Roberts Space Industries · transcript archive
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animations based off of hit Direction damage amount and overall health of the ship as always we are diligently at work fixing bugs for our next big release the devops team continues to work on increasing capacity with our build and deployment
Watch at 00:05:13 ↗just the base version. In fact, we're shooting an interview about that later today, aren't we? Yep. Uh for we are attempting to put together a new ship ship shape series, a seven-part series detailing the building
Watch at 00:37:08 ↗easily build the new components to have the other ones um so um one thing I think I find in game development is people overestimate and underestimate the amount of times it takes to do things so getting the base Connie built
Watch at 00:51:27 ↗- 00:59:18Star Citizen: Reverse the Verse LIVE - Production and the RSI RoadmapReverse the VerseMar 20188y old
release decided three point one how do we decide what goes into 3.1 3.2 3.3 3.4 is it mainly based on time is it we-we'd this feature before we need this feature yes yes I mean there's just there…with 3.0 we learned so much awesome foundation for so many great things and so now what do we build on in that and where we at with each of those things right so if mining was in R&D phase
Watch at 00:59:18 ↗ 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
Watch at 00:02:38 ↗more robustly, and it is capable of really powerful things that the one of the perks of Houdini being node-based is that even the solver, like all the calculation that happens to calculate how the smoke sim should operate…exposed. So, I'm able to go into essentially the the code. Not not quite code, but the node that builds up this entire solver. I can manually tweak the parameters. In Fume, I can't quite, but it it is kind
Watch at 00:20:59 ↗some of the stuff that we've improved our Corp and then bringing it back into some of the Louisville buildings which you know the first pass of Louisville was lower poly than some of the stuff that we have…right so so it's just an ongoing process that we get the stanton system doing out we get the base lining things and then we'll start to improve those well worth doing
Watch at 00:23:24 ↗- 00:53:17Star Citizen: February Subscriber's Town Hall feat. Lore TeamSubscriber ContentFeb 201610y old
said like you you can kind of infer that the personality of Tara Mills for some of these companies just based off their advertising the quality of their products uh stuff like that so you can kind of get us get your…sense of it and that's sort of the kind of the fun thing about what kind of Chris is building here is that we can do that type of um really kind of involved
Watch at 00:53:17 ↗ controls based on feedback from players who got to try out the new flight model experience at citizen con dialing in the throttle logic and control among other aspects so stay tuned to Future updates for the continuing development of the system…build out stand and the entire universe we continue to improve and refine the procedural tools that allow us to create the massive environments for Star Citizen massive under understatement yeah say it any bigger with more massive yeah for a look
Watch at 00:02:31 ↗- 00:18:14Star Citizen: Loremaker's Guide to the Galaxy - Stanton System (Part 1)LoremakersOct 20179y old
production park you know they probably provide incentives and stuff like that to try and lure companies to sort of base their operations out of here and stuff like that and you know the one of the ideas was that…when they were sort of initially surveying assessing the planet and starting to plan out how they were going to build on it that they had been inspired by the Xian factory worlds which were sort of this idea that
Watch at 00:18:14 ↗ - 00:19:10Star Citizen: Around the Verse - Spectrum and LA Studio UpdateAround the VerseFeb 20179y old
Spectrum team were uh you know initially not very proficient in this technology but then really learn quickly uh based on L's work uh in order to really facilitate uh getting the rest of the features online so we were able…basically Silo that up between developers and so you know like people would focus on a specific set of features build it out without interfering with the others and then bring that into the main line so we could iterate quickly
Watch at 00:19:10 ↗ - 00:28:54Star Citizen: February Subscriber's Town Hall feat. Lore TeamSubscriber ContentFeb 201610y old
star map was very lore-based and and talk about stuff with design but a lot of that of what would make this system interesting and unique what were these planets kind of like um procedural generation we haven't worked…closely yet but there will be hopefully building the planets off kind of the specs that we've outlined especially now that we're starting to pull in real scientific data from our Consultants to help the procedural generation team set parameters
Watch at 00:28:54 ↗ guys can see you guys get a good look of kind of what we've been working with and just building up right here. And let's go ahead and turn it on there. So, now we can kind…stuff fitting inside the ship. So, we've been kind of rebuilding the ship piece by piece kind of just based on the functionality and where we kind of saw things fitting. Very cool. One thing we didn't talk about
