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Q&A e introduzione al mobiGlas per Star Citizen, la simulazione spaziale di Chris Roberts.
Trascrizione
00:00Sì, Sì, Sì, Sì
00:30e funzioni che ci saranno usando in-game.
00:33Sì, siamo felici per vedere il lavoro che l'U.I. team ha fatto.
00:36Ma prima di questo, è ora per il nuovo segmento, il Burndown.
00:39In il run upo 3.0,
00:40siamo arrivati a 3.0,
00:41abbiamo avuto un'accessione per i sviluppi
00:43per i sviluppi,
00:43per i sviluppi,
00:44per i sviluppi,
00:45per i sviluppi 3.0.
00:48Ora, vediamo che ci sono i problemi di questa settimana,
00:51il Burndown.
00:53Ciao a tutti i Burndown,
00:54un nuovo nuovo show dedicato a reviewi progressi
00:57sulle problemi di riluppi di riluppo di Star Citizen Alpha 3.0.
01:00Se vi avuto l'upo del pubblico riluppo di riluppo
01:03la settimana di riluppo,
01:03dovete vedere che abbiamo iniziato questa settimana
01:06a 90i problemi di riluppo di riluppo
01:07che abbiamo bisogno di riluppo
01:08prima di riluppo di riluppo
01:10per il nostro primo round di non-CIG testi.
01:13Questi 90i problemi sono il nostro listo
01:15con sete priorità,
01:16guiando la fase di riluppo di riluppo di riluppo.
01:18Il motivo di riluppo di riluppo di riluppo
01:20è per il cui riluppo di riluppo di riluppo
01:27CRISel mundo èforto di riluppo di riluppo di riluppo di riluppo di riluppo di riluppo
01:32che c'è beneega
01:55dipend site
01:56e non è possibile buggerli tutto.
02:26dove siamo arrivati a fare un 3.0 build,
02:28quindi la QA può fare una sanità di QA.
02:31Ciò è sicurato che tutti gli elementi di QA
02:35e che non c'è nulla ovunque,
02:37come l'entire di Stanton,
02:40o Polo Olisar.
02:43Quando abbiamo implementato la rotazione di planetà,
02:46ha cambiato tutto il mondo,
02:48perché le Helperi si sono tornati.
02:50Quindi ciò che si spavano in Olisar
02:52e si vengono attraverso la geometria di Olisar
02:56perché si vengono inizialmente,
02:58invece di andare fuori dalla beda,
02:59si vengono inizialmente.
03:00Ciò di più di più inizialmente,
03:02sono i miei problemi,
03:04i vari clienti,
03:05i spavano molti i soldi,
03:07i spavano i spavano,
03:07i spavano,
03:08i spavano,
03:08i spavano,
03:08i spavano,
03:09i spavano,
03:09i spavano,
03:10i spavano,
03:10i spavano,
03:10i spavano,
03:21i spavano,
03:22sono molto specifico
03:23e è un caso di unicca di unicca di unicca,
03:27che voglio fare unicca di unicca.
03:28Primaveri abbiamo diversi reviews
03:30in questo settimana,
03:31perché ovviamente
03:32abbiamo lavorato in diversi timezoni
03:34e diversi studios,
03:35quindi bisogna avere un livello di transparencia
03:38con quello che ogni department ha fatto.
03:40Abbiamo avuto il nostro gruppo di Tecdesign
03:42in l'Unione,
03:43con Jon Crewe
03:43e il mio team,
03:45quindi abbiamo parlato di tutti con gli altri
03:47e tutti i miei ragazzi
03:49e lo che c'è.
03:49We're testing it the other day in tech design as a group and even though the build we had had
03:54absolutely no UI we still had an amazing time as a group navigating our way around one of the asteroid
03:59fields trying to find a landing spot on Yella and with no UI you had to do it by communication
04:06and just signal so firing flares off firing weapons and listening for where everyone was and that was quite an
04:13amazing experience.
04:14You know we're just sort of neck deep in feature development right now so you know we've got a lot
04:20of all the stuff done but it's it's still kind of rough around the edges.
