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Un nuovo videodiario sullo sviluppo di Star Citizen mostra la nave Anvil Vulcan.
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00:00.
00:15Hello and welcome to another episode of Around The Verse.
00:18I'm Sandy Gardner.
00:19And I'm Chris Roberts.
00:21This week, Jared Huckabee brings us inside looks at two very different ships in February's
00:25installment of Ship Shape.
00:27That's right. Ships are obviously a part of the Star Citizen experience so we're excited
00:31to use in this segment to introduce our first new concept ship for 2018.
00:35Let's check in with Jared now.
00:41Greetings citizens and welcome to another episode of the brand new Ship Shape.
00:46Where we take a quick look at what's in the ship pipeline, who is working on what, bring
00:51in interviews with developers,
00:53and sometimes, just sometimes,
00:56we get to reveal something brand new coming to Star Citizen
00:59that I think you're going to enjoy quite a bit.
01:02I'm your host, content manager, Jarrad Huckabee.
01:05Behind me you see that ship pipeline I just mentioned,
01:08the ever-evolving, continuously expanding network
01:11of phases and milestones that each ship or vehicle must reach
01:15before they can make their way into your personal hangers
01:18o le spaceporti del Persistente Universo.
01:21Whether it's from design to concept,
01:24from white box to gray box to final art and flight prep,
01:27this is the system we've built up over the course of our development
01:30to ensure you the best possible spaceship or vehicle
01:33for your Star Citizen experience.
01:36On this month's show, we're going to update on a variety of ships
01:39that are currently working their way through the pipeline
01:42and then sit down with the team in our Los Angeles studio
01:45who are currently working on the Anvil Terrapin,
01:47scheduled for release in Alpha 3.1.
01:50But before we get to that, we'd like to introduce something
01:53that's just beginning its journey through the ship pipeline,
01:56our first concept of 2018.
01:59Since our project began, we've introduced 114 ships and vehicles
02:04and their variants that span a wide array of roles and intentions
02:08like combat, transport, exploration, industrial, support, and competition.
02:14Now, this variety is an essential component
02:16to creating that living, breathing universe that we all aspire to.
02:20And a variety of profession-specific ships
02:22will be necessary to populate the spaceways.
02:25Ships like the Miss Starfare bring with it the promise
02:28of refueling services to the far reaches of the verse.
02:31And with a vessel like the Anvil Crucible,
02:33a career rescuing disabled ships
02:36and helping them in their repair
02:37will bring support when folks can't make the long trip home on their own.
02:42With these two and many others like them,
02:45profession ships will form the backbone
02:47of much of Star Citizen's emergent gameplay in 2018 and beyond.
02:52But the Starfarer and the Crucible
02:54are intermediate to advanced profession ships, right?
02:57So what do we do about those of us
02:59who were just starting out our journeyman careers?
03:02Well, fret not, my friends.
03:04Our first ship of 2018 will have you covered
03:06and in more ways than one.
03:09So which is it?
03:10Refueling or repairing?
03:12Well, the fine folks at Aegis Dynamics say,
03:14why not both?
03:16Let's throw in some rearming to boot.
03:18Yes, without further ado,
03:20let's sit down with some of the team
03:21working in our Manchester studio
03:23to bring Star Citizen's first
03:25multi-profession starter ship to life
03:28with the Aegis Vulcan.
03:31So the Aegis Vulcan is a sort of starting ship
03:36for a bunch of professions
03:39that we already have in game,
03:40but we only sort of have the end game
03:43ships for people to use.
03:45So if you're interested in refueling or repairing,
03:50you've got the Starfarer and the Crucible.
03:53So those are pretty big ships to sort of jump in at
03:56that if you want to go,
03:57oh, today I want to do some repairing of ships,
03:59you're looking at these huge ships
04:02that have substantial crew requirements
04:05and time requirements to get.
04:08If you jump in at those and find,
04:10well, actually, I don't like this,
04:11then it's a huge time investment wasted on that.
04:13So the Vulcan is sort of the jack-of-all-trades
04:20starter ship for those professions.
04:22It does repairing, it does refueling,
04:25and it does rearming,
04:26which is something we don't have
04:27in any ship currently.
04:29It's a versatile support ship.
04:31It's there to support other ships.
04:33It's not great at combat.
04:34It's not great at transport.
