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Un nuovo videodiario per Star Citizen.
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00:14Hello and welcome to another episode of Around the Verse. I'm Sandy Gardner and I'm Eric Kyron Davis. This week
00:21Jared Huckabee brings us another installment of Ship Shape with looks at the Anvil Hurricane and something new from a
00:28manufacturer we haven't heard from in a while.
00:30You're definitely going to want to stick around for that. But first, let's drop in again on Ricky Jutley for
00:35your weekly dose of roadmap goodness and another Star Citizen project update.
00:39Show us what's new for the PU, Ricky.
00:43Thanks guys. Let's get things started and take a look at the roadmap. The PMA VMA has been integrated into
00:49the item kiosks. Working on a boot sequence planned for the kiosk monitors, the intention is to animate the character
00:55shown on the kiosk to specifically show off weapons and clothing as the
00:59player is browsing through options. Wireframe for the shopping flow continues to be worked on.
01:05Speaking of the PMA and VMA, MobiGlass improvements continue with gameplay teams adjusting the arm position to better match the
01:12target, adding fade in and out to the loading screens and integrating tooltip on the app buttons to reveal what
01:19each app is when you hover over it.
01:21As a result of these adjustments, the button press is misaligned at the moment and the animation team will be
01:27helping to get that back in line with the app projection graphics.
01:31A quantum travel bug causing ships to spin out of control upon coming out of QT was recently fixed.
01:36Turns out the game was storing mouse moves made during the quantum travel process and executing them all in short
01:43order upon exit.
01:44And the gameplay teams have been working on streamlining the quantum travel process for better functionality and ease within the
01:52developing group system with UI mockups for quantum linking almost complete and calibration based implementation for the feature in progress.
02:01Looking forward to future releases, VFX has been doing scanning R&D for visuals and the way that the scanning
02:07grid is implemented in a cockpit.
02:10This is very early prototypical work and the team is taking feedback from Chris Roberts and others into account as
02:16they continue to research and tweak the mechanic.
02:19VFX has also been doing R&D on a very experimental particle spline emitter that could potentially be used to
02:26create various space anomalies like aurora borealis, energy pulsing through the coil and more elaborate and diverse explosions.
02:33The ship team have been looking at the interiors of the Aegis Hammerhead performing colour palette tests to determine which
02:41colour and lighting combinations work best with early work continuing on the bridge, cargo room and captain's quarters.
02:50On the Origin 600i the exploration module is complete and work on the ship's escape pods and interior corridors is
02:58almost complete.
02:59As we finish designing the escape pods, the ship team is putting their heads together with design and animation in
03:05order to nail down how the functionality and animation will work with game mechanics.
03:11Meanwhile, the rework of the Consolidated Outland Mustang line is ongoing with the ship now in the final art stages.
03:18The props team have continued their work on the hanger props, adding more heavy machinery to the set to bring
03:25movement and life to the utilitarian hangers.
03:29The utilitarian material has gone through a polish, improving the wear to give a harsher transition between the layers of
03:36paint and surfaces that have accumulated over the years of use and maintenance.
03:40And here we see their work on a modular cable set which has been white boxed and handed over to
03:46the environment art team for validation before taking them further through the art pipeline.
03:51The tech art team has been prototyping procedural prop placement.
03:55Work is being done on different layouts to add variety to rooms.
03:59The systems can be used for decals on walls, exteriors and usable items as well.
04:05When using the tool, a designer can place a volume in the environment which can be named or tagged to
04:11indicate a prop or a collection of props to be spawned.
04:15The tool will specify the category, type of prop, dimensions, branding and theme.
04:21The props are set up to allow a layered approach to these volumes where a certain volume placed by design
04:27could suggest an object with smaller objects on top of it which in turn specify smaller volumes.
04:33For instance, a designer could spawn a table which has a volume allowing for something to spawn on top of
04:39it.
04:40The volume could be tagged to spawn one of a variety of plates which would also have a volume to
04:46spawn food.
04:47The food could also spawn something like a fork or knife stuck into it.
04:52The tech can be applied to many different prop sets and designers can increase the variation through creating more elaborate
04:59setups via prefab libraries.
05:01The Environment Art team is focused on visual development for Hurston and its moons set to be released in Alpha
05:073.3.
05:08Here we see recent work done on components of Lawville, Hurston's main landing zone.
