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La nuova puntata del documentario "Around the Verse" di Star Citizen mostra nuove immagini di gioco e in particolare le lune che verranno introdotte con l'aggiornamento 3.0, pianificato per il 29 giugno.
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00:16Hello and welcome to Around the Verse, our weekly look at the development of Star Citizen. I'm Sandy Gardner.
00:22And I'm Chris Roberts. So in last week's ATV we shared a look at the Bannu Defender and some of
00:27the lore behind the Bannu species.
00:29On Tuesday we followed that up with a Subscribers Town Hall that went into more depth on the Bannu culture
00:34and the design of the Defender.
00:36And since this is the last weekend of the Defender concept sale, it was a great opportunity for the team
00:41to answer subscriber questions about the new ship.
00:45Yeah, so definitely I would recommend if you haven't watched last week's ATV or perhaps had a chance to check
00:52out the Subscribers Town Hall,
00:53to do so because it was a really interesting deep dive into the Bannu culture and the sort of design
01:00thoughts behind creating the Defender.
01:03So also this weekend a number of CIG team members attended BrisbaneCon. It was a great opportunity for us to
01:09connect with the community by participating in two Q&A Dev panels.
01:13We're so grateful to the backers who organized the event. Thank you guys very, very much.
01:18Yes, thank you. And the photos that Brian Chambers shared about the panel were pretty fantastic.
01:22It seemed like a really great turnout and we can't wait for the next one.
01:26Indeed. And speaking of Brian, let's go to Frankfurt for their studio update.
01:30Hey, everyone. Welcome back to Germany. I'm Brian Chambers, Development Director of our Frankfurt office.
01:37Thanks for all the support and comments in our recent progress.
01:40Our global teams are working hard, as you can tell, and it's honestly fun to give you some insight and
01:46show off what we've been up to.
01:48So let's start off this time with the VFX team.
01:51Work is steadily moving forward as they continue to work side by side with the engineers to flesh out the
01:57tools and tech required for the procedural planets.
02:00They've also made progress on the manual setups required to spawn the effects in engine.
02:05And we're starting to see the moon slowly take on their own subtle personalities, which is cool.
02:10Here's an early work in progress of some of the geysers on the moon's Selen.
02:16This month, Cinematics had a new designer join the team, Philip.
02:21He's working closely with Hannes and the team to get up to speed on the script and the remaining work
02:27for everyone.
02:28The team's continuing to churn through performance capture scenes across numerous chapters of Squadron 42.
02:34The current priority are scenes that take place on board the giant Shubin Arshan facility.
02:39So they're doing a push on all the story scenes for that location so the level designers and artists can
02:44finalize the Shubin environments.
02:47In addition, they're in the process of doing edits for a big sequence for the middle of the story and
02:52progressing with setting the vista for a major story event during the opening of the game.
02:58The environment art team has been fleshing out the different procedural terrain elements of Delamar, with the surface being mostly
03:06covered with steep, spiky mountainous shapes.
03:10When placing the Levski landing zone on the planet, we had a couple of challenges, such as what's the best
03:17workflow to create the large borehole in front of the landing zone and the roads leading up to it?
03:22What specific elements do we need to make the station blend smoothly with the terrain and not feel like it
03:29was an afterthought?
03:30The exterior of Levski had a few changes made to it, such as integrating garages on the lower levels so
03:36players can make an approach with ground vehicles.
03:39The team also made progress on the mining structures in and around the borehole to give them a more functional
03:46feeling and a polished pass.
03:48They also did some final touches to the moons to help give them more unique flavor from one another.
04:40The level design team finished their design pass on the surface outpost and it now gets handed over to the
04:46art team.
04:46They'll continue to work on its modular system for a bit longer.
04:50They also started work on integrating Levski to the procedural version of Delmar.
04:56They created an upper lobby that will connect the Levski interior to the planetary surface via airlocks, as well as
05:03serve as a place for a future possible air rail to outline landing areas.
05:08They implemented garages on the surface so people can spawn or park their vehicles, as well as added new approaches
05:14to the Levski site itself with roads and parking zones with cool vistas.
05:18They also did some custom work such as planning out the elevator network and workers area, as well as adding
05:24administration offices.