04:35It's not great at racing.
04:38It's there for helping out with other ships.
04:42So if you're that sort of person
04:43that is interested in not the more active combat side,
04:46but helping others,
04:48then this is a really great entry into that
04:51because it does allow you to help out massively
04:54for ships that have run out of fuel,
04:56ships that have minor damage,
04:58ships that have run out of ammo,
04:59and any of these ships could be stuck out in deep space.
05:03They can call for your help,
05:04and you can go out there and give them just enough
05:06to get them to where they need to go to.
05:08It's sort of like the space AA or AAA for America.
05:13You call them up.
05:14They give you just enough to get to where you're going,
05:16and then you can do your full repairs,
05:19rearm, refuel there.
05:20So the mechanic for doing the repairing, refueling,
05:24rearming is via its drones.
05:26So it has four drones that are sort of contained
05:31within the body of the ship,
05:33and then it can launch them out.
05:34These drones can do all three actions,
05:37but they can only do one at a time
05:39before they have to go back to the mothership
05:41to change function to take on new supplies.
05:45So whilst you've got four and they can do everything,
05:48they can't do it all together,
05:49so you can't have four out fixing everything at a time.
05:54There are only two stations to control the drones.
05:56So again, it sort of keeps tabs on what it can do.
06:00It's a three-person ship,
06:01so you've got one person flying
06:02and two support stations,
06:04which would be either controlling the turrets
06:06or controlling the drones.
06:08So naturally, if you're in a sort of hostile environment,
06:11you may not want to have everybody controlling the drones
06:15and leaving yourself defenceless.
06:17So you've sort of got to trade off
06:19your defensive capabilities
06:20with your support capabilities.
06:24So we see probably two drones at a time
06:27going out at any one time
06:29doing one or two of those three features.
06:34And the extra two are just there for
06:36if you want to quickly change what you're doing.
06:38They're all stocked in the ship, ready to go.
06:40You can send them out.
06:41Naturally, the drones will either stay
06:43where you've left them
06:44or continue on an AI behavior.
06:47Or if you're out for an extended duration of time,
06:52you're probably going to start losing these drones.
06:55You might get damaged.
06:57You might be careless flying them around.
06:58If you're trying to repair a ship,
06:59you might actually bang into it
07:01and destroy the drone.
07:02So we felt that if you only had two
07:04and you can only use two at a time
07:05and one gets destroyed,
07:07that's quite a harsh penalty.
07:09You've sort of lost 50% of your ability
07:11to do anything off the bat.
07:13So we've got those extra two as sort of redundancies
07:15and allows you to just stay out that bit longer.
07:19There's crew quarters in there,
07:21so it's not a I've got a mission to go do this item,
07:27I've got to go there, come back
07:28because I can't survive out in space.
07:30You've got your crew beds,
07:31you've got basic living quarters,
07:33basic accommodation.
07:34So we see people spending significant amounts of time
07:39out on these missions,
07:40using up their drones, using up their supplies.
07:42There's a very small cargo hold to keep supplies in there
07:46which sort of feeds into the drones.
07:48if you're carting ammo around,
07:50you're not physically carrying ammo boxes to it,
07:53they go into the drones, the drones do it.
07:55There's an extended fuel tank under the body of the ship
07:58which is where the fuel that you're piping to these ships come from
08:02and then the repair, the drones themselves do the repair
08:06much like we have in the PU at the moment
08:09with the little drones on the Cryostro stations
08:12where you land and they come out and repair you.
08:13It's a very similar style to that.
08:15So there's a small crew on this ship,
08:18three people pilot and then two support staff basically
08:23and they can basically either control the guns
08:27or the drones basically.
08:28So I guess, I don't know if you'll have to fight it out
08:32over who does what or if they can both,
08:34I guess you've got two drones on either side of the ship
08:38so I guess possibly one guy could do two on one side,
08:41two on another and send them off to do their thing.
08:44So the ship is, the way it works is entry is from the rear of the ship
08:51so you've got a big tailgate that sort of opens up
08:55and that gives you access to the cargo area
08:57and I think it's 12 SCUs that it can hold
09:01and then there's a small elevator that takes you up.
09:04It's almost like a mezzanine and then it takes you to the living quarters.
