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Videodiario su navi aliene e veicoli di terra per Star Citizen, la simulazione spaziale di Cloud Imperium Games.
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00:15Hello and welcome to episode 3 of our 8 day anniversary special of Around the Verse.
00:21Today we are celebrating our alien ships and our ground vehicle manufacturers.
00:26I'm Sandy Yardiner.
00:27And I'm Chris Roberts.
00:28So on today's show we're going to head out to the farthest reaches of our universe to
00:32explore some of the more unusual ships in Star Citizen.
00:35The Jarn, Vandal, Tavarin and Banu all have unique cultures and to go along with it, unique
00:40ship designs.
00:41From the verticality of the Jarn vessels to the aggressiveness of the Vandal fleet, the
00:45reliance on shielding in the ancient Tavarin designs, to the trade focused Banu who incorporate
00:50a little bit from all three with their own elegant stylings.
00:53These alien ships really let our artists and designers unleash their imaginations.
00:57In fact, we'll be hearing a bit more about one particular Banu ship I know you're all
01:02keen to hear about that is currently in the pipeline a little later on in the show.
01:06But before that, let's discuss exploring planets.
01:09With the moons of Crusader coming to the game, our designers have been working on creating
01:13an exciting line-up of land vehicles, perfect for traversing a wide variety of terrain.
01:18The most recent addition is the Cyclone from new vehicle manufacturer, Tumbrel.
01:24Specialising in tough and dependable exploration vehicles, Tumbrel is actually not that new.
01:28The company was originally founded in 2563, where it met with initial success but was sadly
01:33forced to close its doors a few centuries later.
01:36Thankfully, a group of investors purchased the Tumbrel land system and began manufacturing
01:40updated versions of their classic designs in 2947.
01:43The inaugural design of the new Tumbrel is the rugged and variable Cyclone series.
01:48Let's check in with Jared, our artists and designers, for Ship Shape to see how the
01:53Tumbrel Cyclone and the Banu Merchantmen are shaping up.
02:00Greetings citizens and welcome to another edition of the brand new Ship Shape, where we provide
02:06the latest news on ships coming to Star Citizen, interviews with the developers, and I stand
02:11here in front of a green screen like a weatherman giving you the forecast.
02:15I'm your host, Community Content Manager Jared Huckabee.
02:19Behind me on said screen is the Ship Pipeline, an ever-evolving, continuously refined network
02:24of phases, stages, and checkpoints necessary before a fun idea becomes a fully fleshed out
02:30spaceship.
02:31On today's show, we're sitting down with the team members working to bring two exciting
02:36new additions to the Star Citizen universe.
02:38First up, let's check in with some of the team working in our studios to bring the Tumbrel
02:44Cyclone to life.
02:45The Cyclone is a two-man vehicle, a pilot or a driver and a navigator.
02:50You can also swap out the module for a turret in the back, which is also manned, so you can
02:54have up to three people.
02:55It's transportation with a focus on speed and maneuverability.
03:02Like a fusion of a Humvee and a Jeep, it's got kind of the utility of a Jeep, so it's
03:08very
03:09all-terrain.
03:10But it's like rugged like a Humvee, you know, it's strong and sturdy.
03:13There's a lot of exposed parts and it's very off-road, you know.
03:21There's actually a specific variant designed for racing, so it will have the ability to
03:27boost.
03:27It's got a really tight turning radius.
03:30It was sort of our first in a line-up from Tumbrel, it was, you know, a new company.
03:37It was a good opportunity to sort of work on new aesthetics, new designs, you know, really
03:42sort of work on what makes this interesting.
03:45So this is basically a mixture between, you know, sort of a military Humvee and, you know,
03:53like a Paris-Dakar off-road 4x4.
03:56It comes with multiple modules, so players can sort of choose the kind of experience
04:01they want.
04:02So it can just be sort of, you know, ragging it off-road, you know, as fast as they can.
04:06Or they can swap out to a missile pod or an EMP pod or a cargo pod.
04:14So basically it's pretty darn flexible.
04:16The difference between the Cyclone and the other land vehicles is that it's less of a
04:22utility vehicle.
04:23The, the rover is more of a, like a, it's got more combat capabilities and a little bit
04:27more storage, but it's kind of more like a, like a box that just travels.
04:33The Cyclone is more of a, just a, just a vehicle.
04:37It's more like just a truck and you can either store stuff on or you can swap out the module
04:42in the back and do different utilities depending on what, what you switched out.
04:45This is a, basically another surface vehicle to add to the fleet or to, to your garage.
04:51You know, you'll have your, um, like habitation pods, you know, on, on, on your planet.