05:14That's all for this week. We'll see you next time with more PU progress. Back to you in the studio.
05:20That's cool stuff, Ricky. It's going to be really fun watching the progression of Alpha 3.2 features over the
05:26next couple of months as they really start coming together.
05:29Remember, you can always follow along with development yourself via our public roadmap on the website.
05:34That's right. And for an overview of the work done on the PU as well as Squadron 42 over the
05:39last month, check out comlinks for our latest monthly report.
05:43Yeah, we'll have another project update next week. Now, who's ready for a shipload of new info?
05:49Mandy?
05:50Yep, I'm ready.
05:51Let's go to Jared for our double dose of Ship Shape.
05:58Greetings citizens, and welcome to another brand new edition of Ship Shape, where we take a look at what's on
06:04the ship pipeline,
06:05who's working on what? Provide interviews with developers. And sometimes, just, you know, sometimes, I let people pick my new
06:13favorite ship in the comments below the video.
06:16And that, in turn, forces me to do something I don't want to do.
06:20I'm your host, content manager, Jared Huckabee. Now, behind me, you see the ship pipeline.
06:25That's the ever evolving, continuously refining network of phases, milestones, and review points necessary to ensure you the best possible
06:33spaceship or vehicle for your Star Citizen experience.
06:36Like the 300 series rework, which is still in design review. It's scheduled to resume its journey later this year.
06:42We've also got the Origin 100i, which we introduced in last month's show, which is, of course, concept complete.
06:48The Orion, massive mining vessel that it is. It's currently on hold, pending additional resources. That means there's no ETA
06:56available for that at this time.
06:59Also, absolutely nothing in Greybox. Nothing to talk about there at all.
07:05All told, there are 64 different ships and vehicles that have already made their journey through the pipeline and are
07:12now available in the Star Citizen universe, with another 52 on their way.
07:16Actually, you know what? We're going to have to make that 55 after today's show.
07:21That's because it's my honor to introduce to you three brand new additions to Star Citizen's pantheon of spaceships.
07:28Now, you're probably saying to yourself, I hope it's Aegis.
07:32Well, let me tell you, fine citizen, at this point, there are no more plans for Aegis ships for the
07:38remainder of 2018.
07:40I know, I couldn't believe it either.
07:43So what is it then? Drake, RSI, both worthy manufacturers for new additions, but instead we're going all the way
07:50back to where my work with the ships of Star Citizen began.
07:53Yes, it's time to reintroduce the world to Crusader Industries and their brand new line of military grade transport ships,
08:01the Hercules Starlifter.
08:02Now, whether it's the M2 mil-spec rated to transport ground vehicles like the Cyclone or Nova Tank into the
08:08thickest war zones,
08:09the C2 civilian cargo variant meant to carry large-scale cargo as safely and securely as possible,
08:16or the devastating A2 Hercules gunship that's meant to bring the pain down upon anyone and anything in its path,
08:24Crusader Industries is back and ready to make its presence felt in the Star Citizen universe.
08:29Let's check in with the team members in our Manchester studio who are working to bring the new Hercules Starlifter
08:35to life.
08:37The Crusader Starlifter, this is a new ship, new role, and for me and the team, a new manufacturer.
08:46This is the transporter, you know, sort of military transporter ship, basically.
08:51You know, it's got quite large cargo capacities that can hold up to two tumble tanks.
08:56So that's some hefty firepower that you can store inside it.
08:59And then we've got the three variants, depending on which, you know, what role you want to play
09:04and what's, you know, what piece of the game you want to take on.
09:07So the base variant, this is more like your sort of commercial hauler, you know,
09:14it comes in the white, red and black livery.
09:17Looks pretty cool. You know, it has full cargo capacity.
09:21It's essentially like a roll on, roll off type of situation.
09:25So it has ramp at the front, ramp at the back.
09:28So we can just, like I said, you can roll tanks up and then roll them off.
09:32Comes with four, four turrets, essentially unmanned turrets.
09:37Sort of two on the neck and then two on the back.
09:41So it has, you know, decent amount of firepower, basically.
09:46Obviously it comes with the VTOLs, standard interior.
09:49So that's sort of split into two.
09:50So you've got the main cargo section and there's a lift at the side that takes you up.
09:54And that sort of takes you into the main sort of habitation sort of guts of the ship.
10:02So basically you can get from there into a small hab zone and then the bridge.