09:09Some basic habitation at the rear of the craft
09:13so a couple of beds, you know, the obligatory toilet and shower,
09:18you know, a food station, you know, a little table,
09:23you know, it's very much, it's in the, you know,
09:26it's that same sort of style as,
09:28it's basically the industrial ages essentially
09:33and so that feeds through the whole of the ship.
09:36So there's a lot of, you know, we've taken a lot of
09:39what the art team have done
09:41when they've been making the reclaimer
09:42and sort of pulled that in and used that
09:45and used it as sort of a, not a template
09:48but just how to define the style of the interior.
09:51There's three liveries basically that we've done for the ship.
09:54One's more military-based
09:56and that's one we sort of focused on initially
09:59just to get the ship through the pipeline
10:02and then after that it was then we had a little, you know,
10:05we had more time to then sort of focus on the alternatives.
10:10You know, sometimes the ship sort of fight you back
10:13and you have to, you know, sometimes you just have to,
10:16you know, you're like up to 80 iterations
10:20before you hit on the shape,
10:21before, you know, before you go to 3D.
10:25That does sound a lot
10:28and sometimes that's just the way it is.
10:31So on this one, it was a pretty strong start
10:36and like I said, it is the sort of stylistically
10:39the baby reclaimer
10:40and just by its very nature of what it does,
10:45the functionality that needs to be in the ship,
10:49I won't say it designs itself
10:51but, you know, it's close to it.
10:54You know, there's a logical route that you want to take
10:58and so, but even still,
11:01even though, you know, it's a relatively small ship,
11:03there's still a lot of interest in the spaces
11:06but yeah, I like it.
11:08I think it's got a good feel
11:10so I'm looking forward to when this one gets built.
11:12This gives you that taste of those careers
11:15and see whether you actually enjoy doing it,
11:18whether you feel it's got a sort of
11:20an in-game money-making opportunity enough
11:22that you want to do it full-term
11:25or full-time as a procession.
11:29It's not for everyone
11:30but lots of people just love that support gameplay
11:33and this is really a ship for that.
11:36Refueling, repairing and rearming
11:38and with a collection of skins to do so in style,
11:42the Aegis Vulcan is our first concept edition
11:44to Star Citizen for 2018
11:45and will be available to all backers
11:48for an extended pledge period
11:49that begins on February 22nd
11:52and runs through the remainder of March.
11:54So every backer will have a chance to attain
11:57what could be Star Citizen's
11:59most versatile starter ship yet
12:01and well, I mean, I can tell you
12:02I'm going to be picking up mine to be certain.
12:04Now, if only Vulcan owners could have a special salute
12:08to greet others with.
12:13This will work.
12:15Now, farther along than the Vulcan,
12:17we have a number of ships working their way
12:19through the pipeline on their journey to release
12:21into the Star Citizen universe.
12:24To get us started this month,
12:25the Constellation Phoenix,
12:27which has now entered gray box phase
12:29at the high poly modeling stage,
12:31is currently having its exterior
12:33and interior fleshed out,
12:35the geo-refined tweaks made to the lighting
12:38and the incorporation of all the most important features
12:42like fish tanks, wall screens, a bar area
12:45and, of course, the hot tub.
12:48While the Anvil Hurricane is close
12:50to wrapping up gray box on the art side
12:51and will soon be passed over to the tech design team
12:54for their work on the tech setup.
12:57Also in gray box is the Aegis Hammerhead
12:59where progress continues on the interior
13:01with a focus on the nose
13:03and the main corridor layout utilizing Idris parts.
13:06Now, it's not all just Idris hand-me-downs for this ship.
13:09There are new modular pieces bespoke to the Hammerhead
13:12that are being built as part of this process,
13:15such as the specialized lifts
13:16and the signature turrets specific to this design
13:19that must be included.
13:21In reworked news,
13:22the Consolidated Outland Mustang update
13:24is also in gray box with the art team,
13:26while the tech design team
13:27is preparing for another white box review.
13:30And moving ahead to final art,
13:31we find the Avenger rework
13:33where a new EMP room for the Warlock
13:35has been through several revisions
13:37and is close to completion,
13:38as is the new landing gear
13:40that had to get scaled up
13:41because, well, the ship hull got scaled up as well.
13:43So, you know how that does.
13:45Finally, in the flight prep phase,
13:47we have four ships
13:49that are currently nearing the finish line
13:50for their intended release
13:52in the upcoming Alpha 3.1.
