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Cloud Imperium Games ha pubblicato una nuova puntata del documentario di Star Citizen intitolato Around the Verse. In questo caso vengono illustrati i progressi apportati alla modalità single player Squadron 42 e all’alpha 3.0, che permetterà ai giocatori di atterrare sui pianeti.
Trascrizione
00:21Sandovi Gardner
00:30a seemingly small mechanic is an important first step in building the game's dynamic economy.
00:35But before that, let's check in with Brian Chambers for an update from our office in Frankfurt.
00:40Hello, I'm Brian Chambers, Development Director of our Foundry 42 Frankfurt office.
00:46Teams have been busy this last month, as usual, pushing on numerous fronts for 3.0,
00:51which is part of the large Persistent Universe, as well as Squadron 42.
00:55The past month, we had numerous visitors to the office, including both Chris and Aaron.
01:01We find that traveling to the other offices from time to time to either work side by side with people
01:05or to discuss the current status of things and future plans is absolutely invaluable.
01:11So let's start off this month's update with the VFX team.
01:16The Frankfurt VFX team has been working on improving existing systems for the 3.0 release.
01:23This includes checking all the existing vehicles and systems to make sure things are still working as initially intended
01:29and doing a polished pass on any effects if needed.
01:33With some of the new systems coming online, such as the Oxygen system for rooms,
01:38they remade some of the old airlock effects for both the high-tech and low-tech airlocks.
01:43This month, they also started shifting more focus towards Squadron 42 cinematic scenes
01:48that are required for the single-player campaign.
01:51The FPS weapons team completed passes on the last two legacy weapons that were using our old system,
01:58completing a first pass on the Gemini L86 ballistic pistol
02:02and completing a final pass on the Behring P4 AR ballistic rifle.
02:07They continued to make progress on the ship weapons for the Klaus and Werner laser repeaters.
02:12They finished off all the work for sizes 1 through 3,
02:15started work on sizes 4 through 6,
02:18and finished off the Apocalypse Arms ballistic scattergun size 1 through 3.
02:24They also worked on some general tasks focused towards 3.0,
02:28including polishing, optimizing, and bug fixing.
02:31The TechArt team finished multiple animation implementation tasks
02:36for both the recent usable sprint as well as cinematics.
02:40They continued to debug weapon animation issues
02:42and did some adjustments to a few of the weapons rigs
02:45to make them even more realistic and believable.
02:48They also did some work on a VFX exporter.
02:52This was primarily made to export simulated objects from within Maya.
02:57Having an active simulation on objects was causing some problems with the animation export.
03:03And the best way to work around this is to bake the simulation and export the animation.
03:08But that's time-consuming and leaves the scene in the state
03:11where the VFX artist can't do any changes to the simulation.
03:15So the exporter takes care of that whole process.
03:18It bakes the simulation, exports all the necessary stuff for the engine,
03:23and restores the scene so the artists continue to iterate on whatever they need.
03:28The tool also creates all the necessary in-engine files
03:31so the artists can hit the export button and see the results immediately in the engine.
03:36They also continue to support the animation code with ground alignment R&D.
03:41Progress is going good and will be able to show off some of the results very, very soon.
03:47For game programming, last month,
03:49they spent time fixing outstanding issues and polishing up existing code.
03:55The new airlocks and elevators are now being used more throughout the game,
03:59which exposed a few issues where game and engine code conflicted with one another.
04:04So those items were identified and work has begun to sort them out.
04:07They also added a small feature to weapons to be able to hide the weapon from the first-person view
04:14during aim-down sight, which falls in line with the design
04:17and will make things much easier while in the heat of combat.
04:21The technology to easily apply weapon skins was also completed.
04:25It utilizes the work previously done for character customizations.
04:30There's still some UI work to be done on it,
04:32and the skins themselves are placeholder for testing,
04:35but the work will now allow simple and fast setups of weapon skins in Data Forge.
04:41They'll now continue more work on the Weapon System 2.0,
04:45an additional elevator and airlock feature polish geared towards 3.0.
04:50The AI team has been working on more Mission Broker and Mission System features,
04:56mostly for PU 3.0,
04:58but also offering support for S42.
05:01The Mission Broker has been adapted to support multiple players accepting the same mission,
05:06and they have the ability for mission instances to share information,
05:10which means players accepting the same collection mission, for example,
05:14will be sent after the same item rather than having their own distinct item to collect.
