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  1. things like that. Because of the way we're building our damage system, uh we may be able to leverage that in order to apply effects to the ship based on the experience that the ship is getting, right

    Watch at 00:17:00
  2. location. Uh but I think more importantly they'll be building on top of the um the structures that have been been put there. So if you look at a base on the moon or a base on Mars

    Watch at 00:19:27
  3. them is to make sure that the character Mark is building is fitting our skeleton we have a skeleton that we went back and forth on with the character our base character which we've already seen released and kind of figured

    Watch at 00:01:42
  4. based fighter that is a a light to medium category so this adds another option into the mix and it also builds in all the work we did for the saber Raven God standard to help get a brand new ship

    Watch at 00:05:39
  5. below the tree line when you're like at the base of the trees a lot of Sun is blocked so architecture on the world is strictly higher up and they build in platforms along the trees or higher towers

    Watch at 00:21:15
  6. them very significant hardware constraints that you had to build around. A lot of your design decisions and technology decisions were were constrained and you had to design around those based on the hardware that you have. So but in the original

    Watch at 00:17:14
  7. really notice you know if those base assets are in that neutral set then you really start noticing the repetition and everything so I mean we when we build things from builds everything using a template palette which is a complete list

    Watch at 00:13:31
  8. priority is going to be get the base ship up to almost ready to go in the game and then the uh the variant we were we kind of build the variant off of that and that'll happen

    Watch at 00:27:22
  9. Citizen is the absolute sheer immersive physical animation driven based system behind it that has never been seen before there's never anything that's come close to this we're building a system where the first and third person Rigs

    Watch at 00:01:35
  10. small package you can start focusing on those bases and then we just stack on top of it so it's like a smoother transition yeah for the final product yes building blocks it's building blocks for a lot of things

    Watch at 00:21:41
  11. order all the parts from new EG and build your own uh computer so we sort of allow you those two options yeah and you may you may actually change configurations based on your Miss Mission parameters so we're going

    Watch at 00:11:26
  12. fast iteration and what need to be based around pipelines and you know I think I think Dennis could even speak more to that but it was it was this was building on last year we had already done some of this

    Watch at 00:22:20
  13. have assets done and you know the base design of how a non-lethal weapon X should function right and look and so on let's say you have the asset build the effects the audio and all that well you also

    Watch at 00:53:39
  14. better usage of Sur avilable resources we then build the sound system which is a spal object management system such a system is responsible um to all an efficient way to query objects based on SP properties for example finding objects visible

    Watch at 00:19:54
  15. pretty big gameplay element that we're building for sort of the firstperson shooter aspect and it's certainly very uh prominent in the use in space so on space stations asteroid bases uh boarding other ships I mean there's going

    Watch at 00:21:47
  16. surely that would give you good reason to build spaceships for space.com I'm Dave Broody it's important to note that these speculations of earthlike watery worlds are just that statistical speculation based on the theorized habitable zone

    Watch at 00:15:05
  17. turning it into a coded based system so it's uh more robust um it still allows us to put our hooks in it on the design side when we're building logic so I can still request things and tell

    Watch at 01:06:29
  18. know we use lumberyard as our base engine but we have some different requirements to lumberyard so I'm gonna particularly point out the things that we've had to extend and build on top of lumberyard after that

    Watch at 00:01:11
  19. ships that we're building um you know we're not forgetting about them we're going to get them done and sometimes you know the priorities move around uh based on sort of Squadron 42 or what we need

    Watch at 00:56:47
  20. around the fundamental approach we use to build our planet and is the literal foundation for everything else we're going to talk about in this talk today now it centers on datadriven physically based rules that we aim to realistically emulate

    Watch at 00:03:23
  21. military and advocacy galavan publishing the terran-based publisher of whitley's guide for vehicle enthusiasts and the navy surplus brand offering bdus jackets pants and more that have been retired from active service building blocks the all-purpose ui system that

    Watch at 00:06:32
  22. make the player have to make choices based on the terrain that's up and coming if the if it looks Rocky and rough you want to avoid that and you can sort of build tracks around that sort of thing previously

    Watch at 00:02:34
  23. there's a technology we had to build to make this to make everything work so there's a huge amount of work that was going on in the scenes so just getting the base of work before you even talk about

    Watch at 00:12:26
  24. actually actively using this Thruster it will build up and we actually emit one Em I'm sorry IR signature per cool or1 cool uh in the pool and we'll emit one signature based

    Watch at 00:13:53
  25. going to be giving rewards uh based on reputation because we've added reputation to zeno threat with the um you know addition of reputation we're able to start using that to um build reputation with the cdf the civilian defense

    Watch at 00:03:22

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