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Nuovo gameplay da Squadron 42, modulo single player di Star Citizen.
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05:12Additionally, shown as one of our sneak peeks earlier in the year, the mess hall menu for
05:16the crew of the Stanton has been under development.
05:19Taking a procedural approach to the food's creation gives the artist an almost unlimited
05:24amount of tweaking and variation to play with.
05:27Not only does this mean quick iteration times, but it also gives far greater control over
05:31the look of the food dishes versus using more traditional baking methods.
05:35No pun intended.
05:38The challenge for the props team is to always create items that fit thematically within our
05:42levels and also fit the strict metrics for our animation team to build interactions with
05:47NPCs and players all over the Star Citizen universe.
05:51From hangar to cockpit, another recent focus has been on the laser projectiles, one of the
05:57major visual improvements required for our improved cockpit experience.
06:00The visibility and readability has been prioritised and we've made good strides towards making
06:06the player feel like they are firing powerful beam weapons capable of dealing some devastating
06:10damage.
06:11Shifting away from dogfights to something a little more up close and personal, our takedown
06:15system has been improved and expanded, as you can see from these animations.
06:21We've come up with a bunch more options for armed and unarmed surprise attacks, allowing
06:25players to take down enemies silently and quickly in a variety of ways.
06:30Finally, we've massively improved our skin shader system.
06:34The characters that you meet and interact with in Squadron 42 are already much more believable
06:39through their high quality acting performance.
06:41But these improvements add an amazing life-like look to their faces that improves the experience
06:47further with something that has rarely been seen before in any game.
06:51It really adds to the total immersion we're going for.
06:54That's it for this month.
06:56We'll see you in April for more Squadron 42 updates.
06:59Thanks a lot Nick.
07:00Squadron 42 is a single player action game telling a very cinematic story.
07:05The narrative is conveyed through a lot of mediums, from the obvious ones like script and the
07:09actors' performances, to subtler strokes like sound design, environmental storytelling and
07:14believable, adaptable NPC AI.
07:17Above all else, the story should be propelled through the gameplay itself, and a big part
07:21of Squadron 42's gameplay will be geared around ships and space combat.
07:25As Eric said, this is a single player affair, so a lot of heavy lifting when it comes to both
07:29gameplay and story falls on those NPCs and their AI.
07:33Yeah, let's get a look inside at the AI that's being developed and used in relation to ships,
07:38flight, and combat in this month's feature.
07:48Currently, we're working on a system to make the pilots more unique.
07:54So that designers can specifically go in and tweak pilots, make them like super badass pilots
08:04that take every risk they can possibly do and have crazy maneuvers, or maybe a rookie who
08:12just started his pilot education and might do some stupid stuff that will result in getting
08:21into dangerous situations for them.
08:22So that's something we're currently working on.
08:24But of course, due to the focus on 3.1 currently, we of course have to fix bugs and issues
08:32to
08:33get 3.1 in a shape, also for Arena Commander and the universe, get it into a shape where
08:39it's great for the player, great experience.
08:42The December livestream was really crucial for us to, as a proof of concept, that our work,
08:50the old time we spent last year on refactoring the AI system and all the concept of AI flight
08:57was, let's say, successful.
09:00We were able to show a full dog fight scene involving multiple ships against the player.
09:08The result was actually satisfactory and right now we are in the process of converting all
09:17AI flight logic into substantial and the new system.
09:21Consider that the new system is totally new.
09:24So both the AI side and the connection with the underlying vehicle system, it's all pretty
09:32new, has been developed during the last year.
09:35The crucial difference with respect to the old system is that AI is now completely character
09:42centered.
09:43So it's not the AI ship, it's actually the pilot that is executing AI behavior.
09:53We basically have one giant behavior that drives the pilot.
09:57Right?
09:58And it doesn't really matter if you're in an Avenger or in Aurora, you still have the same
10:04pilot behavior.
10:05So one of the things you're working on right now is breaking that down to get behavioral
10:09differences between, for example, a small ship, a medium sized ship, a heavy ship, and
10:17a capital ship.