05:26The TechArt team this month did some R&D work regarding foot-constrained locomotion with the end goal to get
05:34the feet properly planted on the ground with each step and really give the character a true sense of weight
05:40at all speeds and all angles, etc.
05:42In its current state, we're getting good results and we still have some refining to do for certain velocities.
05:48They also worked on some skinning tasks to widen the range of character customization and they also continue to work
05:54with our weapons team both on tools to help programmatically spot errors in the pipeline, as well as rigging for
06:01new and updated weapons.
06:03The system design team is progressing well with the actor status system. It now incorporates all the things that can
06:10happen to the player from breathing, suffocating, stamina, g-forces, drinking, getting injured, etc.
06:18They added subsystems for suits getting punctured as the player goes through combat and the ability to patch your damaged
06:24suit and recharging your oxygen tanks.
06:27The usable system is reaching its full production status and we're now starting to mass produce them for both Squadron
06:3442 and the PU.
06:36Once implemented into levels, these will make the world feel so much more alive as the AI will be able
06:41to interact with almost any item in the world.
06:44The system is incredibly flexible from simple actions such as AI leaning on a wall to more complex ones like
06:51opening up a service locker, accessing the power supply inside them, inspecting that item inside,
06:56removing a broken item, replacing it with a new one, restarting the power supply, etc.
07:02The system allows us to have either the player or AI perform those actions or have both players and AI
07:08working on the same usable together.
07:11On the social side of things, we're finalizing the design for the Spectrum game integration, which will allow players to
07:17access core Spectrum functionalities inside the game,
07:21like party creation and management, chat, friends lists, orgs, etc.
07:26The goal is to keep the great majority of the stuff available in the Spectrum app while the core functionality
07:32needed for minute-to-minute gameplay be available directly in the game.
07:36The Frankfurt QA team began testing the new Stanton system Persistent Universe level this month with a focus on finding
07:44any major gameplay blockers.
07:45The entire process of connecting to this new PU level has changed, which led to additional tweaks and testing done
07:52to our in-house server launcher tool called Catapult.
07:55With Port Olisar now in the Stanton system level, we're currently able to test traveling between the different moons, as
08:02well as landing on them, getting out, etc.
08:05In this subsumption editor, the new conversation system was recently added and was available for our initial round of testing.
08:12All issues encountered were entered in JIRA and sent over to our Austin studio to be investigated.
08:18The QA team also worked together with our internal system designers to fix up the AI basic feature test level
08:25and add behaviors for all NPCs so their designated tests could be run.
08:29The feature testers kicked off whenever new code changes are submitted to the game dev stream.
08:35With the AI basic feature test level, we're able to catch any AI related issues that could potentially be caused
08:41by a code submission.
08:43They also spent time to further expand QA's depth of testing with the particle editor.
08:48New VFX test cases were created, added to our editor checklist, and these tests will continue to be maintained as
08:55we gather additional feedback from other technical testers and the team.
08:58Our lighting team has been fully focused on supporting the upcoming 3.0 release of the moons Selen, Yela, and
09:06Daymar.
09:07Particular attention continues to be on the surface outposts and defining the level of visual quality we want to achieve
09:13for 3.0 and all subsequent surface outpost variations in the future.
09:18It's important for us to give a level of personality, interactivity, and quality to the lighting in the outposts so
09:25players will want to seek out and explore these locations.
09:27We're staying in sync with the UK studio to keep the lighting up to date as assets and layouts come
09:33closer to their final state.
09:35We're also implementing the first stage of our new light group system, which gives us the ability to alter the
09:42lighting and mood of surface outposts based on various states like low power, emergency, or hazardous conditions.
09:49The AI team in Frankfurt grew by one member this month, so they spent some time getting him up to
09:55speed.
09:56For Ship AI, the team did some refactoring of the movement system to unify the movement pipeline between NPCs and
10:03ships.
10:03This enables the NPCs while piloting ships to truly control them amongst other things.
10:09This will ultimately give the AI a finer level of control and a way to contextualize their actions.
10:15For NPCs, they did some general improvements to the AI pathfinding and navigation.
10:20AI were at times getting blocked on certain configurations of corners, and this work will resolve that.
10:26They also made some fixes for the mesh regeneration to correctly exclude areas that AI should not be able to
10:32get to.