13:54The Miskrazer,
13:55the Aegis Reclaimer,
13:56the Tumbral Cyclone,
13:58and, of course,
13:58the Anvil Terrapin.
14:00For the ship animation team,
14:02each vehicle presents its own variety
14:04of unique challenges.
14:05For instance,
14:06the Aegis Reclaimer
14:07has a very sophisticated landing
14:09and VTOL system,
14:10requiring unique rigging
14:11and technical setup,
14:13some of which you may have seen
14:14on this week's Calling All Devs
14:16in a sneak peek offered
14:17by our own Matthew Intrieri.
14:19The audio team
14:20has been supporting
14:20the SFX requirements
14:22for ships like the Miskrazer
14:23and the Tumbral Cyclone
14:25for those including
14:25thrusters,
14:27mechanical elements,
14:28ambience,
14:29and the UI,
14:30while the Anvil Terrapin
14:31is the very first ship of the year
14:33to go through the VFX treatment,
14:34working on effects like thrusters,
14:36damage,
14:37and a death mask
14:38that's using some new debris assets
14:40that have never actually been seen before.
14:41All of these teams
14:42from around the world
14:43are working to bring these four ships
14:45across the finish line
14:46in time for our intended
14:47quarter one release
14:48of Alpha 3.1.
14:49But before we let you go,
14:51we're going to check in
14:52with some of the team
14:52currently working
14:53in our Los Angeles studio
14:54on the little turtle that could,
14:57the Anvil Terrapin.
15:00The Anvil Terrapin
15:01is your first step
15:04into the exploration specialization
15:07of ships,
15:08of going out into the unknown
15:11and surviving it.
15:13The Terrapin is built
15:14to be very, very durable
15:15over most other things.
15:18It's not really for combat,
15:19it's not for cargo.
15:21It's for finding things,
15:22for exploring,
15:25seeing what's out there,
15:27and living to tell about it.
15:29As that first leg
15:31into exploration,
15:32the Terrapin is a relatively modest ship.
15:34It's not too imposing,
15:38which I actually consider
15:40one of its strengths.
15:41It gets to go into
15:44uncharted territory,
15:45and if it comes across
15:46someone else who's also exploring
15:48or who comes across aliens
15:51or natives,
15:53it is not this imposing war ship.
15:59It's there to see
16:01what's there to find.
16:03It's got a scanner array,
16:05and it's got heavy armor,
16:07but aside from that,
16:10it doesn't really have
16:11any offensive focus.
16:13So if someone sees you,
16:15they know that you're not here
16:16to pick a fight.
16:17In the current iteration
16:19of the flight system,
16:21everything is kind of the same
16:24in that the thrusters that you have,
16:26they have different uses,
16:28and so we'll allow this thruster
16:30to contribute a certain amount
16:33of thrust and not that thruster
16:34because they're specified
16:37for different uses,
16:38but the reason that they're specified
16:39for different uses
16:40is still being implemented.
16:43And part of that is the heat factor,
16:46which we don't currently take
16:48into account with our thrusters.
16:49We have it in a lot
16:50of other systems,
16:51but we're still getting
16:52everything built out.
16:53and when thrusters overheat,
16:56they'll start to have error,
16:59and they'll start to have,
17:01give you less thrust
17:03than you expected
17:04or give some of that thrust
17:06in directions that weren't intended.
17:08And so that's going to make
17:10your thruster systems
17:12a lot less reliable
17:12once they start to overheat.
17:14Your maneuvering thrusters
17:15are designed for instantaneous thrust,
17:17high output, immediate action,
17:21and then hopefully,
17:22because you're in space,
17:23not needing to follow it up.
17:25Maybe follow it up
17:26with a different action
17:26on some different set of thrusters
17:28that'll allow you to counteract
17:30that motion or augment it
17:32into some other more advanced maneuver.
17:34That's fine in space
17:35because you get to carry that momentum.
17:37When you're in atmosphere,
17:40when you're under the influence of gravity,
17:42you have a constant force to negate
17:45in order to stay up in the air.
17:48And maneuvering thrusters
17:49aren't meant to be able
17:51to take that kind of load,
17:52not indefinitely.
17:54For a couple seconds is fine,
17:56but in order to be able
17:58to really just hover in the air,
18:00you want to have VTOLs.