05:19They'll now build on that work by adding support for abandoning missions,
05:23as well as unlawful and lawful asymmetric missions for multiple players.
05:28This month, they added support for takeoff and landing of AI ships and surfaces.
05:34This includes landing pads, ship hangers, other ships, and celestial surfaces.
05:39We're also adding quantum travel functionality for the new non-Kythera AI.
05:44This is part of an ongoing effort to create all ship AI functionalities we need for subsumption-based AI.
05:51For the remainder of the month, they'll be focusing on adding more subsumption AI support,
05:56like using nav splines, and correct AI behavior when entering and exiting all vehicles and seats.
06:02They also finished up the second sprint for buddy AI.
06:06Designers can now specify if they want to keep the AI in front or on the side of the leader
06:12or player.
06:12This sprint also brings the ability for an AI buddy to take cover in front of the player
06:17and moving from cover to cover point while following the player.
06:20This is the first step in having a companion AI that will intelligently follow you and help you out in
06:26combat.
06:27The Frankfurt engine team, in cooperation with UK, refined the handling of GPU crashes and proper reporting via the public
06:36crash handler.
06:37As we render frames, we now include tokens into the command stream in order to pinpoint more easily
06:43what the GPU was last doing in case it starts hanging.
06:47This info was set along with other crash information for post-mortem analysis via our public crash handler service.
06:54And these steps should make it easier for us to more quickly react on GP issues found in the PTU
06:59that are otherwise hard to produce because of specific machine setup, OS, driver versions, etc.
07:07They also did a large number of performance analysis and engine optimizations geared towards 3.0 release.
07:13Another item they started to work on was a new road system to work in conjunction with the planetary terrain.
07:19The legacy roads were not suitable for our large-scale terrain.
07:23There was a large performance hit, and they also had Z-fighting and flickering issues when viewed from long distances.
07:29The new system is extremely fast and efficient, cache-friendly, and fully multi-threaded
07:34to send draw commands to the GPU in the most efficient way.
07:38The new system uses a screen space approach.
07:41Instead of drawing the geometry conventionally, it's powered by a projective technique like what we use on deferred decals.
07:48It has two distinct rendering passes.
07:51First, we draw the road geometry as a 3D volume, which intersects the terrain.
07:56In this pass, a stencil mask is generated to outline borders of the road.
08:00The same mask is then used in the next render pass to clip all pixels of the volumes that are
08:05not affecting the terrain.
08:07Finally, to generate UVs and fetch material textures, each pistol's position is reconstructed in camera space and then in local
08:16space by sampling the depth.
08:18All material attributes are then finely written in the G-buffer to compute lighting.
08:24Thanks to the nature of the projection, this technique doesn't suffer any Z-fighting or flickering-related issues.
08:29They also created a new toolset to give designers the ability and flexibility to quickly lay down the new roads
08:35and modify them as needed.
08:37It's still currently a work in progress, and the terrain and textures in the video are currently placeholder for testing,
08:43but the progress is going well, and it will be a nice addition to our growing toolset for planets.
08:49The level design team is currently making a pass on the room system for Levski,
08:55ensuring that the player won't unnecessarily suffocate in random places,
08:59as well as general polish and bug fix for 3.0.
09:03They also begun taking a look at the Loreville, which is the next flagship landing zone on our list to
09:09tackle.
09:09The Frankfurt QA team wrapped up June with multiple test requests from the engine team,
09:14including a change to the Entity Component Update Scheduler, which affects how parts of entities are updated,
09:20as well as the particle code, which was changed to run on threads.
09:24All code changes have the potential to introduce new issues to an already functional build,
09:29so thorough comparison testing was performed to ensure that nothing new would be introduced into game dev.
09:35They also had test requests for area optimizations, and recent code changes affected how things such as doors and elevators
09:43work.
09:43These changes would give us roughly 1.5 millisecond frame time back, which is obviously an improvement.
09:49Subsumption testing continues this month with new features and bug fixes going into Subsumption Tool Weekly.
09:56They continue to work closely with the design team and Tony Z to ensure that the tool is thoroughly tested
10:01to their satisfaction.
10:03Performance testing is also underway for the Persistent Universe.
10:07They use the Performance Profiler tool from Visual Studio to gather very specific data in areas of low performance.
10:14They gather as much information as possible within the internal QA team
10:18and continue to do weekly cross-studio play tests in order to increase the stress of the servers
10:23and to simulate an actual live environment as much as possible.
10:27Melissa Estrada, our QA technical lead, has also had fun time this month testing various gravity conditions on the new
10:35moons.