04:24So today we're working on the rover trying to make sure it's got all the features that it needs to
04:28and make sure it's behaving the way it's supposed to like currently we got some vis areas with the wheels
04:32not quite working right we don't have the LODs hooked up for the tires so it looks like it's driving
04:37around on these big boxy wheels.
04:39I was just like hey I got my rover and I jumped in it started riding around near Levski and
04:47I hit a bump and then my hubcap fell off it just hit so I just hit some collision uh
04:55looks like it's oh they're already detaching yeah they're already detaching it's it's not very visible
05:03this one's not as visible as the other one but yeah you can see that they're not but see they're
05:06not aligned
05:07aligned anymore yeah so right here and right here they're not aligned anymore
05:14but these are still fine as you can see
05:17so it's a fun bug it's like uh maybe maybe I didn't buy this rover
05:22at uh maybe I didn't buy it new
05:27but at the end of the day let's send out an email to the directors saying hey this is where
05:34we're at with the rover including check out Clive's response
05:37and making it clear that if we do this item 2.0 false
05:41generally when we do ship testing the way that it's done normally nowadays is uh test it on one ship
05:47you try it with a different manufacturer to see if it's a game-wide issue or it's just something to
05:51do with the manufacturer
05:51or very ship specific because we've got 58 ships in the game at the moment doing that with every single
05:57ship
05:57that's just gone through a 2.0 conversion is excessive at best so I think all we can kind of
06:02hope for at the moment
06:03is to stick the issues in one by one and hope that they're caught up which is what I've just
06:07told Andy
06:08there is to put a note at the bottom so it's not been checked and confirmed on other ships
06:11so if people find it in another ship you can find that issue and then add it rather than
06:15trying to do it over and over and over again
06:17later on in the week we're probably going to be switching up to check animations such as the falling animations
06:22which have gotten a lot of attention lately
06:24it has sort of comedic effect where you'd be stuck in a falling animation when you're just jumping up
06:28you'd immediately go into a falling animation would create a number of different issues
06:32depending upon where you were whether if you were in it within a ship's physics grid
06:35or you were on the station or you were on a planet
06:38sometimes you could get stuck in a falling animation sometimes all the AI would be stuck in a falling animation
06:42you'll go through this process of things being kind of broken for an awful long time
06:47you kind of work with that
06:49it's like the old saying goes if you want to make an omelette you've got to scrabble some eggs right
06:52now we're making solid progress on issues as they crop up but there's still more work to be done
06:56we've currently knocked out 32 issues and added 20 leaving 78 remaining
07:01as Vincent explained you don't always know what's going to happen when you bring features together
07:06but as we're completing and polishing features those numbers will change dramatically
07:11sometimes higher sometimes lower
07:14beyond our Jira tasks and our bug count another interesting metric we try to keep a close eye on
07:19is our check-ins or change lists into Perforce
07:22these represent the work our developers are doing and checking into our revision control system
07:27now in one week we've checked in 1892 times across the entire company
07:32now the reason that number is so high is because we're all still working in our game dev branch
07:37now this branch houses everything across both Squadron 42 and Star Citizen
07:41now we've already generated our 3.0 branch which has currently 3676 open items
07:46which includes the 78 must-fix issues
07:48and we will begin shifting our developers over in the very near future
07:52then we'll lock the branch down and keep a close eye on what needs to be fixed to make a
07:56stable release
07:56the burndown
07:57now once we've done that you'll see this number dwindle week by week
08:01until we're ready to release
08:02and with quality as our top priority we're going to keep pushing hard to get this release out as quickly
08:07as possible
08:08so come back next week to keep up to date on the burndown
08:13so I hope you enjoyed that look at some of the issues we're currently facing in 3.0
08:17check back next week to see the progress we've made
08:20what we've managed to burn down and if any new bugs have reared their head
08:24which probably will have done
08:26now it's time to lift our arm and open our mobi glass
