an answer for the question that you are posing now on our very first episode because we don't have our question and answer thread posted on the forums yet we are taking questions that I have chosen ones that I've seen that you guys have posted on spectrum I've even pulled from Reddit on things that have jumped into my Twitter mentions the questions that I see that you guys have asked over the last couple weeks and of course after the end of the show we will post a thread on the spectrum and you can now submit your questions and have them voted on in 4 be considered for future episodes of calling all debts so for our first question on our very first episode of calling all Deb's I've picked a question
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that I see come up quite a lot now recently during the anniversary sale we introduced a lamb land claim licenses where poor folks where folks could buy a purchase of a Lankan license and and it starts the process a very long process you having your own plot of land on a planet or a moon we still have questions about you know how many the each planet can hold and what not how many we're gonna sell and all good stuff so I thought that I would call one of my favorite people here in our Los Angeles studio mr. Dave haddock lead writer for star citizen it's quite a 42 let's see if he picks up the call Dave Dave hey I do it man so this is that thing I told you about this that is a the new show you ready for me yeah yeah totally you
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know you are a very first question on our very first episode I like your avant-garde webcam by the way thank you so my question for you is very simple very simply put how many plots of land or how many land claim licenses will fit on an individual planet or moon that is a very good question oh yeah when we were actually doing the sort of the build-up to the the anniversary sale on stuff like that obviously there's a lot of conversations about like these land claims and stuff like that and I remember in one of the conversations talking with with Tony that apparently based off of every single star citizen like getting one of the big estate
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pieces if every single one of them got one they still wouldn't be able to fill up a single planet so that's right so we got we've got 1.9 million stars in the world we're actually fast approaching the 2 million I should probably start thinking about what we're gonna get back but if all 1.9 million star citizens bought there's two sizes of land claims that if they bought the largest one yes they just ate one they could all put them on a single planet moon and still have room left over that's that that's the calculation graph and how many how many planets and moons do we do we have in the game here I mean just in staunton system there's four four planets I could I'd have to look up to see moons on top of my head but three on three on
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crusader I think there's three on her stand so yeah probably 8 to 10 ish and then a hundred star systems beyond that it's a lot yeah and then of course you know if we do happen ever happen to fill up every single one in every single planet which would you mind making more all right Dave thank you so much for taking the time to be on the show here today course anytime I take it later all right so big thanks to Dave haddock now Dave had a clear I turf or star citizen's gardna 42 artsy type you know black-and-white webcams whatever love you tape all right our next question that we have here this is one that I've seen on the forums the spectrum quite a
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bit so I think we are going to pose this to Matt Sherman now Matt Sherman have you spent any amount of time on spectrum or the chat before that or twitch out no stranger to the community this is a good question for him let's see if we can get him to answer hey Matt hey Jared I was going good man he done good so this is that thing I told you that I'd be calling you about you ready you psyched yeah let's do this okay so the question that I have for you today is one like I said I said earlier it's one that I've seen it keeps coming up it comes up after every couple ATVs when it's a term with multiple meanings here and I thought maybe we could put some put some clarity into the situation simply put what is modularity yeah like you said it definitely does have some multiple
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interpretations the D curve is going to come down to player facing modularity that's going to be the moment-to-moment choices anyone gets to make with how is their ship kitted out what are their components weapons all that good stuff but then at the same time we've also got developer facing modularity and that's a lot of the set for how are we going to be able to actually create and iterate all of this content that's going to populate the world of star citizen so right now the biggest thing for the player facing modularity is really gonna be your component options it's definitely something that we're looking at keep flushing out I mean we've got you know the alternate room options for the retaliator looking at a number of different things for other various ships but a lot of it does become more case-by-case and how
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how big of a win can we get for it so I know you know long run we saw of modules planned for the caterpillar because that's its nice big segmented rooms but at the same time that modularity doesn't mean it's going to be just Legos you're not just gonna be I'm gonna pick this desk up and move that 1/2 meter over to the side yeah so they're still going to be some structure and form to it so if I understand you correctly when we see a developer talking on a TV and we're talking about two different forms of modularity there's a modular we we use internally to build things like for the Avenger we build an Avenger and then we build these little rooms that go that go inside it something but then like the EMP and whatnot but when we sell things there's the market modularity if you will that the way that the way in which we present certain ships to the to the to the community ships like the