10:41The system design team has been working on items for 3.0 and with a lot of focus on the
10:47Levski landing zone.
10:48We have Rob Reineger from the Austin office visit and managed to get a lot of work done in a
10:54short amount of time.
10:55They're experimenting with Levski having a full AI population.
10:59The AI behaviors needed some work to ensure that they're not causing them to overcrowd in any given area.
11:05They also spent time stress testing our servers to determine what AI populations we can support and still get the
11:12performance that we need.
11:13During the process, they work closely with the tech team to optimize so we can keep the performance as solid
11:20as possible.
11:21The Cinematics team has been continuing to work on scenes across all chapters of Squadron 42.
11:28This month, they also spent time working with the graphic engineers to continue work on the two-dimensional render-to
11:35-texture display screens and holographic volume rendering work.
11:39This month, our lead lighting artist, Chris Campbell, was solely focused on applying some of the final touches in our
11:463.0 content,
11:48including color grading for each moon, as you can see here, integrating lighting between the outposts and the moons,
11:54and doing bug fixing and polishing on the Levski landing zone.
11:59The environment team has been hard at work on polishing and bug fixing existing content in the PU.
12:06With all the various components coming together, we want to make sure the visual experience for the player is as
12:11absolutely good as it can possibly be.
12:14On Levski, new areas and locations have been added that will increase the number of things the players can do
12:20and explore,
12:21including a new store and an admin office.
12:24The newly added garages received a final polish and dressing pass, making them ready to be used.
12:30They also put a lot of effort this month into researching and development, looking at new features going into the
12:38game after 3.0.
12:39This includes work on ArtCorp, procedural cities, as well as the planet Hurston.
12:46An important element of the research phase is that we find smart and scalable solutions that allow us to create
12:52more content as efficiently as possible moving forward.
12:56Well, that's it for this month's update.
12:58As always, thank you so much for watching and all the support.
13:02Thanks for the subscribers that enable us to provide these monthly updates to the community.
13:07Take care, and we'll see you in the verse.
13:11Lots of great stuff from our team in Frankfurt.
13:13Those in-game holograms are looking pretty cool.
13:15Yeah, it's really impressive tech that we'll be using a lot going forward.
13:19We captured a ton of ship-to-ship comms for Squadron 42.
13:23And I know that because I spent a few hours sitting in a fake cockpit getting all of Pusher's comm
13:28calls.
13:28Yeah, I think altogether we spent weeks capturing comm messages, so expect to see this tech used a lot going
13:34forward.
13:35Another new system that you'll be seeing soon is Kiosks.
13:38Arriving in 3.0, these devices will expand the shopping options and services currently in-game.
13:44Right. Kiosks are an integral part of this game's economy and need to tie into other important back-end systems
13:49like subsumption.
13:51So getting them up and running has required a lot of effort from numerous departments.
13:55Now, let's take a look under the hood and show you exactly what it takes to upgrade your shopping experience.
14:11Hi, I'm Rob Reininger. I'm the lead technical designer in Austin.
14:14I'm Spencer Johnson. I'm an associate gameplay engineer on the LA team.
14:18I'm Zane BM. I am the UI creative director here at Foundry 42.
14:22I'm Trevor Warnish, the principal UI artist here.
14:25I'm Pete Mackie, senior designer on Star Citizen.
14:27The kiosk is our first foray into an economy in the game, a real living economy driven by the players.
14:33The kiosk is going to be the user's interface to purchase things or sell them within the game that are
14:39not physically within the shop,
14:41in the case of purchasing, or things in their inventory, things from their ship.
14:46All selling will be done through the kiosk.
14:49What that will allow you to do is view an entire store's inventory.
14:53You can browse through the list, you can filter it, you can sort it, and view its stats and comparison
14:58to other things.
14:59It will extend to, eventually, the landing services.
15:02You can use the kiosk to restock your ship and refuel and so forth.
15:06You'll be able to equip a ship item directly on the ship at the time of purchase if you want,
15:11or have it delivered to the cargo hold of your ship.
15:13It's almost like, you know, ordering through Amazon or something, where you can select a shipping destination.
15:19So, whether you have a ship landed on a cargo pad, or there's a cargo area in the landing zone
15:24you're at,
15:24or you want to ship it somewhere, like, you can select that as an option.
15:28So, I've been working on economy-related stuff almost since January of 2013.