Watch at 00:12:53 ↗framework and we're trying to share the same base code stuff so it's easier to support and maintain because one of the problems right now in the Pu is because there's a Hajj patch of the old system which…sort of flash scale form system and the new building blocks it's really hard to extend stuff right now and so one of the big obstacles to doing features is actually the UI and so squadrons one of the ways that
Watch at 02:00:17 ↗that those things build on each other makes it compelling to me so having this able to link into having artifacts that could be or samples like that could exist in distant regions of space that leads to exploration gameplay the fact…that those things can could decay based on if they take damage or maybe they are on a time limit maybe they they need to be cold or something and and they just decay naturally j-jane spread and switch back
Watch at 00:44:48 ↗moved on to finish the interior the main hub is currently being worked on based off concepts from my direction and additional pieces be made to add more the truckstop character props and lighting are currently placed on the side shops…corridors have had a first pass on them the pattern of a shop is having its own building set made for it so it looks more distinctive and an admin office has been created so players drop off packages relating to missions
Watch at 00:04:59 ↗ones but they get run through a different organization you will be running them through redwind you will have to build up your reputations with them they will test your trust they will see that you are reliable by doing fairly legal…eventually they will give you one of these missions where you have to do something a bit dodgy and based on how you do that thing they will either open this career path for you or not there will be some risks
Watch at 00:00:49 ↗where you kill a level five uh sort of Outlaw in uh the you know current 2.2 build and you know you'll get the laser rifle which is sort of a shortterm kind of achievement thing that…that's going to become much more sophisticated as we go on uh but it will all be sort of based on uh things that you would get in in the world and kind of holistic to the world if that makes
Watch at 00:16:12 ↗when a designer asks you know an npc to go and repair exactly that panel so the way we build the behaviors and you know especially like all the this screw management you know the the part of the crew the guys…made in a way in which they can perform by themselves as best as they can their jobs based on the skill based on the traits right uh so imagine like you have somebody who likes to you know like just
Watch at 00:53:58 ↗- 00:09:20Star Citizen: Reverse the Verse LIVE - Frankfurt Studio UpdateReverse the VerseFeb 20188y old
things are supposed to work before you go and the way that you build the lawful behavior before you build the unlawful behavior because you have to know you know runs before you work the other one and we're still both…yeah and in many ways you know when we're talking about law you know it will be solar system based so the well it will be solar system and then local base but the idea would be that the overarching solar
Watch at 00:09:20 ↗ space and accurately reflects all the real parts and attachments like the thrusters and weapons this was accomplished by building a list of the render nodes that were selectively rendered to a render target using a custom material shader we can apply…damage status of the vehicle parts whilst avoiding some of the more expensive features of doing a full physically-based forward render this render target vehicle can then be rendered whenever
Watch at 00:01:51 ↗needed to help well before we let you go uh just a couple quick questions uh we're building Star Citizen here what your favorite ship in Star Citizen it's it changes a lot especially now that I'm working with…different ones um previously I would have said uh the Hornet I I like the looks of I'm basing it on looks mainly and I I like the Hornet and the ghost in particular the black one and it's kind
Watch at 00:15:11 ↗fiction of the law then we try and adapt it so you kind of have things that are sort of based on reality you know like you have you have shards of um present day physical truths that exist in the future…would would be appropriate but of course you don't take everything because like you know the way we're building the game and like all the vehicles we're doing they probably wouldn't be the most efficient way to design
Watch at 00:30:11 ↗pretty cool and when it comes to building that universe there's a department essential for keeping it all running take a look I'm Mike Jones and I'm director of corporate and publishing technology for cloud Imperium games and right…think that's the longest title we have in the company and it's based because of the merging of our DevOps and our IT departments and so my responsibility for IT covers the hardware side of things and the infrastructure side
Watch at 00:15:35 ↗gets touched because of this for the first time in our development we are going out with two parallel PTU builds there will be a three point three that has OCS and a three point three that does not have…happens you know what that that's coming that's an effort for us to basically basically cover all our bases and figuring out where bugs exist in one and where bugs don't exist with other it servers request
Watch at 00:48:15 ↗