08:30this important device will be your primary access point to many of the game's features
08:35including the star map inventory list contract manager and so much more
08:40that's right the mobi glass was intended to fill the role most people's smartphones occupy today
08:44with that came a unique set of challenges and a lot of hard work
08:48but as you'll see the payoff will be a more realistic and immersive game
08:51for further details let's check in with UI creative director Zain Bien and team
09:06so as always there's a plethora of features that the UI team has been working on
09:11one of those features has been the mobi glass
09:13and we've been kind of overhauling that over the course of the past few months
09:18we had done some preliminary concept work last year working closely with our systems design team
09:22to design something that would assume something more akin to what you would find in a typical desktop OS
09:28however what we really needed was a few key pieces of tech that would really make it worthwhile
09:32without us having to write a ton of bespoke code and functionality
09:35one of those was what we call the render to texture tech
09:38and that's something that the graphics team has been working on and providing us
09:42so we are essentially now integrating this tech with all of our UI across the board
09:46including the mobi glass so you'll find this eventually in ship displays
09:50shopping terminals kiosk and so forth
09:54so the key effect that this provides us is that it enables us to render a 3D scene
09:58whether it's a video com call feed or an image representation of a item in game
10:03but we were able to render that on either a 2D screen or actually within a 3D hollow volume
10:10so in both cases it's actually the same exact display tech being used
10:15we don't have to write bespoke code to display a UI or a 3D representation in a 3D volume versus
10:22a 2D one
10:23so this allows us to have things like 3D holograms of ships and sort of mini maps and the star
10:32map and so forth
10:34rendered onto screens in game and it looks much more proper than it would otherwise
10:39you know in our game we have a lot of different environmental archetypes that we need to account for
10:44when you're traveling across the universe you'll come across environments that are more technologically dated
10:50and ones that are more technologically progressed
10:54so this extends to a lot of different things including you know their style of architecture their style of clothing
11:00the devices that they use the goods and so forth
11:04and for the UI in particular this affects us in that we need to design our UI based on that
11:10archetype
11:11so in a more lower tech environment we can just display the UI on flat 2D panel displays
11:17so for a more technologically advanced setting that's where we sort of bring in our 3D holographic style of UI
11:26and so the MobiGlass in particular is manufactured by this corporation called Microtech
11:31and they actually manufacture all of the handheld devices in the universe
11:35so naturally they're very high tech so you would find in the MobiGlass that it's a holographic projection
11:41so the MobiGlass assumes a very crucial role in the universe
11:45in that it serves as the primary access point to all the different game mechanics and transactions
11:51player communication and so forth
11:53so it's sort of akin to what we have in smartphones in today's world
11:57that's basically what MobiGlass is in Star Citizen
12:00and that's kind of how we designed it to be in the Persistent Universe
12:03you know you have a home screen which has various widgets
12:06which provide you sort of at-a-glance information
12:08but we have all of these dedicated apps which serve very specific purposes in the game world
12:13things like managing mission contracts, customizing your loadout, viewing maps and so forth and so on
12:19it's designed to be this sort of very direct link to your player character as well as the surrounding environment
12:26so if you wanted to know more information about yourself or the kind of outside environment
12:33that's what you would infer from the home screen widgets
12:36so if you wanted to check what is my current oxygen level
12:40or what's the current atmospheric composition outside or the atmospheric pressure
12:43is it safe to take off my helmet?
12:45is it safe to walk around outside without a suit?
12:49and if not, do I have enough oxygen to make it to the next destination or where I'm trying to
12:54get to?
12:54it's like what is the state of the health of my character?
12:57am I hurt in any way?
12:59or what is the state of my mission objectives that I currently have tracked?
13:04how much money do I have?