15:35And so, I'm really excited that, you know, we're getting to the point now that, you know,
15:40the stuff that we were talking about, you know, in the early days of the project,
15:44we have tool support internally for that I can actually start building this stuff.
15:47In addition, I work out things like the recipes for the supply chains and manufacturing.
15:54A recipe, in the context of Star Citizen, is somewhat similar to a crafting recipe in other MMOs.
16:01It defines the types of commodities and resources that go into manufacturing a given item,
16:11like a laser cannon, or even a ship.
16:14The way that we use recipes, and the way that you might find them in another game,
16:19is that those recipes generally aren't used directly by the players.
16:23Instead, they're used by the design team to really sculpt the types of goods
16:31that are bought and sold at any location in the world,
16:34and that's to make that location feel correct.
16:37So, if it's a factory, that it buys and sells the kinds of things
16:42that you would expect from that location.
16:45I've been working on the back-end code side of the shopping and kiosk systems.
16:49The simplest way to describe making the shopping component we have
16:53is talking with the various systems that are all involved in the player making purchases and transactions
16:58through the whole process of using a kiosk or using a storefront to buy things
17:03and then have that enter into your persistence.
17:05So, commodities make up a big part of the economy
17:08because everything within the game is created from one of the resources that runs through the system.
17:15Iron, gold, titanium, hydrogen, oxygen.
17:19To get commodities into the game means that we can start building the foundation
17:23for creating an actual economy where if deliveries aren't being made to a location,
17:29then all of a sudden their manufacturing capability is no longer at its peak performance.
17:33So, their demand goes up, prices go up.
17:36You can start to get that fluctuation in pricing.
17:39So, in terms of the beginning point, this is really a big step for getting that in place.
17:44Some of the big challenges for developing this economy is unifying the scale
17:49because, as you know, we have items from super tiny and inconsequentially priced
17:56all the way up to these massive battlecruisers, right?
18:01And they all have to fit somewhere on the same scale.
18:04And so, that's been probably one of the biggest challenges.
18:10And the others are just the scope of the amount of work that has to get done
18:17in terms of building the recipes and, you know, even to the point of building the individual shop inventories
18:23because that's all done by hand.
18:25And we have a location and we want it to buy and sell certain things.
18:30So, we actually, as designers, have to go in and, you know, determine what is bought and sold there.
18:37When you go and buy these commodities, you're going to buy a bunch of iron, say.
18:41I mean, where's that iron going to go?
18:43Your ship, right?
18:44That makes the most sense.
18:45It's got to go in your ship.
18:46But what if you have multiple ships?
18:47So, obviously, there needs to be a way to say,
18:49Oh, I want to put this in my Hornet or, you know, I want to put this in my Idris.
18:52I want to put this stuff I'm buying right now in this ship.
18:54And you've got, you know, cargo grids.
18:56You've got this whole other system that's being developed of how much stuff can we put in the ship
19:00and how is the player going to decide what ship to put it in?
19:03So, a lot of these options lead to needing very dynamic solutions on the code side.
19:10We need to accommodate putting these commodities anywhere.
19:13We need to give the player the option to select where they're going.
19:15We need to save where this stuff is kept.
19:18Because, certainly, you might think, Oh, you know, it's just in the ship.
19:21But it becomes very complicated on the persistence end of things.
19:24When saving what the player has done, well, where did they keep it?
19:27You know, all of this iron you need to keep track of,
19:30Oh, well, it was left in this cargo bay of this ship,
19:32which was on this port of, you know, this space station.
19:35A lot of these different systems are, first of all,
19:38not always running directly on your computer at home.
19:41Sometimes running in our SIG backend systems.
19:44And there's also a lot of asynchronous events and calls.
19:47So, you have to wait for things to happen, basically.
19:50You have to send messages and wait for answers
19:51rather than just getting immediate feedback.
19:53Because, again, like I said, the shopping component
19:56really exists at the center of a lot of different things communicating.
20:00I also set the prices for the commodities.
20:03And it's a similar process.
20:05It doesn't have quite as much...
20:08It's not quite as intricate as the pricing for the items
20:12because there aren't, you know,
20:15gameplay values associated with this
20:17that I need to take into account.
20:19So, we actually have a tool
20:22that we internally call TradeSlayer
20:24and another one called PriceFixer
20:26that help with this job.
20:28And TradeSlayer is primarily for fixing the...
20:31or setting the prices for the commodities.
20:34What it does is it helps me figure out
20:36what the base value for a commodity should be
20:38based off of a bunch of different analytics data points.