10:07If it would be in our world, it could be used by the UN, for example,
10:12to reach certain areas in danger, to supply the people or to help the people there.
10:18After that, we got the military variant, which is the M2 Hercules.
10:22It has a Neviar Maw on one 6-3, a remote turret at the front,
10:28which is basically just under the nose, so it's even more firepower at the front.
10:34It's basically mostly the same ship.
10:37It's just, do I want the regular variant with more cargo capabilities
10:41or do I want the military variant, which is a bit more heavily protected and a bit more guns?
10:47It comes in different livery, so it comes in the greys.
10:50And then we've got the full-on gunship version,
10:54which is, you know, this does exactly as it says on the tin.
11:00I mean, this is basically the full hopped up, full firepower.
11:06It comes with four additional unmanned turrets
11:10and also you lose half of the cargo space,
11:13so you still have a fair amount of space to bring stuff with you.
11:18But in that space, well, basically, you'll have an option of using either some,
11:24the equivalent of MOABs, you know, mother of all bombs.
11:27So you'll have four of those that can be stacked, like it's to either side
11:32and they're sort of at an angle and they sort of just drop down and then through the floor.
11:39or sort of a modular unit for sort of bomblets.
11:43So we've worked out sort of, again, a small modular unit that we can slot in.
11:49So you'll have four of these.
11:50So you and your buddies can run in, up the lift,
11:54run to where your sort of command station is, get in your chair, screen comes down
11:59and then, you know, you're essentially looking through the eyes of the gun
12:03and then you're all, you're all shooting away.
12:06So, yeah, I think that's going to be, that's going to be a pretty hefty one for sure.
12:11Also the gunship has the guns more focused on the bottom of the hull.
12:17Imaginally it's about, it's almost 100 meters long, 70 meters wide.
12:22So it's not a dogfight ship.
12:24You have additional seats where soldiers can control the guns.
12:31That's quite nice.
12:33The interior design between the gunship and the basic version, for example,
12:38is quite different when you're in the cargo area
12:41because you have all the new equipment for the bomb systems.
12:46There's also an additional seat in the cockpit area.
12:49The additional guns on the gunship, they, they changed the shape quite a bit
12:56because you have, it's up to, wait, at the basic version you have S3 and S4 guns
13:01and at the gunship version you have several S5 guns too.
13:04So it's always interesting to work on new, new manufacturers basically, new to us.
13:11You know, obviously Chris had worked early, you know, earlier in the project
13:16and they'd worked on the Genesis Starliner, which is more of a airliner, you know,
13:25just for, you know, it's for carrying people, passenger airliner basically.
13:28There's already some existing art language, design language for that.
13:34In Star Citizen now we're generally sort of trying to get things into quite different categories.
13:41So you, you know, okay, that's Crusader, that's Aegis, that's Anvil.
13:46In the past we've had some crossover and, you know, we're trying to keep things quite separate where possible.
13:53And so on this, you know, there were just some, like some key shapes that we've taken.
14:01It's literally just, you know, there's a certain profile of that Starliner that is very similar that we've sort of
14:09taken.
14:11But with the, you know, with the Starlifter, it's a different role of ship, isn't it?
14:16So we didn't want it just to be a standard military carrier.
14:24So Mike's done a good job of taking, taking the functionality
14:28and taking those sort of initial styling cues that we wanted and then advancing it.
14:35And, you know, that's always, that's always the best part for a concept artist.
14:39It's new, it's fresh, you know, there's, you've got a lot more freedom to define things.
14:45As usual, I like to start with just simple thumbnail sketches, just black and white.
14:52And then doing different versions of them, selecting best solutions of the sketches
14:59and then let's say two or three and continue with those.
15:04So I took two sketches into 3D, made a rough concept block out of them
15:12and then there was a final decision between those two.
15:16And then after you have the rough final hull idea of the overall ship and interior,
15:26you go ahead with a bit more into detail, not too much.
15:30But yeah, you start defining the shapes and how it fits with the interior,
15:37continue with the interior and adjust the exterior and so on,
15:42till you can focus on buttons in the cockpit.
15:45We had some concerns at some points, like, isn't that too many guns?
15:52But we've tried to balance it as much as possible.
15:56So that's why the guns that are on the gunship are not facing forward.
16:02So, like for example, a single player, if he was just alone in his gunship,
16:07it wouldn't really make a big difference with a military ship.
