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Roberts Space Industries · transcript archive

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255 moments across 174 videos

  1. real in fact uh you know we are are right now finalizing our our our female base model that we're going to build upon and and players will have the option to to pick their wardrobe and swap you know costumes

    Watch at 00:14:31
  2. configurations the team is continuing to set dress light and polish these interior spaces to build character while also exploring exploring options for navigation and branding based on the law and fiction the truck stop space stations have moved into the final

    Watch at 00:09:16
  3. areas we we need to improve the performance. They're all coming from the same code base. They're all coming from the same build. So, we need to improve improve performance in the next thing. So, that's where

    Watch at 00:09:05
  4. here yeah the head fits in this helmet so but I can pull in the our base male head it is the virtue of building off of a pre-existing asset since it's all been worked out for the Odyssey

    Watch at 00:13:08
  5. commander front the designers are pouring through all the feedback we got from the last evocati build and are taking another pretty big pass based some of their feedback and some of our thoughts together yes I think people gonna like what

    Watch at 00:01:48
  6. know longer term researching some kind of procedural stuff to help build out and Flash flesh out some environments based on criteria that the economy system feeds in um and uh you know the planet side modu is will all be sort

    Watch at 00:14:28
  7. work on a when you have a private server, you sort of start at the base level. Uh and then you sort of build it from there. And you can take like we'll occasionally put updates of things that

    Watch at 00:17:51
  8. game that players will work together to take over to defend to build up so you know we've already mentioned space stations and asteroid bases they're two examples of places that players can take over or they would defend

    Watch at 00:14:10
  9. ship plan you know and also not just the plan but how we're building it we've got some uh uh Nathan dley who's based in the UK has done some amazing work on the Retaliator

    Watch at 00:11:13
  10. convention centers so there's definitely some some space to fill there and I started to build this second race track kind of using the base that Martin built for the first one so it's still work in progress

    Watch at 00:02:28
  11. hessie the uh QA manager and he's working on profiling some of the uh uh builds to make sure that the Grim heex pirate base doesn't uh to tell the engineers exactly like what kind of performance hit it might

    Watch at 00:05:03
  12. allows us to do loads of other stuff because it allows us so we have asteroid bases in space which would be procedurals you can build them I can go do stuff and things like that as well and so forth

    Watch at 00:36:14
  13. clear reference you know I wanna mountainscape in there or oh I want my base are pirate elbows to look a certain way but when you're building something this abstract the the concept and the idea it can go through

    Watch at 00:03:32
  14. space rolls a dice y Yep they're the pirat so it generates the Pirates based on various template encounters um which we set up and build so you know we'll have U you know eight or nine different versions…some ways is sort of a procedural um you know Mission generator or con or an encounter generator where it based on the snapshot it sees in the economy it creates all the encounter templates that you're going

    Watch at 00:49:31
  15. planet and in the end they will be used as the system for player to build their phases we have Rasta because the previous system based on prefab was quite uh hard to use and not up to scale

    Watch at 00:05:44
  16. similar theme to how the current freelancer max model is a variant of the old base freelancer but until we can actually get around to building it and yeah guys get on it I can't yeah

    Watch at 00:01:50
  17. right resources and sort of create your little homestead of your base so organizations or players can create their own areas and of interest and essentially will help sort of build out and populate the resistant universe as much

    Watch at 00:05:36
  18. talking about this next topic from here on we will give you the tools to build your own stories do you want to see a big base good cuz we're going to industrialize crafting will fundamentally change not only

    Watch at 00:17:10
  19. kind of we're going to set it up on the PTU with a build, and we're going to do a phased roll out based on your citizen number. So, we'll invite a fixed number of citizen numbers, have those

    Watch at 00:26:02
  20. quickly with this stuff is that it's really important to start from a base of just like complete darkness when you're when you're building these things so right now i've got it's got working lights

    Watch at 00:08:59
  21. which is one a very common simulation that we that you would do with building terrain water flow simulation we see displacement of sand and soil based on wind input and we see terracing so these are just a few examples

    Watch at 00:19:06
  22. potential for what that list can entail so I can really flesh out build the whole family together and serve as that you know main base uh centerpiece all right uh the cutless the cutless is kind of that uh mixed skirmisher

    Watch at 00:19:06
  23. will pay for the customer support staff and will pay for us to build additional features and content is to you know either sell the base game

    Watch at 00:14:28
  24. stories first or do they get based on gameplay requirements yeah I mean I think at this point we're still building a lot of the mechanics around the Pu so we haven't gotten into specific St I Tony…once they sort of have a handle on that we'll be able to dive back in and start building up with stories and how to tie it into this bartender and going to this you know system and you know what

    Watch at 00:12:18
  25. Engen support inverse Square light fall off it does it does support that it was a requirement for a physical based rendering system when the system first went in it wasn't uh completely implemented so the lighting was a little weird…necessary and even right now with our current build um the lighting in cry engine is still not completely um been revamped for the physical base system so while we do have the inverse Square lighting um now which is really nice

    Watch at 00:16:11

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