20:43and then it also helps me figure out
20:45like what the ranges that those should fluctuate in.
20:49And then PriceFixer does a very similar task
20:53but it's quite a bit more complicated
20:55and that helps me set the prices for the items
20:59but then it actually takes that one step further.
21:03And then I use those items to help me value a ship.
21:07So, it goes all the way from
21:11pricing a countermeasure launcher
21:14to the price of a Constellation
21:17with the included P-52.
21:19Some of the challenges that we face
21:20when designing this was, you know,
21:22CR really wants that tangible feel.
21:24He wants to be able to see the items.
21:26He wants to be able to see how it's going to look
21:28on, you know, a ship or, you know,
21:31in the place that it belongs.
21:33So, doing that in a way where people don't have to navigate,
21:36you know, 5,000 different layers of a hierarchy
21:39in a window, having that be understandable
21:41and intuitive to the player
21:43was the big challenge here.
21:46Complexity for the economy is pretty deep
21:48because it is tightly integrated with the gameplay.
21:52A large portion of my time is spent
21:54interfacing with the tech design team
21:56just to make sure that I understand
21:58how the item progression curves work
22:02and what the expected types of play are
22:07for those items so that I can make sure
22:11that, you know, they have the right price.
22:13One of the most exciting things about building a kiosk
22:15was the visual style side of it.
22:17There's going to be a low-end,
22:18kind of like an old-school DOS prompt BBS forum style.
22:21And then we also have a mid-end,
22:22like a mid-2000s web 2.0 style.
22:25If you go to Grim Hex is where you'll see
22:27the low-end kiosks.
22:28Port Alisar, for example,
22:29have kind of a mid-nice range kiosk.
22:31One thing we had to take into account
22:33was branding of this interface.
22:36So when you go into a shop, say, Kassaba outlet,
22:39you'll see the logo and the color scheme applied.
22:42It's all one underlying system,
22:44but we swap out the graphics
22:45depending on the store and the manufacturer.
22:48It was really fun to design the old-school style one,
22:50the low-end one.
22:51Just kind of develop these frame-by-frame animations
22:53that you would see old, you know,
22:55DOS games and things like that.
22:56When I talk about the shopping code
22:58and it existing sort of as this glorified middleman,
23:01this intermediary step between a lot of moving parts,
23:04one of those parts is subsumption,
23:06like back-end shopping service.
23:08There's a whole bunch of back-end services we have
23:10as a part of subsumption and the diffusion system.
23:13One of those is the shopping service.
23:15What the code that I'm writing does,
23:16it communicates to this back-end service,
23:18which exists on our SIG servers
23:20and gets inventory information.
23:23Alisar, Dumpers Depot, or Cassava
23:25has this inventory with these prices,
23:28this quantity of that item.
23:29And every store has a unique set of information.
23:32And so we need to communicate to that back-end service
23:35and periodically update, restock, things like that.
23:38And there's just a large communication chain
23:40of different moving parts
23:42that need to be talked to at different times.
23:44There's definitely a lot of communication
23:45that happens between these different teams,
23:47like the UI kiosk team
23:48and myself, the shopping back-end team.
23:51Because we're in different countries,
23:53it's a lot of back-and-forth.
23:54It's, oh, okay, so we need an interface like this.
23:56We need to have this line of communication.
23:58Oftentimes, we'll create function interfaces
24:00so we can say,
24:01this is exactly the code you need to call.
24:04Even if I haven't written it yet,
24:05this is what it'll look like.
24:06The kiosk actually requires
24:07a lot of different changes to go in for 3.0.
24:09So we needed, you know, persistence for ships,
24:13persistent DB as far as their inventory.
24:16So as people purchase goods,
24:18they have to fly a ship to a location,
24:20purchase the stuff that they want on that ship,
24:23fly that ship to another location in order to sell it.
24:26So it doesn't allow people to go to any location they want
24:28and spawn any ship.
24:30It forces them to fly their ships around the universe.
24:33So previously you were able to just do, you know,
24:35oh, I'm a Grimpex and I want my freelancer now
24:37or I want my Hornet now.
24:38So now that people have to fly these things around,
24:41it's going to force them to think about like,
24:43ooh, maybe I need an escort back to this other place
24:45because I want to leave this ship here,
24:47but I want to, you know, get a different ship
24:49and bring it over here
24:50so I can buy or sell some things for this ship.
24:52Prices will change based on inventory levels
24:55and stock levels.