04:56You know, you'll be able to park your, uh, your tumble cyclone next to it.
05:01But, you know, really the point of it is that, yeah, you can go exploring.
05:04Play it your way, isn't it?
05:06Basically it's, you know, what do you want to do today?
05:08Where do you want to go?
05:09You know, you just point your nose and off you go.
05:11This way, you know, players will be able to choose, choose what, you know, which version
05:15of the buggy they want.
05:16Hopefully they'll pick the right one and they don't find too much trouble.
05:20I think the biggest challenge in designing it was the modularity aspect of it, because
05:25having to be able to swap out those pieces and how that was actually going to work and function.
05:30So you have the turret or the anti-air or the recon or the racing versions, like what
05:35the functionality for each of those was going to be and how that made the vehicle unique
05:40when you swap them out and what kind of gameplay that actually facilitated was a kind of one
05:45of the biggest challenges.
05:46We wanted to kind of make sure that each, each module when you swapped it out filled a different
05:52role.
05:53So if you put the turret in, you'd have more of a combat ground combat vehicle.
05:58If you put the anti-air one in, you'd have more of a support vehicle that could take
06:03down ships in the air, but also support ground troops by making sure that they weren't taken
06:07out by air vehicles.
06:09The recon version, we wanted to have a scanner that would allow you to map terrain and store
06:18all of that data, also allowing you to like place beacons and kind of make landing zones
06:24or mark targets or something like that.
06:26The racing version, we just wanted to give it a, like a boost, like kind of like an afterburner
06:31or a nitrous boost, kind of give it one of the fastest speeds and better tuning.
06:37It is one of the fastest vehicles, wheeled vehicles that we have.
06:41The Knox is faster than it, but it's, it's got that Gravlev technology.
06:44But yeah, it's pretty fun and it's also quite maneuverable.
06:47The four wheel turning and the four wheel drive gives it speed and turning radius.
06:53Right now, I just finished with the gray box art and I'm moving into final art.
06:59So I'm applying a lot of palms and decals and stuff like that and doing material work.
07:04But the final mesh is basically done.
07:07From me, it goes to design and animation.
07:11Design will be controlling, actually it's pretty much set up for design, at least the white
07:17boxes, but they'll be fine tuning it and getting it to drive the way that they want it to and
07:22feel the right, like have the right feel.
07:25Animation will be like getting the shocks to work and the characters to get in and out of
07:30of it and looking nice, you know, and then of course sound will take a pass at it and then
07:35tech art and effects will make it blow up and look pretty exploding.
07:39They should have a lot of fun, you know, this vehicle's, you know, it's got a few, it's
07:42got quite a few sort of interesting features.
07:44It's got some unique styling, you know, we've tried to push, you know, we tried to sort of
07:49push on sort of new materials to an external frame and then everything is sort of bolted it
07:55onto the interior of it or bolted onto the side.
07:57So it's kind of got an exoskeleton and then we sort of push for 3D printed sort of materials
08:03in there.
08:04I think it'll be interesting to see what players do with it.
08:06It's pretty fun to drive around right now and we're going into grade box, so we're actually
08:11going to create the geometry for it based on what we had for the white box and it's looking
08:16pretty good.
08:16I think some of the issues that we're running into with it is the modularity, so like actually
08:22having to swap out stuff, being able to control that thing through item 2.0, like having
08:27missiles fire with the pilot controlling the missiles and then actually aiming the missiles,
08:34then like swapping out all the other modules and how that's going to work.
08:37We also wanted this open suspension on the vehicle and I think the suspension that we
08:42had on the rover and the gray cat wasn't as articulated or detailed as what we want on
08:49the cyclone.
08:50We have to go back and kind of change how we're doing our suspension parts and maybe
08:55add a few more options to that to get it looking as cool as we can.
09:01I can't wait for the mounted gun attachment on the back.
09:05I feel like that will make it like your typical FPS like Jeep vehicle.
09:10and that's going to be really fun having somebody in the back on the turret, you know, having
09:14somebody riding shotgun and just like tearing up planets, that's going to, I think that's
09:20what's going to make the tumbrel special, you know, the cyclone, the tumbrel cyclone.
09:25Now, space bikes are cool.
09:28I've got nothing but awesome things to say about space bikes, but there's also a lot to
09:32be said for feeling the ground beneath your wheels as you're covering the desolate terrain
09:36of one of Crusader's moons, and the tumbrel cyclone looks to fit that bill quite nicely.
09:42On the ship pipeline, I'm pleased to report this little buggy has off-roaded its way through
09:47the entirety of Grayvox phase and entered the modeling and surface tweak stage of final
09:52art.