16:11If you want to fly the gunship, you need to have friends or AI with it
16:16so they can't fire the guns towards the ground or towards the side.
16:21It's more an air-to-ground combat design.
16:23The guns are angled on the side, but they are more angled a bit downwards as well.
16:29So, obviously, it's not like rail planes where real-life gunships
16:32will try to circle around the position because those are spaceships.
16:37You don't really have to circle around, but still you have to angle a bit
16:41to be sure that you can hit this way or both ways at the same time.
16:46I mean, probably Mike probably did like, I don't know, 30 or so initial sketches.
16:53And then from those, probably developed another 10
16:56and just building up, building up, building up.
17:00And my job is really to sort of work with Mike to basically get us to a point
17:06where we've got a couple or three solutions for Chris to choose from.
17:11On this occasion, it was dialled down to two.
17:14And as Mike was saying, one definitely was more sci-fi.
17:17Both really good, like strong silhouettes, strong form language.
17:24And then it just comes down to Chris, what do you want?
17:29The version that people are seeing now is the version that Chris went with.
17:33And, you know, initially I don't think we'd really sort of factored in the VTOLs
17:37and they became a big feature of the ship.
17:41And we, you know, as the design developed, you know,
17:47we'd still sort of, you know, reference back to the Starliner.
17:51And we've still got the key things here that we want to keep.
17:53The Starliner is basically like a double wing.
17:55We haven't kept the fan, but I wanted to keep that sort of double wing with the negative space.
18:01So you see that very much like in the front shot of the vehicle.
18:08And again, it was just sort of keeping the hump of the head and the sort of slender neck.
18:12and then a little bit of a hump at the back, a little bit of a spoiler.
18:17And then that, you know, after that sort of tails off into its own thing.
18:21And with all these things, it's, you know, it's you're in constant development.
18:27You know, the next, you know, the next one we'll do, we'll, you know, we'll advance a little more.
18:32We'll be like, okay, currently we've got these three things that we hang our hat on, you know,
18:36that we always use for our design.
18:39And we've got these other two things now that we like that makes, you know,
18:43that becomes part of the style guide.
18:44It's always got to have these things.
18:46I think the biggest challenge for me was the poor size of it.
18:51When you compare it to the Hawk, which was my ship I did before,
18:55it was like this size, the Hawk.
18:58And now you have the Starlifter is like this.
19:03So yeah.
19:04And then designing this in the same amount of time, which much more content.
19:10It's quite challenging.
19:11So obviously, well, it's not going to fly before a while,
19:17but this is, we have the dimensions.
19:20We are sure that we can fit two tanks inside.
19:24We can fit the specific amount of cargo units.
19:27We can check all the components inside.
19:29We can, will the ejection seats work?
19:32Will the player be able to walk inside without any issues?
19:37Will there be any issues in terms of atmosphere?
19:40Will there be any issues in terms of metrics?
19:42So obviously, all of this we already checked.
19:45I'm really looking forward to see the behaviour when it's flying in atmosphere,
19:52how it changes from flight mode to landing mode with the VTOLs on the side,
19:58because there are some kind of separated wings which can rotate when it's landing.
20:05in a traditional sort of strict sense of what this vehicle would be imagined to be used for.
20:14Yeah, it would be, it would be there.
20:15It would be softening up the enemy.
20:17You take out their defences, then you can come in, land, you know, with having that, with those large VTOLs,
20:26you can land pretty much anywhere, unload your ground forces.
20:29So, you know, yeah, we're looking at, you know, you know, it can hold two tumbrils,
20:34but the community, who knows, will probably load up 200 people.
20:39Do you know what I mean? It'll be like, we don't know, we don't know what will happen.
20:43But yeah, you could have an army, a mini army, just roll off, roll out the back.
20:48And then, and yeah, you'll have clans who will have not just one, they'll have multiple.
20:53So yeah, just like in the promo shots we've done, you could have essentially a task force coming in
21:03and just completely taking over somewhere and just blitzing it.
21:08Ramps in the front and back, cargo capacity enough to hold two immense Nova tanks, size 4 guns, manned turrets,
21:15remote turrets,
21:16and a gunship variant all combined to make this Hercules capable of completing any labor set before it.
21:23That's a classical lit joke.
21:27Now, you'll be able to get your hands on a brand new Hercules Starlifter from Crusader Industries
21:32when its concept promotion opens to everyone on May 11th.