10:18Because they all behave differently.
10:20And these behaviors even then break down depending on what job type you have.
10:23For example, you could be a fighter, a bomber, or we have the class called industrial ship.
10:29That would include like mining and salvaging.
10:32So we're trying to nail down and actually make it visible what the difference is between.
10:37Because, for example, a starfarer tries to dogfight similarly to, let's say, a Gladius.
10:45And that's not really good, because the one thing is fast and agile, and the other one
10:50is like big and has turrets, I think.
10:52So we're trying to break down what the differences between these are.
10:57And this is something we're pushing in the next sprint, which will not be done for 3.1.
11:02But we're actively working on it.
11:04AI pilot or gunner has full access to all features and systems that are available to the player,
11:15for example.
11:15So we can access and manage weapons, shields, countermeasures, and so on.
11:21And all these systems are part of the decision process that the pilot needs to take,
11:29to perform continuously, basically, when flying the vehicle.
11:34If it's doing a dogfight or just flying in the system to reach a point.
11:41Designers can actually request a pilot to perform certain actions constrained to a spline.
11:51So they can design a spline in space and have the AI following the spline.
11:56But, of course, normally general flying is performed based on a behavior.
12:02So it's systematic.
12:04And that means that decisions are taken based on the context.
12:08So based on the, for example, the position, the current position of the target, of the distance,
12:16or whether the shields are down or up, or if weapons are functioning or not functioning.
12:23So there is the entirety of the AI behavior during flight is based on a behavior that is built,
12:32that is sensible to the context.
12:36But we can also have scripted scenes where a ship is, a pilot actually,
12:43is requested to fly over a spline.
12:48Let me give you an example.
12:50In our current, let's say, dogfight activity, the pilot acquires,
12:56but he first needs to acquire a target.
12:58So he will, through some substantial,
13:02will query if there are nearby targets or styles, for example.
13:10Once the pilot has acquired the target.
13:14Consider that the pilot is using, I mean, his perception is what a player has.
13:21It's just the same as the player.
13:23So it relies on the radar to detect other ships on any other actually entity that appears on the radar.
13:32So we'll select a target, and once there is a target, we'll engage in combat.
13:40Now we see the combat as a three-phase activity.
13:47So there is an approach, an engage, and a break.
13:52Basically, these three phases are executed during the fight.
13:57The approach is to reach a vantage point.
14:00So he will query the distance, query the position of the target,
14:05and decide from which direction is more, let's say, convenient to attack.
14:11Once he decides the position, let's say, the relative position as a goal,
14:18he will plan to a flight path.
14:21And this flight path, of course, will be collision-free.
14:24So he needs to request the AI system for a collision-free path
14:30towards the vantage point.
14:33Once it reaches this entry point for the combat,
14:39so when he will start fighting,
14:42then basically this phase that is, let's say, the most hot moment of the dogfight,
14:49is really based on skills.
14:51So if he can do decouple maneuvering, we'll switch to a decouple mode,
14:56and gain a closer distance to the target, and try also to position itself in a way to have a
15:06higher chance of hitting the target.
15:09If it's just jousting, we'll just fly against the target, and then disengage when it's in danger of collision.
15:19And we'll break, basically, a sort of way to relieve the pressure on the target,
15:26and give him a chance to be hit, actually, to hit the AI.
15:32These are roughly how the dogfight now works.
15:38Of course, it will evolve and probably become something more complex.
15:44Let's say that everything, so now it's designed subsanction,
15:49so we have tasks implemented subsanction for chasing, for strafing maneuvers,
15:56or just simple query on the state of the target,
16:01and also queries on the level of the shields.
16:06So I might want, as a AI, want to disengage from a close combat sooner if my shields are low
16:17or down.
16:19As well, I can disengage if my weapons are overheating,
16:23because, in that case, I need to wait for a cooldown period before using my weapons,
16:29so maybe it's better for me to gain some safe distance from my target.
16:35All these elements are modeled in subsanction,
16:40so every time we need to continuously add tasks to be able to design a subsanction activity in this case.