10:33Regarding the mission system, they focused on two different chapters of Squadron 42 missions, expanding existing functionalities and adding new
10:41ones for the designers.
10:43Designers can now define and initialize through DataForge, which default missions play when entering specific game modes.
10:51Through this subsumption visualizer, they're now allowed to overwrite the starting mission for a specific level they're currently working on.
10:59This ultimately makes the setup and review of missions much more efficient for the entire team.
11:05Designers can now create what we call a platform.
11:08In simplified terms, you can think of it as a list of items that live within an object container with
11:13their own known world coordinates at runtime.
11:16A platform can be accessed by the mission logic and customized in numerous configurations.
11:21For example, an Idris would be a basic platform, and in the game you can find multiple Idris setups in
11:28different ways, occupied by pirates, another by UEE, etc.
11:32All those unique setups would all reference the same base platform of the Idris and have their own unique customization
11:39layers on top of the pirates, of the UEE, etc.
11:43The weapons team has been incredibly busy blocking out new FPS weapons.
11:48This past month, they blocked out two Vanduul weapons, four from Castec Arms, three from Gemini, one from Kahex.
11:57For ship weapons, they completed a first pass from the Knightsbridge Arms Ballistic Cannon, size 2 and 3.
12:02And this is the first ship weapon through our new pipeline to prep it for the modular upgradable system.
12:08This month, they're also assisting the UK team with props on their spare time.
12:14The engine team continued work on object container streaming to help with our huge seamless world, as well as SolEd,
12:21which is our internal tool to help easily build full solar systems.
12:24Star Citizen and Squadron 42 are developed with C++, a programming language known for high performance.
12:32But due to the language design, large projects can suffer from long compile times, if not careful, the time spent
12:40between translating program code into machine instructions.
12:43And even with careful code design, compile times for large projects like ours tend to always increase over time.
12:50So we recently spent some time doing house cleaning on existing code.
12:54For this, we had to touch all the game code files, nearly 2,000.
12:58And in the end, we improved the compile times by several minutes, which will have a positive impact company-wide.
13:05The engine team also spent time further improving the procedural planet tech.
13:10This clip of a seamless transition of the yellow moon ground surface out to space is showing off some of
13:16the improved terrain blending,
13:18improved blending of terrain and scattered objects, and improved transition dissolved blending.
13:24In the video, as the camera gets further away, the objects that were procedurally spawned on the surface are gradually
13:30blending out.
13:31There's still some work to do to get it to its fully polished state, but the progress is impressive.
13:38That wraps us up for Frankfurt.
13:40Thank you so much for all the support you give us on a daily basis.
13:44The team really appreciates it, and we'll see you in the verse.
13:49The Crusader moon environments and the Levski level design are going to be pretty fun to explore, it looks like.
13:54No, definitely.
13:55So the moons are, well, they get cooler every week.
13:59And they're actually a really great test example where we're sort of pushing our tech for the planets,
14:05which will also sort of pay off on sort of the more involved planets like Hurston or Artcorp or Microtech
14:12and beyond.
14:15So it's a great testbed, and it's kind of fun for me, and we share it with you guys, but
14:20I sort of see the progress weekly,
14:22and it gets cooler and better.
14:25So this universe is going to be awesome.
14:27With all this new content coming to Star Citizen, it's important to constantly playtest for any bugs.
14:34This job falls on a very important department, the QA team.
14:38For more on that, take a look.
14:48I'm Justin Brintford, the QA director.
14:51I'm senior technical tester at Foundry 42 UK.
14:54I'm the lead live QA tester here at Wilmslow, Foundry 42.
14:59I am a specialist quality assurance tester.
15:01I'm a QA specialist, and my specialty is the planet side.
15:05I'm the QA control specialist at Foundry 42.
15:08I'm a senior tester.
15:09I am a QA tester in the LA studio.
15:12I'm a QA character art specialist.
15:15I'm a QA lead originally from the UK office, now residing here in sunny Frankfurt.
15:19QA specialist.
15:21I am the QA ship specialist.
15:23I'm the QA manager here in Los Angeles.
15:25I'm a QA technical lead here at the Frankfurt office.
15:28QA specialist for FPS Star Marine.
15:31Destroyer of worlds.
15:35Oftentimes people will say, oh, QA, that's just sitting there playing video games, isn't it?