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retaliator where it has modules like the Bombay and the living quarters that you'll be able to swap out yes so even though we use this we use the term in two different ways and I think that that leads to a lot of the confusion at times yeah and we also have recently been showing off a lot more of the developer sided modularity so just a month or so ago when you did your the outpost happy hour with the UK team that's a great example of developer facing modularity because it's hey set up these wall prefabs set up these node prefabs for okay this is this bed set and it's for this manufacturer this style the planet demo that we showed like the planet generation demo the building out of like the Idris and the javelin videos that I heard about a month or so back where it's those hey here's these EGIS giant
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ship hallway chunks so that's a lot of that developer facing modularity where it's it's how we're able to build a giant you know multi star system game without killing ourselves so to modularity x' what for you one for us yep hey thanks man thanks for diamond sure saying alright but all right of course Matt Sherman no stranger to answering questions for the community thank you so much Matt for your for your time here on the show now this next one that we have this is one that I've seen all over Reddit and spectrum and when this has been a question since the the system was first introduced I've got a question for inner thought that I think would be perfect for our own resident UI design expert here in the Los Angeles
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studio mr. K looks right now let's see if we can get him K legs how you doing man hey hey Don so the phone we're have to figure out what the new terminology is for we're calling all Deb's you're not answering the phone it's answering those Skype call yeah alright so this is I think I told you about it so JB calling thank you so much for answering I've got a question for you from the community that I think is right up your alley what you got the inner thought system and and player action in general one of the major new features introduced in the recent star citizen alpha 3.0 is that is that it is that all we're getting is is this it is are we done did we do we make the thing and we're out yes as usual as
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usual we're finished from the from the gate no it's so much of this is coming together still we're we're iterating on it and doing all kinds of things including doing a whole other aspect to it basically the interaction system is really good for finding things in the world to click on and interacting with them and and bespoke ways just go out there and see what you get but it's not so great at things that you know don't really have a logical place out in the world like where would you click exactly if to exit seat or to holster your weapon or - yes to do your emote so we have a little personal inner thought radial wheel that comes up and gives you
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access to all that stuff and actually I am working on that now so I can I can share my screen right now what to it is timing yeah hold on there we go and let me yeah they're just so yeah I know I know it's a living living the life and it only gets better so when you when you trigger it the radial wheel comes out and you can select from a whole batch of things that will look prettier than this when art gets a chance to touch it currently I'm doing the structure of it making it so that it responds and does the design that we want and then art gets the chance to make it not green and ugly and so like for instance this box will be a little image to indicate that when you select
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this it opens up a submenu so you can do things like hey you can turn on and off your flashlight you know and like I said you can exit your seat you can you know find all the emotes that we have interact with your various tools and yeah so it's coming along and it's just a matter of iterating on it getting getting it over to arts so that they can have it ready to put out everybody so this was similar to the the ship pipeline this is sort of like a like a white box phase yeah yeah actually that's that's pretty upper put because like this is everything is placed everything is working it's just not pretty well that's all I got for you man thank you for your time today cool anytime I'll let you get back to
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work yeah there Mike all right so that's calyx Fornell with some exciting look at a the upcoming future of the or interaction system now the next question this is kind of a fun one it's kind of a tongue-in-cheek one it's about dancing motes and we are lucky enough to have our animation director for star citizen squadron 42 mr. Steve bender here in the office so I'm going to give right Steve Steve's on the beach drinking beers relaxing I'm I'm in the office working yeah it's it's basically I was here for a couple of days they put me at Steve benders desk I don't know