16:53So AI interfaces with the vehicle flight control,
16:59that is also known as IFCS, or Autopilot as we call it.
17:07This is a new interface that has been developed last year.
17:11So with the pilot's behaviors in mind, we're trying to replicate their personalities into the way they fly,
17:17much akin to the characters' animation sets, like the way you see old man walking and interacting.
17:23We want to bring across the fact that, like, even though he is an ace pilot, he's not cocky.
17:29He's an efficient man, and he'll show in his flying, he'll be pulled off the right maneuvers,
17:32but not try to showboat at all, unlike other characters you may find in the universe.
17:37The Vanduul, their behavior will very much reflect the aggressive look of their ships.
17:41They'll be in your face, trying to cut down your shields to ultimately ram you with their sides or their
17:45glaives.
17:46Another example, because some pirates you may come across in the universe,
17:49they'll be wanting to eliminate your ship and use it for scrap,
17:53so therefore they might not want to do excessive damage and therefore not use missiles on you.
17:57We have, of course, this big separation between single piloted ship and multi-crew ship.
18:03If you want to create a behavior for a multi-crew ship, then it becomes very complicated,
18:07then it becomes very specific.
18:09While if you want to have this emergent gameplay, then, of course, you get it much easier
18:14having, like, specific behavior for the different characters that control different parts of the multi-crew ship.
18:21So in the live stream, you can see that the pilots are controlling directly the FCS
18:26as a normal player would do, so giving commands to the autopilot.
18:30For example, I want to pass through these points, I want to chase this other ship,
18:34I want to be at this type of distance from another ship.
18:37And these type of commands come from their behavior that is in subsumption.
18:41So we have regular behaviors that the designer can script exactly like the character AI,
18:46assignments that are a sort of suggestions from what the designer can tell the ship.
18:51For example, attack this target, or defend this area, or just follow me.
18:57And they are similar to what the wingman commands are from the player perspective, right?
19:01The player can give requests to his wingman, and the same designer can give requests to any element of the
19:09game.
19:10So bringing the spaceship into subsumption has given us a lot of flexibility on the way we create behaviors.
19:15Lots of variables are exposed on each character, or on players, and in the behaviors we can access this variable,
19:23we can access relationship between different characters, different factions.
19:27It can be like a personal relation that you have with one character, or your wanted level,
19:32or, you know, how hungry you are, for example, right?
19:36All these type of things that, in a normal character behavior, controls if you want to go eating something,
19:42or, you know, you want to rest, the same can be done now with the pilots.
19:47So in our current dogfight behaviors, what we control is for sure the relation with the target.
19:53That also controls the way we can acquire a target.
19:57Wildlines are one of the best examples in which relationship with characters allow us to communicate different things.
20:05For missions, let's say you want to escort somebody, you are a friendly character, a friendly player,
20:10you want to defend this new escort, what happens is, if you attack him, he can tell you,
20:17it's like, hey, you should protect me, and now you're attacking me, something is going wrong.
20:21And this type of relationship can be used to communicate to the player what's going on,
20:25and how the mission is influenced, you know, by your behavior.
20:28The skill system is mainly split in two things.
20:32The one is the skills, and the other one is traits.
20:35Where skills is everything that you can learn in the game, and you can spend the experience of the AI
20:39on,
20:40which would be like piloting, weapon proficiency, aiming, but also other skills which are not ship related.
20:48So this is a system that will go live across FPS, ship AI, and also like jobs.
20:56This is the one part of it, the other part is the trait system.
20:59So the trait system will be defined at AI creation, so they will get certain traits, for example.
21:05Someone might be hot-headed, so they lose their temper quickly.
21:07Someone might be more reserved.
21:09And we came up, not with a finished list of traits, but with a decent amount,
21:14and they will influence the personality of the AI.
21:19These are going to be set by, as I said, at the creation, and will probably not change during the
21:24lifetime,
21:24unless under very special circumstances.
21:27For example, you hire an AI to fly a mission in the PU, and that mission involves some Vanduul.
