Roberts Space Industries · transcript archive
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22 moments across 18 videos
next week out to mid-August, giving us more time to harden the system supporting our first iterations of content instancing. Now, this change was made in equal parts our own desire to make the new content [music] as successful as possible
Watch at 00:00:00 ↗some of what next week's release is bringing with it. >> [music] >> Ahead of Rico Battaglia's fully instance mission giver return in August, there's a new suite of repeatable evergreen missions that let you start building your rep with
Watch at 00:00:48 ↗inventory rework, crafting, which if everything works out should be in tech preview soon or by the time this airs, instancing, genesis planets, and more alongside the content that we showed at Citizen Gone Direct like Rockcracker, tactical strike groups, and municipal
Watch at 00:01:36 ↗loreville City up to something that matches the ambition for instance we are keeping the l19 area we are keeping a CBD we keep we're keeping the Spaceport and we're building upon this and just extending the the city
Watch at 00:04:56 ↗instance in xena threat make it so that you can actually be on the side of the xena threat instead of just trolling other players in addition for jump town this will help us to sort of patch some of the holes
Watch at 00:06:37 ↗instance i would get a video game that taught me english and i remember distinctly using that video game as a sort of jump board to learning more words when i started looking into potential careers i wanted to do something with
Watch at 00:01:39 ↗that keep Austin weird vibe going lights are low those those kind of change depending on people's moods for instance the QA team may have it on yellow if they're testing a build sometimes some of the engineers
Watch at 00:00:05 ↗level of detail that's appropriate severe experience we also need to compress the audio data in this instance we have control over the audio bitrate
Watch at 00:03:30 ↗these utilitarian environments we see further details that really add to the story of the location these dents for instance that designers are putting into the huge hangar bay doors betray the tell-tale signs of a history of precarious takeoffs that
Watch at 00:05:56 ↗stalling loading the other guy. And as you can see, it can be quite severe on some machines. In other instances, it could be a few milliseconds. On this guy, it's a full couple seconds. So, let's go into
Watch at 00:01:46 ↗good old UI folks in UK office has done um so here is our original code uh for our mobiglass instance and we have a standard scale that the designer set up um which for on sense purposes worked for the scale
Watch at 00:00:55 ↗character instance this is basically the where I got to go this is basically the root character you see here could probably just do this so my root character uh the player has some bones on it and then we attach
Watch at 00:01:48 ↗could have even more bones or just pure geometry uh pure geometry is a stat object and then the character instance is another character so you could have a uh you know maybe another armor that has another bone that you could
Watch at 00:02:39 ↗code um it gets the character physics and then it reassigns the grid but there could be an instance where the physics is behind and the entity in a new grid and we just haven't synced
Watch at 00:04:14 ↗think I put it let's look for that bad boy there you are so in some instances um we still want to do the trace but we want to do it locally to the grid and but we may want
Watch at 00:06:42 ↗find out. Let's close down our dedicated server and shut down all of our fun little Star Citizen instances. All right, so everything's shut down. So what is happening
Watch at 00:01:46 ↗animation it's about the honesty of things and about the realism of stuff uh and things like for instance uh one thing that that always bugged me about uh firstperson Shooters is character weight shifts and things like that that that
Watch at 00:04:19 ↗inventory and your personal inventory is uh influenced by the um outfit you're wearing so you know like for instance a pair of trousers may possibly have some Pockets that could hold two items of size one and then
Watch at 00:00:00 ↗modifier for the damage you can take so if you've got sort of heavy titanium armor on wing for instance uh you know maybe that Wing could take 100 damage points but with the titanium armor it could take
Watch at 00:04:51 ↗functions. This kind of game has so many different aspects. So, I think if you're an AI programmer for instance, it's incredibly fascinating and interesting cuz it's solving a lot of problems on a lot of different levels
Watch at 00:03:26 ↗really cool because what happens is a lot of unexpected or dynamic behavior happens by it and then for instance if we're flying around in a dogfight, one of our thrusters gets damaged, it will affect our maneuverability
Watch at 00:00:52 ↗