18:01You want to have sustained thrusters
18:05or sustained thrust thrusters.
18:07So the Terrapin will be able
18:09to point its mains down
18:12and be able to stay up indefinitely
18:14and avoid overheating
18:16as long as you don't do anything too crazy.
18:19So my job on the Terrapin
18:21was building out the interior,
18:24which was pretty difficult
18:26considering that a lot
18:28of the concept art we had for it
18:29had to be changed
18:30to match the new anvil style guide.
18:33So I got to like really hone in
18:36on what anvil interiors look like.
18:39It's the first major like actual walkable
18:42anvil interior that we have.
18:44The original didn't really have
18:47like a distinct look.
18:48Like a lot of our manufacturers,
18:50like if you look at Origin,
18:51they got a lot of big bubbly shapes
18:53that kind of like are reminiscent
18:56of Soviet aircraft.
18:58The anvil has a lot of exterior shapes
19:01that are very recognizable.
19:03Like everyone knows that anvil dome
19:05and the big angular shapes.
19:09So when we wanted to go to the interior,
19:12we were looking a lot at the angles
19:14and we came up with the idea
19:17of this hexagon pattern like that.
19:20And then you have the floor plane,
19:24which is lifted up inside of that.
19:26So a lot of the stuff
19:28that makes anvil interiors unique
19:31and exteriors is like 30 degree angles everywhere,
19:35hexagons everywhere.
19:36where it's made to look kind
19:38of like Star Wars meets Aliens.
19:41Some of the things I had to create
19:42for the anvil interior were like component boxes.
19:46I had to design out the dashboard,
19:49which is really fun
19:50because anvil has a lot of analog controls.
19:53It's still a little bit more sleek than Drake,
19:55but it was, it feels very like bulky and militaristic.
20:00I'm really proud of that joystick that I made.
20:03It's actually designed off of a Warthog joystick.
20:05Inside the Terrapin,
20:07you got the scanner array, the chair.
20:11The chair that rotates, the support chair,
20:14I did a lot of the initial work on it,
20:17but it really came together
20:19when Elwin got his hands on it
20:21and kind of took it the extra couple steps.
20:24It's a really cool chair.
20:25We had to completely redesign
20:28the control panel that comes down
20:31because originally it was just in front of you
20:33and it would fold up,
20:34but we couldn't get it to look right.
20:36So we ended up having it come down over you
20:38and act kind of also as like almost a seatbelt.
20:42When I first get my hands on the Terrapin,
20:45it's just come hot off like the artist's plate, right?
20:47So what I do is I look at the damage plan for it
20:52and I try and figure out where it needs to break apart
20:55and how I need to set it up and make sure it works.
20:58So for the Terrapin in particular,
21:00when I was looking at the damage plan,
21:02I realized that it has a pretty unified shape,
21:05so I had to look for a lot of dangly bits
21:06to kind of break off.
21:09Luckily, it has the four thrusters,
21:11it has some panels, control consoles,
21:13the door can break apart,
21:14the nose tears apart from the body
21:16which rips apart from the tail.
21:18In each of those chunks,
21:20there's the vis area,
21:21so I need to make sure that
21:22when the nose and the tail rip apart,
21:24the pieces stay, things disappear.
21:27Yeah, and all the damage has its LODs,
21:29making sure that every piece that breaks off
21:32also decreases in quality
21:33as it goes away from the camera.
21:35So making sure that the Terrapin, for example,
21:38has mounted weapons
21:39and those weapons fly off with the correct parts.
21:42You know, like just going through
21:44all the checks and balances of the ship.
21:46Can I walk in and press the button,
21:47turn the ship on?
21:48Okay, great.
21:49Can I walk in and have a seat in the seat?
21:50Does the character's hands look okay?
21:52Do I have to send it back to animation?
21:53You know, I'm just taking a look at the Terrapin
21:55and just the from the player standpoint perspective
21:58of I plop in game,
21:59I walk up to the ship,
22:00press the button,
22:02door opens,
22:03go into the ship,
22:04look at the passenger seat,
22:05hop in the back,
22:07under the radar dome,
22:08there's a player seat.
22:09In the front of the ship,
22:10there's a seat.