13:06and all of these questions can be answered through the use of the MobiGlass
13:10because we're doing all this new work on the MobiGlass and the screens and stuff
13:13we really wanted to also upgrade the model of it
13:15the MobiGlass is essentially a watch
13:17and it's a completely different element than any of the screens
13:21or any of the buttons that you actually push on it
13:24so in that way we had a little bit of free rein
13:26but we also wanted to make it, we knew that we wanted to make it smaller and more streamlined
13:29so that it could fit with everything
13:31and we didn't have to adjust too many of our other assets
13:34but we also didn't want to rein in and constrict ourselves for later too
13:38so that's why it got much smaller
13:40the MobiGlass model you've seen for a long time is getting a little old
13:43and we wanted to update it with not one version but actually two versions
13:46because as you've seen in some of the previous character videos before
13:50we've been updating our modular system for all our clothes and our armor
13:55this meant that the MobiGlass is going to have to change as well
13:57because you have all these different versions of jackets and shirts
14:01and things that are going to be able to take on and off
14:03and show the undershirt or maybe the over shirt or a jacket or a suit
14:07it really needed to fit and be kind of an all-in-one solution
14:09what we did is we made the new MobiGlass much thinner and much smaller to accommodate that
14:16we didn't want to go through running through any of these weird tech restrictions
14:19where maybe you have a jacket that covers the MobiGlass
14:21and to see that you'd have to pull the sleeve back
14:25and that just gets really complicated
14:26so we want to make sure that the players can see the MobiGlass at any time
14:30it wasn't that complicated to do
14:32it was mostly a little bit of a redesign
14:34Jeremiah Lee one of our concept artists here did a 3D concept
14:37so we could really easily and quickly see it
14:40the civilian MobiGlass is the one that you'll be wearing in clothes
14:43and then the military version is going to be the one that you wear in your undersuits and your armor
14:46something that's a little bit more rugged and it's going to be for combat use
14:50so one of the biggest challenges on doing the new MobiGlass
14:53was the modular system for all the clothing and the armor
14:55so because the modular system is the main reason that we had to redo the MobiGlass
14:59we had to go through all the different options of the different types of clothes
15:02you're going to be wearing long sleeves and jackets and undersuits
15:05and that was where we really figured out that something that was thinner was going to be better
15:09than something that was thick and bulky
15:11but also where we realized that some of our current assets might have to be adjusted
15:17if we made it really thin and it fit with some assets that was great
15:20but other ones might have to be pulled back so you could see it all the time
15:24we really want to make sure that it's available for access
15:26because it's cool to see but also it adds a little bit of a level of detail
15:31where everybody's wearing one and everybody has them up
15:34and everybody is eventually going to be able to customize them
15:37to show how much you spent on your MobiGlass or how expensive it is or what brand you got
15:41we want to make each application very robust for the specific functionality that it's meant to serve in game
15:47but on top of that we want to introduce the ability for players to personalize his or her MobiGlass
15:52such that it's more contextually relevant to his or her common tasks
15:57that another player might not actually care so much about
16:00so for instance on the home screen you have all these different widgets
16:04that you would eventually be able to customize as we start adding more and more functionality in game
16:10than we would kind of be able to fit on the home screen
16:14so that's kind of the idea behind that
16:17so fundamentally the MobiGlass is a diegetically projected UI
16:21and what this means is that the UI is meant to be seen by not just you as the player
16:25but also is meant to be visible by your in-game character as well
16:29so basically your player character is aware of the UI just as you as the player are aware of it
16:34through your screen
16:35and we do this for a couple of reasons
16:37one is because the fact that we retain the visual connection between your player character and the UI
16:42makes it much more immersive to use
16:44because we will be a VR capable game
16:48we're kind of forced to project the UI in 3D space
16:51because otherwise it just wouldn't work
16:53you know in a traditional flat 2D menu
16:56you know you just wouldn't be able to read it
16:58so you need to project it at some sort of distance away for it to actually be usable
17:03so we sort of do that from the get-go
17:05and that's sort of always been our driving paradigm in UI design
17:09in general for all the advantages that a diegetically projected UI has
17:13we as UI designers sort of lose a bit of control and flexibility