21:35And you have a very fierce fight around a caterpillar to retrieve the cargo,
21:41and you kill all of the Vanduul, and this guy is the only guy who survives.
21:45In this circumstance, he might gain the trait hatred Vanduul.
21:49This means the next time he fights Vanduul, there will be certain things changing in his behavior.
21:54For example, he will be prioritizing the targets of Vanduul because he likes to shoot them first.
21:59Also, he will act more reckless towards Vanduul.
22:02And these kind of traits, as I said, will only be a special set of circumstances need to be achieved
22:10to really change these traits.
22:12Otherwise, these personality values will not change over time.
22:15It's not something you can skill, it's something that's inherent in the character.
22:18One of the things that skills do will also give the AI access to certain behaviors.
22:22So the better they get, the more maneuvers they can do.
22:25For example, if you have a pilot with a piloting skill of five,
22:30he will be able to do almost any kind of maneuver that we specifically described in the behavior.
22:38That might be something like a button hook or lead roll or things like that.
22:41These are like paper planes you can buy.
22:44And I love them as a kid, because they actually fly pretty decent.
22:47So I ordered 50 of them.
22:49And each designer now has one, so we can actually play out maneuvers.
22:54It's almost like paper prototyping, but we just bought these.
22:58Yeah, things you can do when you're an adult, which you can't do as a kid.
23:02It's also that my girlfriend only tells me that I always play at work.
23:07I don't actually do real work.
23:09I just play.
23:10I order toys and stuff.
23:11So she kind of has a point.
23:13AI will also get the concept of morale.
23:17So depending on what happens in fight, this morale can get lowered.
23:20And that will, on the other hand, influence their behavior again.
23:24So it might be that you're flying with your trusted wingman and your squad of four,
23:29and all of them got shot down, only one AI survived.
23:31That's severe morale damage.
23:33If the enemy is outnumbering you by vast numbers, high morale damage.
23:38And this can get to a point where the AI decides, OK, this is not worth it.
23:42I'm going to flee.
23:43Or I'm going to fly more defensive behavior.
23:45A thing that ties in with traits, because there are traits like stubbornness,
23:51which gives you less morale damage.
23:53Or there are also traits that can influence how, if you're a great leader, for example,
23:59you influence the AI around you and give them a morale boost or a shield against morale damage,
24:04for example.
24:04So that would be something useful for the captain of Nedris, for example.
24:08So his crew doesn't get that morale damage.
24:11This also ties in with, for example, what we call sustenance.
24:15So that would be something like food and water and basic hygiene.
24:19If that gets too low, that also damages your morale.
24:22So this is more like a long-term effect versus short-term effect.
24:26So as a captain and as someone who hires AI crew, make sure you keep them in check,
24:32keep them well fed, so they can work at the highest efficiency possible.
24:37So we're making a specific UI for controlling skills and traits.
24:41So at the same time I can say, OK, I want to create these characters,
24:44and I want him to have this predefined, or let's say, these basic skill sets and these basic traits.
24:50Then with the game running, we can influence those values.
24:53But I think, you know, it might be also that traits influences you, but also the environment influences you.
24:59For example, yeah, you are a cautious guy, but you are also the last one in the specific mission, right?
25:06So mission story can also drive the fact, it's like, OK, I really want you to still attack till you
25:13are dead, right?
25:14Or I want you to let the systemic behavior run, and maybe you have a chance since you are very
25:19cautious to try to run away and try to survive.
25:23And, you know, and this is all tidying up to what we want to do in the future with the
25:27Nemesis system, right?
25:28Because I think it would be very nice when you are fighting specific characters and then some escape or, you
25:35know, is able to survive.
25:36You might find him later on.
25:38And I think this gives you this kind of really cool experience because you play with the universe and the
25:44universe still reacts to your actions.
25:46You know, and when in the future you will have missions that say, OK, I want to find you a
25:50specific character that is a pilot and has this specific skill.
25:53Can you give me one of your persistent characters?
25:56It might be that our system says, wait a second.