22:10So you're just kind of going around
22:12and making sure that all the functionalities there
22:13that the design has put in,
22:14making sure all the parts
22:15that design has put in are loading in.
22:17Just general feature checks and everything.
22:19And the Terrapin's looking so far so good.
22:21The art's looking really nice on the damage side.
22:24It's got lots of nice details under the surface.
22:27And the effects are looking good too.
22:29Still needs a few tweaks here and there.
22:31The overall damage system isn't done yet.
22:33We've been implementing,
22:34I don't want to say necessarily a new tech.
22:36It's the item 2.0 thing
22:37everyone's been hearing about for a while.
22:39But basically we're converting
22:40a lot of items to item 2.0.
22:42What that means is basically
22:43they existed as one form
22:44and now they exist as another form.
22:46But a weapon's a weapon's,
22:47a thruster's a thruster.
22:48But when it comes from the tech art standpoint,
22:51when I'm doing the damage setup for the Terrapin,
22:53it's got say five or six parts.
22:55It's got the body,
22:56which is the whole ship.
22:57And it's got attachments
22:58that load in separately,
22:59like the thrusters
23:00and the radar dome and the door.
23:02All those need to be kind of stitched
23:05separately into a UV-2 sheet.
23:06So I talk with Art
23:07and I talk with design.
23:08I find out what parts are going to be this way
23:10and what parts are going to be pulled in that way.
23:12And then I go in
23:13and I make sure that everything
23:14is kind of working together.
23:16But so far,
23:17Art's done a bunch of changes.
23:18I requested recently
23:19and the model's looking much better
23:21from a damage standpoint.
23:23Functionality standpoint,
23:25still work in progress,
23:26but otherwise the Terrapin's
23:27looking really good.
23:29So the changes I in particular
23:30requested for the damage system,
23:32since I first get the ship
23:33and when I get it,
23:33nothing breaks off, right?
23:34It's just like shoot the ship,
23:37nothing kind of happens.
23:39So the artist doesn't necessarily
23:40see what it's going to look like
23:41at the end
23:42until I've done my initial pass.
23:44So I went in,
23:45I shot up the Terrapin
23:46and I blew off each part
23:47and I'm like,
23:47okay, well,
23:48when the thruster leg
23:49detaches from the body,
23:51what kind of like metal
23:52and wires and stuff
23:53are sticking out of the hole?
23:54Does it look too flush?
23:55That was kind of my first thing.
23:56It just kind of looked
23:57like an empty cavity
23:58and I'm like,
23:58hey, could you just add
23:59some more stuff here?
24:00because if a modeler adds,
24:02say, wires or pipes or tubes,
24:04my initial particle pass
24:05is going to be like,
24:06oh, what cool damage stuff
24:07did the guy add?
24:08Did he add wires?
24:09Add some sparks there.
24:09Did he add some tubes?
24:10Well, maybe there's
24:11some gas venting out of there,
24:12you know?
24:13So the artist helps me define
24:15what the initial prep
24:16is going to look like
24:16and my initial prep
24:17helps the final guys
24:19do the polish.
24:20So once I had the ship
24:21breaking apart
24:22into its three main pieces,
24:24I could say,
24:25well,
24:26the body doesn't detach
24:27from the nose well enough.
24:28It looks a little too flush.
24:29Could you add a little
24:30more randomness
24:30to say break up the silhouette
24:32against the light?
24:33Stuff like that.
24:34And then after a few days
24:36of revision,
24:36I got it back
24:37and I'm just keeping on going
24:39and it's just kind of
24:40back and forth revision.
24:41So it's usually
24:42when I'm not working
24:43on one part of the terrapin
24:44because I've either finished it
24:46or requested changes,
24:46I'm working on another part.
24:48I can always jump around.
24:49It's not like I'm just doing art
24:50or just doing design.
24:52I do a lot of checks.
24:54I check the shields
24:55on the terrapin,
24:55make sure that works.
24:56the UV-2s on the terrapin,
24:58general functionality
24:58like controls,
25:00seats, animations,
25:03destruction, lighting,
25:04you name it.
25:05If it's part of the ship,
25:06I have to check
25:06and make sure it works
25:07before I can sign off.
25:08Of course,
25:08there's no promises
25:09with this.
25:10We're still exploring this.
25:11We're still building it out
25:12and we won't really know
25:14if it works this way
25:15or delivers the behaviors
25:16that we're hoping for
25:17until we actually see it in game.