15:40And it's like, to an extent.
15:42But our game is not playing the game.
15:46Our game is breaking the game.
15:48My day is awesome.
15:50I come into work and play Star Marine all day long.
15:52I can't complain at all.
15:53Basically, I come into work, start up Star Marine, and try to break it.
15:59All day long.
16:00It's fun.
16:01Weapons free.
16:02Let's do this.
16:03I test the technology that's going to go into our build to make sure it doesn't break anything existing within
16:09the game.
16:10My favorite part of the job is basically get to break stuff and people get mad at me for it.
16:15But it's pretty funny because then they think, I didn't think about breaking it that way.
16:20And you're like, well, I broke it that way.
16:22In the QA, we definitely work to try and break any kind of feature we can so we can tell
16:29the developers exactly how it's broken and maybe what could be done to improve it.
16:35Our goal is to break it, yeah.
16:37Okay.
16:37This is a shiny new ship.
16:39This has just come in.
16:40How do we break it?
16:41How do we make it not work?
16:42How do we show the devs where there may be some spit and polish needed here and there?
16:48I mean, we're working on a new ship at the minute.
16:50I can't say which, but needless to say, it started off quite shonky is a word we use within QA.
16:58But within a week, we see it go from shonky to slightly less shonky, to shiny, to beautifully shiny, ready
17:05to go.
17:05Let's go kill some fools.
17:07That is not the same as playing the game all day, no.
17:09After I break other people's games, I write it up basically step by step exactly how to do it, what's
17:16happening.
17:16Sometimes I know kind of the underlying why it's happening, but it's not necessarily goes into the bug as far
17:23as my opinion of why it's happening.
17:26Just how to make it happen.
17:27QA is like where the rubber meets the road in terms of development.
17:32So you have all your disciplines coming together and then QA is right there making sure that everything's working properly.
17:39And so then making sure that the magic happens, so to speak.
17:42When we find issues, we have to reproduce the issues, so we will find the cause for the issue.
17:48We have to touch pretty much every discipline, whether it's working in the editor, whether it's working in Squadron 42,
17:53Star Marine, Arena Commander, the Persistent Universe.
17:57We need to be an authority on pretty much anything because our local developers and designers cover most of those
18:04bases.
18:04What we do is pretty important because it will prevent something catastrophic happening to the build, which not only affects
18:10the testing, but affects the developers that could be working it as well.
18:14My job is really exciting because I get to do something different every day.
18:17I get to use the editor and Maya and Photoshop as well as in-game stuff.
18:23I get to do a lot of Squadron 42 and really learn a lot about the characters and the story.
18:31Good to have you back in a fight.
18:32Take on specific dev requests to test their new changes or features that come in, as well as fixes.
18:41Usually when we come in every day, there'll be a new build for us.
18:45And then what we'll have to do is do something called a sanity check on them.
18:50And this will be just so that we can quickly run through each of the editor sections and quickly say,
18:57this works, this works, this tool is okay.
18:59And we can send out a list of what's broken, what's not to the designers.
19:03With me, it's the controls, which is quite a broad area of speciality as the control scheme is really, really
19:11large.
19:12There's probably about 120 plus different mappings of keys across all the different areas.
19:17It's quite an arduous undertaking, but it's fun and it's really interesting.
19:23I take point on the spectator camera, patch notes, some technical writing and some training.
19:29I get to fly spaceships and I get to blow up spaceships.
19:33And whenever anybody needs somebody to fly a ship, they come to me and that kind of makes me feel
19:37good.
19:37Two particular tools that we do test would be the Loadout Editor or the Planet Editor.
19:42Those are great fun to test and work in.
19:45The Planet Editor, it's been fantastic seeing all the work that's gone into procedural planets.
19:50And being able to go into the editor, launch that tool and just from nothing create our own QA planet.
19:58Putting mountains, valleys, deserts or anything.
20:01It's a lot of fun whilst you're testing because who doesn't want to see Gary Oldman carrying a mop and
20:06a rail gun all at the same time.
20:08When a release is approaching, we start out with a build that's fairly unstable and broken.
20:15And so we will continue to test it iteratively and report to production and stakeholders the most major issues so
20:23we can start to stabilize the build and get it functioning on a basic level.