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why it needs to be doused and and and basically sanitized well I don't suppose you want to answer a question about dancing emotes do you know tell us about three point one well what do we what are we looking at for a three point one well I think well for us we saw a 3.0 and and as Erin stated and and other basically we stated in development letter that's you know in order for us to move over to this this date driven release you know we needed to get three dough out the door but three Oh going out the door there was a lot of stuff that we felt wasn't up to snuff and we needed to get
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optimizations better just because the overall frame rates then there were other usability aspects that we felt we needed to improve and even just on players understanding what they can do and what they can't do and then even if you think about like the the item 2.0 combat visor screens and those those types of things where we worked really hard on those just they didn't get to the quality level that we all wanted them to get to so it's working towards and and finalizing a lot of the issues that we felt were should have been part of three oh but just you know kind of kept on looking on and and the guys were working very hard on it it just didn't come to be okay and what brings you to
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LA well it was basically Christmas and so I came out here visit its family and then then from here it was just alright we need to travel back but I wanted to get a couple of days from worth of work into to meet with Paul and basically everybody in the studio and and just talk about you know three one oh three oh three two so and so forth and making sure that's where when we're transitioning from these feature driven feature driven plans over to basically Dedra implants that it goes as smoothly as possible the design director is never boring is it no and in fact I got a new title now you did yeah which is a star citizen live game director so and that's
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not boring either all right well thank you so much mister star citizen live game director I you can expect uh calls on future episodes with more questions now that now that I know that you live director answer by so wow todd papy is here in the LA studio that's awesome alright last question last but certainly not least I've got the question that has been on everybody's mind this luck there's nowhere I can turn where I don't hear how this question left and right so I'm gonna go straight to the top I want to go to the studio director for cloud Imperium games Los Angeles and head of viewers production mr. Eric Davis let's
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see if we get Eric on the phone here Eric are you doing man hey what's up not much I took this is that thing I told you I was gonna call and okay call there somebody calling all Depp's thank you for the brand awareness so I've got a question here the 300 I went 300 I what where is it where's our rework when what's happening Wham yeah it's the production part of me that's why you have to ask the one question right I can't without a wind okay 300 I that is a great question the rework it I believe the last of our original five pledge ships yes and I and from I understand it's one of the most awesome ships oh yeah on the recent accounting that I had to do for shipshape it was like
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number five a total ownership amongst all ships Wow so there's a few people interested in what's going on fair enough all right so the 300 I I'm gonna have so much information for you it is definitely on our radar it's definitely one that we want to rework it is on the agenda to work on as you'd expect I can't give you more information of what the date is I know you're asking for it you know we're looking at 2018 we're looking at what the long term is for a lot of the ships being one of the last rework ships we're definitely super interesting getting that done and out from under us and getting in everybody's hands so we can keep moving on to the new ships and the fun ones that are coming up so I can't give you more than that but it's definitely on our radar and I think you you're gonna ship shake now right Jared so it might be it's gonna be I'm shipshape in the future yes why thank you for mentioning we do have a new ship ship sexes segment every
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month on around the first going for awesome awesome well I think that might be a place that gets updated that might indeed be the place we find out more about the 300 I awesome more information to come for sure but being original and being a rework we you know the guys get really excited we're doing the Mustang rework and it's looking really good and it just seeing that ship in studio gets it's really jazz so the 300 I it's coming up alright man well thank you so much I'll let you get back to your work Eric Davis studio director for quite a premium Los Angeles thanks Jared see you later man I all right well that about wraps up our first inaugural episode of calling all devs I hope you enjoyed it remember that there is a thread up on spectrum spectrum being our own bespoke communications platform on Robert space industries comm where you can submit your questions and the vote for them that's that's the two-part thing there
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it's not just submitting questions it's also voting on which ones you want to see opposed to developers and and answered the most so be sure your vote be sure you go back and you check for new ones and you vote for the new ones because we'll be doing this each and every week on Monday to start our week of star system broadcasts so for calling all Deb's on community content manager Jared Huckaby we'll see you next week everybody thank you for watching so if you want to keep up with the latest and greatest in the star citizen the squadron 42 development please follow us on our social media channels see you soon
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