25:19It just gets really exciting
25:20when you see something line up
25:22the way that like,
25:23hmm,
25:24you know,
25:24I bet we could do something
25:25with that.
25:26So we'll see how that goes.
25:27Among other interesting things
25:29about this ship is
25:31I got to set up,
25:34it sounds dumb,
25:35but it makes me really happy
25:36that I set up a light switch
25:37in the terrapin
25:39that's correctly integrating
25:41with our power system
25:42and correctly integrates
25:43with our light groups
25:45to set it from the on
25:47to the auxiliary behavior
25:50and it uses the new
25:51interaction system
25:52and it's a simple thing
25:56but it makes me so happy
25:57to have something so simple
26:00in game and reacting
26:01the way that you'd expect it to.
26:04When the ship loses power,
26:05those lights go off
26:06and that light switch
26:07doesn't help.
26:08When the ship is in
26:09emergency mode,
26:10you can turn the lights off
26:11but the emergency lights
26:13aren't a part of that system
26:14so they keep going.
26:15Everything behaves
26:17the way that you'd expect it to
26:19and it's these early examples
26:21of systemic wins
26:24that are really nice reminders
26:28of why we're building things
26:30the way that we are.
26:31So that ultimately
26:33it's as simple as
26:34make it the way you expect
26:37it to be made
26:38and that it behaves
26:39the way you expect it to behave.
26:41It's just really nice
26:42when that happens
26:43when we get to the point
26:44where our system
26:45begins to exhibit
26:47those systemic behaviors.
26:49With that,
26:50this month's Ship Shape
26:51comes to a close
26:52but don't worry,
26:53we're going to be right back
26:54here next month
26:55with updates on the
26:56Aegis Reclaimer
26:56and the Tumbral Cyclone
26:58and of course,
26:59keep an eye out
27:00for the launch
27:00of the Aegis Vulcan concept
27:02for all backers
27:03next week on February 22nd
27:05and of course,
27:06the subsequent Q&A post
27:07after that.
27:08For Ship Shape,
27:09I'm content manager
27:10Jared Huckabee.
27:11We'll see you next time, everybody.
27:14Thanks, Jared.
27:15Yes, thank you, Jared.
27:17I'd like to say
27:17you're doing a lot.
27:18Both of these ships
27:19will be nice entry points
27:20into very different
27:21career types
27:22in Star Citizen.
27:23The Terrapin is a great ship
27:24for aspiring explorers
27:25and the Vulcan
27:26is going to be
27:26particularly great
27:27for players
27:28that want to get into
27:28supporting other ships
27:29in combat and exploration.
27:31Remember,
27:32the concept sale
27:32starts next week
27:33so be sure to check it out.
27:35Jared will be back
27:36next month
27:36with another Ship Shape
27:37and tune in tomorrow
27:38at 8am PST
27:40for another episode
27:41of Reverse the Verse Live.
27:42Yeah, well, Jared
27:43will be on that one too.
27:44He will be.
27:45So this week's guest
27:46is lead systems designer
27:47Dan Truffin.
27:48He'll answer questions
27:48about AI
27:49and, naturally,
27:50gameplay systems.
27:51So you won't want
27:52to miss that.
27:53And you can get
27:54even more Q&A
27:55with Jared
27:56and developers
27:57from all of our studios
27:58on Calling All Devs
27:59airing every Monday.
28:01Yes, Jared's on that one too.
28:02He is, yeah.
28:03You can check out
28:04this week's episode now
28:05as well as the most recent
28:06Bug Smashes
28:06which aired yesterday
28:07which I actually don't think
28:08has shared on.
28:08No, he's not.
28:10Thanks, as always,
28:11to our subscribers
28:12for sponsoring these
28:13and all of our shows.
28:14And, of course,
28:15thank you to all our backers
28:16for continuing to make
28:17the development
28:17of all our games possible.
28:19We couldn't do any of this
28:20without you.
28:21That's right.
28:21And that's all for today.
28:23Until next week
28:24we will see you
28:25Around the Verse.
28:53Thank you for watching.
28:54So, if you want to keep it
28:55with the latest and greatest
28:56in Star Citizen
28:57and Squadron 42's development
28:58please follow us
28:59on our social media channels.
29:01See you soon.
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