21:36But, before we get to our next feature, let's get a quick update on a few more ships making their
21:41way through the ship pipeline.
21:43In Grey Box phase, the Constellation Phoenix has made it all the way to the Grey Box final approval stage.
21:48And as you may have already seen from Sandy's social media accounts,
21:51tech designers have already begun the process of hooking up things like the doors and the seats.
21:56While ships like the Mustang, the Blade, the Eclipse, and the Hurricane are all continuing their journeys through the final
22:03art phase.
22:04Now, ships like the Hurricane are scheduled to come online with Alpha 3.2 at the end of this quarter.
22:08So, let's check in now with some of the team working on that ship that introduced the phrase,
22:13Glass Hammer, to the Star Citizen universe.
22:18The Anvil Hurricane is a hard-hitting anti-capital ship type craft.
22:26It's still in the same kind of shape and styling of a dogfighter like you'd see with the Sabre or
22:31the Super Hornet,
22:33but strength really comes from being able to leverage the four size three guns on its manned turret against a
22:39larger target.
22:40What was interesting about the Hurricane specifically, it's got some shapes on it that aren't really common on many Anvil
22:48ships.
22:49So, what you'll notice is that you've got sweeping lines that go from the nose all the way to the
22:54wing,
22:54and some lines that go all the way from the nose over the back all the way to the tail.
22:59So, you have the circle turret on the back, and you've got a lot of sort of flat shapes and
23:04vertical stabilizers.
23:06So, the first thing I had to do was sort of approach the ship slightly differently than we do other
23:11Anvil ships.
23:12So, you'll notice that the wing flows directly into the side of the body,
23:17which flows directly into the nose.
23:19It was also really cool to work on it because I was able to incorporate almost directly elements from other
23:25Anvil ships like the Gladiator.
23:27What's cool about this ship in particular is that we physically have separated the position of the gunner and the
23:33pilot,
23:34so there's no conflict between the enter and exits between those two.
23:38But I was able to do a pretty refined sort of mechanism for pulling the seat up and then also
23:43ejecting out of the pilot seat.
23:45So, it's got a rail that's separate from the seat and everything sort of mounted together in a really cool
23:50way.
23:50The idea with this is you've got a pilot and a gunner team working in concert with each other,
23:56where the pilot is finding and setting the best lines to give the turret gunner the longest on-target field
24:05of fire to whatever they're attacking.
24:07But on the flip side, it's got sort of poor armour, poor shielding.
24:14So, on its own, you know, it's kind of, you know, it's a bit of a gamble how you'll do
24:20in a fight.
24:21Like, you know, if it's the classic, you're coming out of the sun and, you know, take someone by surprise,
24:27a chance of all you'll just blow them out of the water, no problem.
24:30But if you're, you know, if you're spotted, then you're probably going to have some issues.
24:36So, the Hurricanes turret is a bespoke setup that we've made just for this ship.
24:42Normally, a turret is only going to have a pair of guns total on it.
24:46With this one, we decided to make it a quad laser type setup.
24:50So, it's got two guns on either side of the turret, just more throughput to it,
24:57and giving the ship the ample, you know, power and cooling throughput to actually handle all of those guns firing
25:05at full force as long as possible.
25:08So, we're adding the Hurricane because we want something where you can kind of get that, you know, swarm of
25:14fighters approaching,
25:15but that swarm is going to tear apart a large target.
25:18Think of it almost like, you know, a swarm of army ants or fire ants coming at, you know, a
25:24piece of carrion on the ground.
25:26They're going to pass over that and there's not going to be anything left but bones in its wake.
25:30And that's sort of the idea where you get a wing of Hurricanes working together.
25:35Maybe you put a vanguard in, serve as a spearhead for that wing to take some of the damage from
25:42whatever target you're fighting.
25:43and you're going to put a tremendous amount of damage on whatever target you want to.
25:50They're not going to hold up that well on their own against sustained fire, but you put a pack of
25:58them together,
25:59they're going to just shred things apart.
26:02It's difficult because you know that it's got to be part of the family and, you know, for players and
26:08for the community.
26:09You want something that's slightly different, but, you know, it's where to push and pull, where to go wild or
26:17not.
26:17And so we sort of, there was a lot of sort of hopping around on this one, especially in the
26:23early stages.