09:54Versatility, maneuverability, and power.
09:56It's almost here.
09:58Up next, we're checking in with some of the team members working on the...
10:02Oh, heck.
10:03I don't want to spoil it.
10:04Check it out.
10:06The Banu Merchantman is an interesting one for us.
10:10It's been around for a long time.
10:12People are waiting, you know, people are really hoping for the ship to come out soon.
10:17And it's had some concept art done on it, you know, it's had first round.
10:22And now that it's sort of going into production, we need more.
10:26We need more time.
10:27We've done some investigations into corridors.
10:30I mean, for me, the sort of corridors are essentially the backbone of a ship.
10:34You know, you start with the corridor.
10:36From that, you then sort of work your way out.
10:38You know, it's kind of like the human body.
10:40You know, you just spread out and just, you know, everything attaches to those corridors.
10:44We have also a new ship, which is a Banu Defender, which is of the same race.
10:49So we have to keep in mind that those should go on in hand.
10:53Like we've shown some concept art of the Merchantman with the Defender.
10:56And this is a ship that we sold a long time ago.
10:58So we have the same issues as some older ships, which is, does it respect the same metrics
11:05as we have with the new ships?
11:08And does it still make sense, like, to have those guns, those thrusters, those statistics
11:17for the ships?
11:18Does it still make sense in terms of design?
11:21The Banu Merchantman is a really specific ship because it's transporting cargo, like
11:27some other cargo ships, like the MISC, but especially this is a trading and selling ship.
11:33It has a negotiation room inside.
11:37If you have some clients, you can trade with them and sell them stuff directly in your ship.
11:44So you don't have to go through a third party, like going to a station, sell your stuff.
11:50And the other important stuff as well is that, unlike some other ships, you can land with your cargo on
11:56it.
11:57Like this is about the same size of the Polaris, even bigger, but this is not a ship for combat
12:03like the Polaris.
12:04It's kind of like a flying bazaar in terms of market, you know, flying market, isn't it?
12:11It's been interesting, you know, because obviously we've been dealing with a lot of very sort of mechanical, hard edged
12:17kind of styles and aesthetics from the other manufacturers.
12:21Banu was sort of pushing towards a more organic, more crafted kind of feel.
12:29And this is obviously, you know, obviously this is a challenge, this is going to be a challenge for the
12:33guys on the production art team to build it and sort of figure out how to turn it into a
12:38modular set.
12:39We did a large amount of work on the Defender.
12:43And so, you know, we're hoping to take the stars we've established from that, the curved surfaces, the whole sort
12:52of organic nature of it and sort of transfer that over to the merchantman.
12:57All the stats that we put recently on the website should be up to date with what we want for
13:04it at this point.
13:05For size 6 guns at the front, a top turret that is relatively done with size 5 guns on it,
13:14otherwise there's no missiles planned and there's no other turret planned.
13:19All the guns on all turrets are remote, so there's no need to really look around or whatever, the Banu
13:28are pretty good on this side.
13:29And there's also the important thing about the Banu race is that basically they are taking the best stuff they
13:37can find from other races in the universe, so if they find a good component they will put it on
13:42their ship.
13:43They don't really care particularly about history or archaeology or design, so they sort of, they take bits from other
13:52cultures and stuff, but for us we kind of have to turn it into something that's understandable,
13:57otherwise it's just like it's a nightmare to build.
14:00This is a really big ship. Art is still working on what it should look like inside because this is
14:06a new race, we want it to be really different from the humans.
14:10We have a lot of floors on the merchantman. If you are at the bottom of the floor, at the
14:16bottom of the ship, you have basically a big hallway, you can enter the ship and get higher.
14:23You got an elevator or not much else. After that, you got some shops, you got the negotiation room, but
14:30the negotiation room is more for the VIP clients. If you are VIP, you can get into the negotiation room.
14:38If you are a regular client, you can buy stuff in regular shops. And after that, basically there's one half
14:46for the clients and one half that is for the Banu, where if you are an outsider, you won't get
14:53into the ship.
14:54A thing that we had to be sure about when making the merchantman, when remaking it, is working with the
15:01writers and with the character artists to be sure that it was what the Banu would look like.
15:08The Banu race was undergoing some rework at some time, so we had to work with character artists to be
15:18sure that which size the Banu were.
15:22So, for example, if you do human ships, they will all have the same metrics. Like when you make a
15:30house, they usually have the same doors. They would be this large, this high.
15:34If you make an alien that is way bigger, like the Vandu, obviously you can't make it the same way.
