Roberts Space Industries · transcript archive
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38 moments across 13 videos
jake dunlop and he's going to be taking us through the author and process for the stanton and pirate jump points bringing jump points to the verse has been an interesting journey as we've been designing a new element…game we've put a lot of time into creating two solid examples of different types of jump points you'll eventually see all around the verse one in stanton and one in pyro we've been continuing to use houdini
Watch at 00:04:30 ↗Pyro system. Now, you don't necessarily need infrastructure for jump points, but the more traveled ones are the ones that used to be traveled, which Pyro used to be, but not not particularly anymore, have uh what we call jump rings…around them, and they help stabilize the jump point to make for a smoother jump. If you don't have one, then it's more difficult, and the entrance is harder or difficult. But, sometimes you may want to try a sort
Watch at 00:51:47 ↗about how this was working and then also with the jump points how smugglers would work with the secondary and tertiary routes that would lead into the main jump point and then funnel out yeah we kind of call it internally…infrastructure around it it sort of created this impression that that infrastructure was responsible for the jump point in reality it's a naturally occurring thing an interesting balance of like make it seem like this
Watch at 00:03:41 ↗talk of way to interject new things into the solar system. Um so, around uh around the Stanton jump points, the three major ones, uh we will have uh space stations, you know, so that you can go and travel…long jump point and want to stop and stop and basically drop something off there, or refuel or refuel, or do whatever you need to do. Um so, we will have space stations around those jump points that
Watch at 00:52:35 ↗systems are great but obviously there's you got to get to them so let's turn on some jump points y these are small ones any small ship can use these but anything large count unfortunately these are the medium ones…which again medium ships like the freelancer can use and finally the large jump points and if I just switch to 2D we can see how this all joins together and also super fun uh if you Mouse over
Watch at 00:55:38 ↗kind of Step through it a lot like a Google map type thing uh also we should show them a jump point Y let's take a look at Jump point then uh this
Watch at 00:57:16 ↗favorite one a lot of the little concept thumbnails get if you see one because we often show them in jump point magazines afterwards after a ship's being released you see all the early sketches and people probably noticed like that
Watch at 00:04:10 ↗whole and all of the elements within a system the planets and the moons and the Sun and the jump points uh so this is the soul system so we can see Mercury here and Venus and Earth
Watch at 01:24:05 ↗Alexis Lesnik from customer service Chelsea of for uh anybody else stand up yeah everybody stand up stand up right jump Point L of our Publications we missed Ryan ran arer who actually
Watch at 01:02:37 ↗here and if we jump to this point which is a really cool spot because like the sun just hits the obsidian in the right way and everything looks like nice and shiny um you can see here that the ground looks
Watch at 00:31:00 ↗blows out of the ground and everybody blows up and I'm kind of below everybody cuz at this point they're jumping up and just to be there and for the people have the reaction of the thing that
Watch at 00:47:04 ↗process at this point we're able to jump in start throwing in cargo interacting with doors getting in and out of beds maybe in and out of toilets and just getting a overall sense of what it feels like to interact
Watch at 03:48:04 ↗ladder and here we're looking around to the left to the right and you can jump off the ladder at any point you can slide down it you can do all sorts of things a little bit yeah
Watch at 00:34:19 ↗measurable and it'll be something we can tune over time. An- another one on another point we're talking about on Jump Town for future directions forward is and you and I have had this conversation a couple of times
Watch at 01:10:39 ↗second variant of quantum travel and this is for short range jumps sometimes you jump somewhere or to go somewhere and you and you see the next point of interest is like 1200 kilometers away we're not going to force
Watch at 02:26:42 ↗collect resources or provide automated defenses for your base major hard points gives us options on how you can specialize your base let's jump back in game and see how our base is getting on love
Watch at 01:02:24 ↗click on one of the points of interest as we selected this marker its label will stay visible at all angles so far we've showed you that you can use buttons and double clicking to jump to object you're interested
Watch at 05:10:14 ↗point when um the Manchester goodyards and this stage are fully finished and then Jared will do a wonderful we'll do a a updated version of the 2013 tour that I did with Aaron but it will be in a much…mean we could show up at the the we got details to come like for instance if you jump and you just make it you know you're going to you know catch your balance and do that sort of so that
Watch at 00:32:44 ↗actually or we will be, you know, simulating these things, you know, in in more precise detail like these little point entities. But once we get over to the game side, what we don't want to wind up doing is having…This has been happening, you know, for quite a while within the game already to where every time you jump, uh what we're basically doing is casting your path through the universe
Watch at 00:47:13 ↗that stuff is, how far it is from civilization and they therefore have to travel etc. And so the point would be that we want to be able to just as we were talking about earlier, we want to be you know…NPCs. That being said, one of the things that is called out very often as being an exciting portion of Jump Town, the original, was going there and not knowing if you were going to find resistance. That could kind of keep
Watch at 01:11:27 ↗