26:25And then I remember there was one key stage we hit where, you know, it looked really good, really solid.
26:31It was hitting all the sort of key beats.
26:33And then, yeah, we kind of, ideally we should have just gone, you know, it would have been nice, nice
26:39straight road from A to Z.
26:42But, you know, we sort of meandered.
26:44And so when you sort of look at that initial sketch and the final sketch, they're not really that far
26:48apart.
26:49But we did do a bit of a crazy loop to get to there.
26:52But it's kind of, for me, it's just part of the process.
26:56You know, I personally want to, I want to make sure that we've investigated the options and not just plumped
27:03for the obvious thing.
27:05You know, I want to make sure that, you know, let's look at something that gives it more of a
27:11fragile nature.
27:11Let's, you know, let's look at adding fins or taking off fins, you know, adding a bit of more gladiator
27:18influence or more hornet influence and just see where that takes it.
27:23So there's always that process.
27:25So the cockpit on this particular ship is a little bit more minimalist than other Anvil ships.
27:31So we still have a bunch of buttons all over the place, which corresponds to every system in the game.
27:39But for the most part, the dashboard is very clean.
27:43We're not adding tons of detail in areas just for the sake of adding them on this one.
27:49We're keeping the player view, we're trying to keep the player view as clean as possible.
27:53And any details that we have are meant to mostly be functional.
27:57So the cockpit in this particular ship is a little bit more minimalist than your average Anvil ship.
28:02But the cockpit in the turret, I think, is extremely cool because that thing, you basically are sitting in a
28:12bubble surrounded by weapons.
28:13And when you start firing, you can see the muzzle flash of each gun around you just going off.
28:19So it feels like you are the gun firing. And that thing is super cool.
28:23You know, I've got the style guide. We know, you know, here's the key things, here are the key beats
28:27that need to be hit.
28:30And we can do variety within those beats in terms of proportion and placing.
28:35But those are the things that are important to this brand.
28:38And so the ship has followed that, you know, in terms of its line work, you know, split lines.
28:46I mean, the ship comes across as a little more, not complex, but slightly higher manufacturing kind of ability.
28:54So it's a little, it's a little sleeker in places.
28:58But generally, you know, there'll be familiarities in terms of what you see in the gladiator and what you see
29:05in the hurricane.
29:06I think, I think, you know, the sort of increase in skill needed for the ship could, could well be
29:12a selling point.
29:13I think it'll be, you know, I think it's going to probably divide the community.
29:17You're going to have people who are like, I don't want to touch this ship with a barge pole because
29:21I'm just going to get shot to pieces.
29:22And that would probably be me.
29:24And then you're going to have players who are just like, yeah, I'm going to take this on.
29:28Let's see what we can do with it.
29:30And, you know, with that firepower, you know.
29:33And, you know, there are other games which I can't mention.
29:36But, you know, they have those sort of similar mechanics where you have just got massive firepower.
29:42And, you know, you just see, you take a chance, see if you can get away with it.
29:48Dare I say, would you be the griefer?
29:50I'm not quite sure, but I think it'll be fun, yeah.
29:52The benefit of the hurricane over, say, a bomber like a gladiator or an eclipse against a larger target is
30:00going to be just sustained throughput.
30:02Ordnance, so missiles, torpedoes, rockets, anything like that, it's a finite supply on any ship that carries it.
30:09Laser blasts aren't as finite.
30:12As long as you've got a functional power plant and functional coolers, you can keep shooting.
30:17And so it's that sustained throughput that's going to give the hurricane its advantage in fighting these larger targets.
30:24Because, you know, a retaliator comes in, drops all of its torpedoes in a big salvo.
30:30We'll say, you know, anti-missile systems take out a couple of those torpedoes.
30:34Or one of the torpedoes manages to hit, you know, a fully shielded face.
30:38That retaliator isn't going to wait 20 seconds, 30 seconds for its systems to sort of cool down a bit
30:45and fire another volley.
30:46They're going to be out of ammo.
30:48Whereas the hurricane, okay, I messed up on one pass.
30:52Well, the pilot can find a new line.
30:54We do another pass, zip down the ship, zip down the target, and keep just pushing out that steady throughput
31:02of damage on target.
31:04The hurricane definitely feels like it's the kind of ship that's going to appeal the most to teams of players
31:10wanting to pick on bigger targets.