15:40If you make a ship for the Banu, same thing, it would be a different size.
15:44So, this is one of the big reasons that the merchantman got bigger, is that the Banu are bigger, well,
15:50they are taller than humans.
15:52The doors are bigger, generally, so everything is bigger in this ship. This is bigger on the outside, but bigger
15:59on the outside as well.
16:00And this is something really, really different from any ships that we got in the game right now.
16:05The Banu as well have a weird social system where basically the crew live in a different place, whether they
16:17are pilots or traders, they don't live in the same place.
16:21So, we got some old concept that we've shown to the public that we are keeping. The negotiation room is
16:27a very important point of the merchantman, but the cockpit is also a very important point because the pilots live
16:34in the cockpit.
16:35It's not like human ships where pilots will just go in the cockpit and then go back to their beds.
16:41In another room, basically, they sleep in the cockpit with the controls around and stuff like this.
16:47We are working with art, with writers, with character artists, to be sure that this is correct for the race.
16:57Because obviously, when you make a human ship, you are thinking in terms of what makes sense for a human
17:03plane, a human house, and everyone knows how it works.
17:08But for an alien ship, we have a bit of a wild card, we can do what we want, but
17:14we have to respect what we said about the Banu in the past.
17:18We can't really invent stuff just because it sounds cool.
17:21This is a really big ship both outside and inside for an alien race that is friendly with everyone as
17:29well.
17:30So this is a really important point as well that I wanted to put in the design is that the
17:36Banu are a race that trade with the Vendul, which is really special because no race works with the Vendul
17:44usually.
17:45Can the Vendul get in the elevator, for example, if they want to trade with the Banu?
17:50So this is why it got bigger inside as well.
17:52At the moment, we've made a new layout that has been approved. The white box has been kind of approved
18:00as well.
18:01We've looked at what would be the big issue in terms of animation, art, code, stuff like this.
18:06This is a relatively simple ship mechanically, but this is a really big ship.
18:11So we got the issues that we got like for the address, like there is a big open space.
18:16How are you sure that the frame rate will still be good in those big open space?
18:23I think at the moment art is looking at it to be sure that it looks fine on their side
18:29and they are happy with the artistic direction that it will take.
18:33I really like this ship because this is a ship that is really anticipated for a lot of reasons by
18:39the players.
18:39Because this is a ship that we have not released any Banu ship in the game at the moment, unlike
18:45the Vendul on Duxian.
18:47So this is really important to be sure that we nail the look and feeling of the Banu ship and
18:53that we are sure that this will be great on people like this race.
19:00The Merchantmen. Prized among traders, a generational ship so sturdy they're often passed from one era of Banu to the
19:07other.
19:07It was first offered to backers before many of the tools, techniques and metrics available now were created.
19:14For this reason, the Banu Merchantmen currently exists in both the design review phase, where developers are re-examining every
19:21aspect of the ship to bring it up to today's standards,
19:24as well as occupying the additional concept stage of White Box, where artists are exploring the vast internals of the
19:31Merchantmen and what it means to be the pride of any Banu fleet.
19:35When we have more to share, we'll let you know.
19:38Finally, if you haven't already, don't forget to take the Observer Test currently up on the RSI website for your
19:44chance to win the brand new bounty hunting ship, the Anvil Hawk.
19:48It's no purchase necessary and the full rules are there for those of you who are interested.
19:53Back to you Chris and Sandy.
19:55I'm pretty excited for the Banu Merchantmen. That's one of my favourite ships that I actually have.
20:02Very good. So, I think a lot of people are going to be excited for the Merchantmen.
20:06That's it for Day 3. Be sure to visit our website to see what rare alien ships and ground vehicles
20:12are back on sale.
20:12And while you're there, check out our merchandise, which is all 20% off from now until December 4th.
20:18And to really celebrate Star Citizen's anniversary, we have our special Happy Hour coming up this Friday.
20:24It will be your chance to vote for the next brand new Drake ship to go into Star Citizen.
20:29Yep, that'll be very cool.
20:30So, as always, thanks to all our backers and subscribers for your ongoing support.
20:34And tune in tomorrow for our next ATV special, where we'll be taking a look at Origin Jumpworks.
20:40Until then, we will see you...
20:42Around the Verse!
20:45Right, you ready?
20:46Alright, okay.
20:47Three tumbrels, two hammerheads, and a hawk in a pear tree.
20:55Alright.
21:28Thank you for watching.
21:29So, if you want to keep up with the latest and greatest in Star Citizen and Squadron 42's
21:33development, please follow us on our social media channels.
21:36See you soon!
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