20:28Basically, when we get a new build, we do a flow checklist. Whoever is around that's working on specific things
20:34will do their section.
20:35We pull down shelves for fixes. We have to build our own code half the time.
20:39Yeah, we have a lot of things that fall outside of the realm of normal QA duties.
20:43So you grab their change list and then you compile a new build with just that code.
20:48And that way you can catch anything that's a major issue before it gets submitted into a major branch, which
20:53will then possibly impact other people's ability to do their work.
20:57Then afterwards, usually we'll have a play test.
21:01So that will involve most of QA in the UK. Sometimes we'll have to liaise with our US brethren and
21:09we'll take part in large multiplayer tests.
21:12And we'll be looking for very specific things that usually goes above the head of the average QA tester, including
21:17myself.
21:17I believe today's test was on serialized variables.
21:22So if anyone out there knows what they are, that'd be grand.
21:25The play test usually lasts for about an hour or two.
21:28And then towards the end of the day, that's where I'll go to my specialist area and I'll look at
21:35any new issues with controls.
21:37I'll collate feedback usually from the play test for controls.
21:40Make sure that if there are any new designs in or if there's any other people that I need to
21:44speak to, I'll usually get that done.
21:46There are literally hundreds of bugs that are rented every day and there's always some gems in there.
21:52The stuff of nightmares to just general fun all over the place.
21:57The funniest bug I've found in Star Citizen still has to be when the ship spawns for an AI, the
22:04AI will fall out of the ship.
22:07So basically, you know, ship spawns in and all of a sudden the AI just goes right through the ship.
22:14And the ship just starts flying without any AI in it. And it looks like it's an auto-piloted ship.
22:21I would probably say most recently that I found would be if you're in Star Marine and you ADS, which
22:29is aim down the iron sights,
22:31and then you try to pick up another weapon, the camera would quantum travel outside of everything.
22:38Basically, you'd be an out-of-body experience, which is really awesome.
22:42It's 100% repro. Everybody got it. And nobody found it until I did.
22:46It was one where, like, if you died, your body would start swirling like this.
22:51And then if you did it just right, it would pan out.
22:56And then you got to see, like, the whole planet on Broken Moon.
23:00And that way, like, you could see, like, everybody's fighting kind of like micromachines.
23:03And you see, like, little specks going and you'd realize that the planet is made, but it's not meant to
23:09be seen from that view.
23:10It was really weird, but it was super cool looking. Like, I loved that.
23:13When tasks come through, often they'll be divided into certain disciplines.
23:18So is the task relevant to, say, Star Marine, FPS combat?
23:22Is it relevant to ships? Is it relevant to the persistent universe?
23:26Is it relevant to weapons, shields, the hundreds of thousands of different little things that we've got, obviously, in Star
23:34Citizen?
23:34Thankfully, we've got a great DevOps department in Austin, Texas.
23:38So with the difference in time zones, they'll be covering most of the hours where we're signed off.
23:44And when we come in, they'll be signing off, usually with some sleeping messages and updates of how everything's going,
23:51anything we need to follow up on.
23:53We do a handoff with the UK in the morning and the Germany teams.
23:56So we work very closely with the QA department in Frankfurt. They are almost entirely specialized on testing the engine
24:03and the editor.
24:04And we've got a good flow of communication and knowledge between them and us.
24:08The cool thing about working, at least here with the engine team, is when we find issues, we can actually
24:13send them to them on the fly.
24:16So we will message them directly and be like, hey, I found this issue. I think it might be related.
24:21Do you want to take a look now?
24:23And then if they take a look at it, they can come up with a fix.
24:26It's just like a rinse and repeat until we get a set of binaries that's pretty clean, meaning like no
24:33crashes, no weird issues that could be related to what their changes would bring into the build.
24:39Here in LA, we work with the devs. So when they have very specific testing requests, we're here to fulfill
24:46those requests for them right away.
24:48And that way they can get their fixes in so things can keep progressing as fast as possible with good
24:54quality.
24:55Nice work.
24:5624 hour, seven days a week development is challenging for QA, obviously, because we get so many changes come through.
25:02Something may change within an hour, within half a day, within a full day, within a week.
25:06And they might happen in LA, they might happen here in the UK, might happen in Germany. We just don't
25:13know.
25:13We have developers all over the place changing all little bits and bobs.