24:56And those inventory and stock levels
24:59are set on a per-location basis.
25:02So you can have two different cassavas
25:04in two different parts of the world
25:08that have different pricing schemes.
25:12And it may be that they have the same base price
25:14for a given item,
25:15but due to the fact that one of them
25:18might be farther away from a distribution point,
25:21that it gets restocked less often
25:23and therefore the price stays higher on that item
25:27more regularly than at the other shop.
25:30And that's just one example of kind of the complexity
25:34that we should be able to deliver in 3.0.
25:37Your player persistence is everything
25:39that you own as a player.
25:41So it could be the commodities you have,
25:42you know, how many SCO iron do you have
25:45or what shirt are you wearing?
25:48So that would be your player's persistence data.
25:50Luckily, that system already exists,
25:52so it's constantly making improvements to it.
25:54And so this new shopping code we have
25:56has to interface with some of the older parts of persistence
26:00and some of the newer parts as well
26:01so that we really make sure we're saving what you do.
26:04The big thing that is going to change for 3.0
26:06is that it's really going to start to feel
26:09a lot more like the overall experience
26:11that we've been talking about for so long.
26:13Persistence is a big part of that.
26:14The ability to interface with things in the game
26:17through the kiosk is going to be another big portion of that.
26:21Cargo system is coming online,
26:23actually being able to carry things
26:25and have your ship keep track of the stuff that's on it
26:27and require people to transfer goods from A to B.
26:30That was a big part of our hauling and trading professions.
26:35That's the exciting part of what we're doing right now
26:37is it's laying the foundation for these cool features
26:39we're going to see coming up,
26:40like systemic pricing,
26:42like dynamic economies that really react
26:44to players buying things in certain locations
26:46and selling them in others.
26:47As these things start to come online,
26:49it's really going to change the experience
26:51that people are having now
26:52and turn it much more into the game that we envision.
26:55So the cool thing about the kiosk
26:56is it's in-world like all of our other interfaces.
26:58So, you know,
26:59that will have tie-ins with the interaction system
27:03where you can, you know,
27:04bring up a cursor and interact with the screen.
27:07So that will be sort of our first foray
27:10into getting interactable screens in-world
27:14working with this unified interaction system.
27:16So later on, we'll expand that to elevator panels
27:19and other in-world screens.
27:22The kiosk is a nice test
27:24because it has quite in-depth functionality
27:26like sorting and filtering,
27:29you know, pop-ups and things like that.
27:30So it's quite a complex interface
27:31over, let's say, something simple
27:33like an elevator floor selection panel.
27:35So it's a good test for us.
27:36This is the big step we've been waiting for
27:39for a long time
27:40to be able to start adding
27:41a lot of these other professions
27:42and features into the game.
27:45So I'm really excited about it.
27:46It's going to be the beginning
27:47of a lot of great things for the players.
27:49It's going to be awesome.
27:51I love the retro look of those low-end kiosks.
27:54They're really fun
27:55and have a lot of character.
27:57Yeah, you'll be able to tell a lot
27:58about where you are in the verse
27:59just by seeing what kind of kiosks are around.
28:01That kind of environmental storytelling
28:03is important considering
28:04how many landing zones the game will have.
28:07And that's all for today's episode.
28:09Thanks to our subscribers
28:11for your continued support.
28:12July's edition of Jump Point
28:14will be released tomorrow,
28:15so be sure to check it out.
28:16Definitely, it's going to be a good one.
28:18And finally, a big thanks
28:20to all our backers
28:21for helping us build this game.
28:22The level of community engagement
28:24at this point in the development process
28:25is just one of the many things
28:27that makes Star Citizen so special.
28:29True that.
28:30Until next week,
28:31we will see you
28:32around the verse.
28:36We'll see you next time.
28:37We'll see you next time.
28:38We'll see you next time.
28:39We'll see you next time.
28:42We'll see you next time.
28:43We'll see you next time.
28:46We'll see you next time.
28:48We'll see you next time.
28:48We'll see you next time.
28:49We'll see you next time.
28:50We'll see you next time.
28:50We'll see you next time.
28:51We'll see you next time.
28:52We'll see you next time.
28:53We'll see you next time.
28:53We'll see you next time.
28:53We'll see you next time.
28:54We'll see you next time.
28:54We'll see you next time.
28:55We'll see you next time.
28:55We'll see you next time.
28:56We'll see you next time.
28:58We'll see you next time.
29:00Grazie per la visione!
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