25:58We actually have a Nemesis for you because, you know, in this other mission you actually left this guy alive
26:03and then now he wants revenge.
26:06So we can instantiate the characters and he will tell you like, oh, you left me, you know, alive once.
26:11This time it's not going to be, you know, the same.
26:13And I think this gives really interesting scenarios.
26:16On the technical side, we have a new tool set up in the editor, which is called the character profile
26:22editor.
26:23where all these can be defined.
26:25And then designers can assign profiles to certain characters from like a standard profile, like a newbie pilot just straight
26:34off the academy to a veteran.
26:35So we're preparing all these generic ones.
26:38And then for like special characters like, for example, Ctau or Old Man, they will have the unique tweak character
26:47profiles where just regular NPCs will be generated automatic.
26:51So basically what we are trying to do is, and it's very interesting, is we're trying to study also what
26:56the community prepared between themselves to train and learn how to use different type of techniques of flying.
27:04What is more effective?
27:05And we are trying to apply to the AI itself.
27:08So from one side, I think it's very interesting to see how Star Citizen is kind of a mixed learning
27:16experience from us as developers and the community that it needs to play.
27:20So they learn how best fly. We learn from there what's best.
27:25We try to apply to the AI and they will have to learn how to counter the enemies.
27:28So yeah, that's an interesting challenge for us.
27:32Ship AI is obviously a huge thing because it's going to be everywhere.
27:36Whether that is allies fighting on your side or enemies you will be fighting.
27:43It might be pirates, slavers, Vanduul, ships that you'll be fighting.
27:47So you will encounter stuff that our team did all the way through Squadron 42, of course, the Universe and
27:56Arena Commander.
27:58Thanks guys. From super badass pilots with crazy maneuvers to stupid rookies,
28:04a lot of personality and nuance is going to be conveyed through the way characters fly and react,
28:08thanks to these refined AI applications.
28:10Yeah, it's going to be really fun to see the little differences between pilots reflected in their flight style
28:15and the effect of situational factors like morale.
28:18We'll have another Squadron 42 project update for you next month.
28:21And if you want to grab one of the official Squadron t-shirts, you're in luck,
28:24as we've extended this month's St. Patrick's Day special through the end of the month.
28:29We only have a few left in the store, so get yours now.
28:32And in Star Citizen news, this week the PU teams are getting very close to a live release of Alpha
28:373.1.
28:38With PTU testing in full swing, the dev teams continue to polish content and features,
28:43making sure everything's ready for prime time.
28:45You can always stay up to date on what we're planning for our next quarterly release
28:49with the live roadmap on our website.
28:51And don't forget to weigh on which feature you'd like to see improved or implemented in Alpha 3.2
28:56in our feature survey, up now on the RSI website.
28:59Yeah, and to get ready for flight in 3.1, check out the flyable ship special.
29:04And secure ships like the Reclaimer and Razor for your fleet.
29:08So head to the Pledge Store now to grab one of these ships before they fly away.
29:12You also only have a few days left to pledge for the Vulcan, so check out the Q&A over
29:17at the website
29:17and check out the previous episode of Reverse the Verse and Calling All Devs
29:21for more information on the versatile support ship from Aegis Dynamics.
29:25And remember to tune into this week's new episode for Calling All Devs now
29:29for insights on things like tractor beams, ship modules, and space stations,
29:34and check out an all-new Bug Smashers as well.
29:37Thanks to our subscribers for sponsoring all of our shows.
29:40Make sure you get questions in for tomorrow's Subscribers Town Hall edition of Reverse the Verse,
29:45airing live at noon PST.
29:47And thank you to all of our backers for supporting the development of Squadron 42 and Star Citizen.
29:52That's it for us today.
29:53And until Christmas Ape goes back to space, we'll see you...
29:58Around the Verse!
30:36Thanks for watching! For the latest and greatest in Star Citizen of Squadron 42,
30:39you can subscribe to our channel, or you can check out some of the other shows,
30:43and you can also head to our website at www.robertsspaceindustries.com.
30:49Thank you very much for watching!
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