31:13It can punch above its weight class, and then it gets hit once in the wrong spot, and it's going
31:18to go spiraling a bit.
31:19It's a fun ship, but it's not the kind of thing that you want to try and go picking fights
31:24with more purebred dogfighters in.
31:27Just take a look at the nose. I think it has an incredibly aggressive nose.
31:31There's a lot of detail in there. It looks like a really angry face.
31:35And I think that sort of reflects what it's supposed to feel like when this thing's bearing down on you.
31:41Just get out of the way, man.
31:43Let's just call this thing the pew-pew edition of Ship Shape, huh?
31:46I mean, seriously, you can admire that ship from any angle, but not the front.
31:50Do not get in front of that thing.
31:52Now, before we bring this edition of Ship Shape to a close, I promise to do a thing.
31:58In the last episode, I said I didn't know how to pick my favorite from among star citizens now 119
32:04different ships and vehicles,
32:06and that instead I'd let the comments below the video decide a new favorite for me.
32:10Well, in what some might have called predictable fashion, you find citizens overwhelmingly suggested that my new favorite ship should
32:18be...
32:19The Carrick.
32:24Now, I was going to do this silly thing here, but I figured you'd rather some real information about this
32:29very popular exploration ship.
32:32So, I don't have much, but what I can tell you right now is that because the Reclaimer has been
32:38implemented in Alpha 3.1,
32:40a very small team of artists that worked on that ship after finishing some other minor tasks we need them
32:46to, you know, do first.
32:47Those guys will move onto the Carrick.
32:49Now, this small team is scheduled to do a couple months of what we call R&D,
32:53where they flesh out things like the Anvil Style Guide, as it applies to ships that are much larger than
32:58something like the Hurricane,
32:59as well as adjust the interior design in line with everything we've learned since the concept was first introduced in
33:052014.
33:07Which, let me tell you, that's a lot.
33:09Now, when they're done with those sprints, the team will expand and work will begin proper on bringing this fabled
33:15ship to life.
33:15So, what does that mean, you know, timeline-wise?
33:19Well, while everything is still subject to shifting priorities and schedules,
33:23work by this small R&D team is currently scheduled to begin next month.
33:30So, does that mean that we're going to see the Carrick in 2018?
33:33It does not.
33:34At this moment, it's a 2019 ship, and it's not on the public roadmap that's already available for first quarter
33:402019,
33:40so you should adjust your expectations accordingly.
33:43It's going to be a long road to bringing the Carrick to life,
33:46but since we get better at this with each and every ship we make,
33:49I think we can all agree that the wait will almost certainly be worth it.
33:54For Ship Shape, I'm the guy that tracks all the ship stuff, Jared Huckabee.
33:58Back to you, Eric and Sandy.
34:01Thank you, Jared.
34:02As mentioned, haven't seen a ship from Crusader Industries in some time,
34:06and the Hercules looks like a worthy follow-up to the Genesis.
34:09Yes, another big, useful ship from Crusader.
34:11Keep an eye out for more information on the Hercules and the upcoming concept promotion.
34:17Our Intel Screenshot Contest continues, and we've had a lot of really impressive entries so far,
34:23with Hezgaha taking home the prize in Round 1 for his Dramatic Catcher.
34:28Check it out.
34:29Check out Spectrum for a closer look at these awesome shots,
34:32and find out how to enter for the chance to win your own Intel Optane 900P Solid State Drive.
34:39And tickets are available for CitizenCon, and we welcome you to join us on October 10th
34:44at the Long Center in Austin, Texas.
34:46Check the official comm link for details, and while you're on the website,
34:49don't forget to enlist to receive our Squadron 42 newsletter for project updates
34:53and development highlights from the game.
34:55That's all for this week. Make sure to tune in to this week's new Loremaker's Guide to the Galaxy
35:00for a tour of the Osso system, and calling all devs for answers to questions about the planet's Crusader,
35:06Hurston, and more.
35:07And don't miss this week's Reverse the Verse live at 9 a.m. PDT for Q&A on the Hercules,
35:13following its reveal on today's Ship Shape.
35:15Thanks, and as always, to our subscribers for sponsoring all of these shows.
35:20Yes, and of course, thank you to all of the backers.
35:22Your support makes it possible for us to deliver truly remarkable gaming experiences.
35:26So, until next time, we will see you...
35:30Around the Verse!
35:32.
35:35.
35:37.
35:41.
36:07.
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