17:17in terms of you know being able to adjust the UI
17:21you know the UI in general is sort of at the mercy of the display geometries and animations and so
17:26forth
17:26so if we need to change something
17:28it's not necessarily as easy as just adjusting something on our end and calling it resolved
17:33we actually need to work really closely with the other departments to ensure that the UI is usable
17:38so working with animation, working with the art teams, working with gameplay engineers
17:43to make sure that the user experience isn't hampered negatively
17:47so in UI design you can only subvert player expectations so much before they find your UI clunky, frustrating or
17:54unusable
17:55something we absolutely don't want in our game
17:57a good rule of thumb we use is that you should only be focusing on and changing one unique angle
18:02of your UI
18:03to ensure that the core components of the rest of the system remain understandable and within the expectations of the
18:09player
18:09so what I mean is that the main thing you'll see with the mobi-glass that differs from traditional UI
18:13systems
18:14is that we made it as diegetic as possible
18:16making sure it was immersive and stayed grounded in the game world
18:19so things like attaching it to your wrist movement, tilting it back a little bit and adding visual effects
18:24to make it look like a real object in the world and not just something sitting on top of the
18:28game world
18:29the visual design style and user experience of the interface itself, while interesting, is fairly straightforward
18:34simple line art and shape language, basic color schemes, and compact information light layouts
18:40again, this is because we felt if we created an overly unique visual style coupled with the diegeticness already
18:46it would be kind of like a sensory overload and would actually inhibit usage and usability
18:50and as with all UI, especially in gaming, that's the goal we're always trying to strive for
18:55how can I make something visually interesting and unique, fun to use, but also make it immediately understandable to a
19:01new user
19:01putting the UI in the game world comes with a unique set of challenges
19:05it's not just the UI sitting in a silo and it's on top of the game and it's an afterthought
19:10it's something that needs to be integrated with animation, with audio, with the VFX team
19:16so it's super rewarding to work with all those different teams and be able to build a system together
19:21instead of just working with the UI team alone
19:23what we do in terms of audio is obviously not trying to break the immersion that the different artists have
19:30put under work
19:31but instead we try to enhance that player experience by addressing them sonically
19:37so one of the first things we did was basically sitting down with Zane
19:41and we went through different concepts that were done for the mobiglass
19:46as well as listening to different references as well as music
19:50as we wanted to create a soundscape whenever bring the mobiglass up
19:55so that we could emerge the player in a more soothing stage
19:59what came out of the meeting is that we wanted to give the player not just the feeling of using
20:04sci-fi tool
20:06like a sci-fi futuristic tool
20:08but we also wanted to give the player the feeling of using an actual electronic device
20:13so visually we would have a screen flickering or different images distorting as well every now and then
20:20so in order to address that we used coil pickup microphones
20:24and what's really particular about these microphones is that they do not transduce sound waves into an electric signal
20:32but instead we were able to capture those electromagnetic fields created by electric devices
20:37so you could actually hear hard disk of a computer working or you could
20:41you can basically hear like your mobile phone working under the hood and things like that
20:47and that really helped us to bring that extra layers of reality when adding them to more synthy tones
20:54one of those challenges was basically trying to emerge the player into a different state
20:59so usually you know like usually when you are in a specific area you would hear ambiences
21:04you would hear like all different things happening around you
21:07but again we also wanted to create something like another state like a soothing moment whenever using the mobiglass
21:13so creating a soundscape like an overall ambiences for that
21:17it was something that I've been trying to do and redo and redo a few more and more times
21:23just to basically try to make it more interesting and relaxing
21:51So let's try.
22:01Grazie a tutti.
22:22Grazie a tutti.
22:52Grazie a tutti.
22:54Grazie a tutti.
23:56Grazie a tutti.
27:27Grazie a tutti.
28:57Grazie a tutti.
28:59Grazie a tutti.
29:04Grazie a tutti.
30:34Grazie a tutti.
30:38Grazie a tutti.
30:46Grazie a tutti.
30:50Grazie a tutti.
31:22Grazie a tutti.
31:24Grazie a tutti.
31:25Grazie a tutti.
31:25Grazie a tutti.
31:28Grazie a tutti.
31:45Grazie a tutti.
32:15Grazie a tutti.
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