Roberts Space Industries · transcript archive
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players because when they log out of the server and log back in, they'll go into a different server instance often, and they'll see something different. And if the server that they're on is crashes and recovers, the history
Watch at 00:09:53 ↗game, we're going to be able to expand out using server meshing, the number of players within effectively an instance or network we'll start calling a shard. And as that expands, you'll be playing more and more in effectively
Watch at 00:10:41 ↗field battle you're going to be shot by rockets of course we've got god mode in this instance so when you get by the rockets you kind of like fly sideways so what i'm going to do next
Watch at 00:07:16 ↗Squadron 42, where all dialogue lines will played in real time, as it adds that next level of immersion. For instance, maybe your wingman is calling you that needs to get pirates off his back and he's getting shot at left
Watch at 00:08:07 ↗feel like when you go to Microtech it is different than you're going to Hearst and for instance when you go to the moons and so I and as we build tools to allow us to sort of create that stuff
Watch at 00:20:14 ↗this way but in the short term it does present challenges because we always have to make sure that for instance we have a stable of build as possible you do spend a fair amount of time stabilizing a bill that
Watch at 00:25:04 ↗radar is that tactical officer or science officer if you're not yes it's not a battle for instance yeah I think those are the main roles and then I think there might be specific roles for certain ships depending
Watch at 00:20:18 ↗with. The determination of whether something goes live or not is basically dependent on the quality of that experience. For instance, when we have um a typical feature or a game loop, we want to make sure that a lot of what
Watch at 00:05:39 ↗providing feedback you know so it's a critical part of our process in developing features we're actually two instances where there's really helped as was with the edge working in to look ahead work where we write pretty early
Watch at 00:16:10 ↗important for this. You guys, you know, you got keep reporting them, keep giving us the specific details of your instance
Watch at 00:19:24 ↗whole person law system which is we can basically mete out different levels of punishment different areas like so for instance maybe in grim hex no one cares you can get into fistfights but if you're getting into a fistfight
Watch at 00:15:20 ↗server is building a physicalism mesh for each client so we have many other features on the planets for instance Caves here isn't here you can see an example of a cave assembled by the procedure layout to after generation
Watch at 00:40:14 ↗becomes so huge and so hard to deal with that it becomes a maintenance problem I remember a specific instance I had to add one single feature to the old system and it took me like three days because it was just
Watch at 00:04:00 ↗playing the game then anyone can convey construct that UI anytime so I might be using the shopping kiosk for instance and same comes in from miles away lambda she comes into port OSR and because the date has been synchronized
Watch at 00:13:52 ↗right, thanks. Yeah, we've we've tried to work in a few little bits of gameplay. Like for instance mining your way out. Like so you know there's rocks in the way and stuff. So, like you know
Watch at 00:29:26 ↗grounded so there's a sense of realism as well as so it's not too much like say for instance Star Trek or something like that we've tried to convey the level of power
Watch at 00:06:19 ↗move to server OCS it won't because that server may only have a portion of the star system for instance in its memory and that means that different variables have to be classified differently to persist because you can't always
Watch at 00:17:03 ↗finished client server the next one server decline improving the communication down the way and so at the moment for instance we've got an artificial core of a second rewind time injected into the system and to try and smooth over
Watch at 00:04:05 ↗something like that so perforce is a revision control system that it's a document repository in it in instance where if you think of it like a library you check out a file to edit and then you check that back
Watch at 00:43:40 ↗first have to see that the project has actually don't need all the flexibility that entities provide and for instance the projectile it's a very simple logic they have very simple physics and a very simple rendering so to optimize
Watch at 00:06:39 ↗system so for instance I can see on larger capital ships where we have a large gun and that we probably need a more complex projector at least put some geometry on it so all in all the projector monitor shouldn
Watch at 00:08:18 ↗they power up and try and try to take off out of all things being equal probably not but for instance if this came and tractor beamed a dragon fire and x1 or an ox that's going to be significantly harder
Watch at 00:34:16 ↗Josh we talk about this all the time with zing yeah that it will handle pretty much every kind of instance where a ship or even the player will come into contact with like any kind of particles or whether that kind
Watch at 00:08:12 ↗server machine is going to give us basically a nutshell so he was ability to put everybody one instance and what happens is is is rather than have one server could right now we have a server which basically controls
Watch at 00:27:18 ↗share things that will give away the story so for instance other chapters we don't have chapter descriptions because it would definitely give the story away so sorry if they're a bit generic I mean we've we've actually
Watch at 00:09:51 ↗