25:16However, we're supported by three other awesome teams, one in Frankfurt, Germany, one in Austin, Texas, and one in LA.
25:23So we, on a day to day, we will hand off to each other.
25:27And they did one last night, well, last night for us, afternoon for them.
25:32So it doesn't have to just be locally siloed and we can continue the testing through other departments and other
25:39studios.
25:40The question I'm often asked is, how important is the issue council? How important is the forum?
25:46And I think everyone in QA would agree with me when I say, massively important.
25:52Like, when we're testing the game, obviously we create numerous test cases, but there's always the one or two little
25:59scenarios that you don't think about.
26:01And that's what the backers do for us, because they actually go out and play the game, not to break
26:06it, just to enjoy it, but will invariably break some things as they go along.
26:11So having those guys there, like, actually willing to report it and show us step by step how to reproduce
26:20videos, screenshots, all these kind of things, they point us in the right direction.
26:25And oftentimes it can lead to massive issues that we may have overlooked being brought to light, then fixed, then
26:33a better version of the game.
26:34There's always something new being added, sometimes last minute that needs to be tested. If they add new features, it
26:41could break 30 other features that it just barely touches.
26:45So that needs to be thoroughly tested. That's why we have players and testers kind of working together to get
26:53everything worked out.
26:54In my particular role, I get to do so many things, because of course there's the testing and there's, of
27:00course, destructive testing, and then there's even more testing.
27:03But I also get to, again, help with patch notes and help with training the people who are not familiar
27:09with our current processes.
27:11So I get to educate a lot of people who, sure, they've been in development a while, but they haven't
27:15been in QA for quite some time.
27:17And so there's a lot of new ways that we're tackling problems and kind of just bringing everybody onto that
27:22same page.
27:23I really love that about QA, ensuring, like, hey, we're getting to the finish line. Let's do it all together.
27:29We've got this. Let's make the best product that we possibly can.
27:35It plays out to ramping towards live by getting kind of the major issues found out before it goes to
27:45live.
27:45I want to make sure that I send out a game that people are having fun playing and don't experience
27:53crashes or lags or that kind of major buggy issues.
27:59It's a whole different world when the live environment gets their hands on something. You know, as many employees as
28:06we might be able to have working on something and being able to focus on something beforehand, obviously it does
28:12not compare to when it hits live.
28:13I expect things to get pretty hectic with 3.0 coming up with so many changes coming to procedural planets
28:19and the ships, cameras, different key bindings that we're going to be doing.
28:24All these different changes that we want to make sure are just perfect for our players are coming up and
28:30are going to be where we want them to be, ultimately.
28:32I foresee some incredibly long, incredibly long nights and nights to days and otherwise.
28:41I had it quite easy back in my old job. It was 10 minutes from where I lived. You know,
28:45I could stroll up there here. I travel an hour every day to get here.
28:49I would rather travel the hour every day to come here than strolling up 10 minutes to the last job.
28:56Like when I first started during one of our first social kind of things, I was talking to Aaron Roberts
29:03and I uttered the sentence, well, I'm just QA.
29:06And he stopped me and said, I'll never hear that. I will never hear the words just QA.
29:11You know, and he just reinforced how important our work is. You know, I come to work every day, you
29:18know, okay, maybe not every day with a spring of my step.
29:20We all have our off days, but I know that when I go home from that day that I will
29:25have done something meaningful and helped, well, make the best damn space sim ever.
29:30The relationships that are formed in here are so different from previous positions that I've worked in QA.
29:37As I say, the most contact I've had with developers previously was just feedback on bugs.
29:43Anybody that comes into QA, if they're so inclined, they can dig into a different subject as much as they
29:50want.
29:50And as they develop that knowledge, they can become a specialist and then a subject matter expert for the rest
29:57of QA.
29:57And I think that can be incredibly valuable to the team.
30:00So the skills a QA would probably need would be curiosity to start with.
30:06Because, yeah, a lot of it will just be a case of, well, what happens if I do this?
30:10What happens if I do this or this? And going against what the logic is put in place.
30:16Even though, like, you're not or I'm not actually the one fixing it or James is not that one actually
30:21fixing the issue, it just sort of feels like you were part of the fix in that sense.
30:27Because you found it, you brought it to someone's attention, it was fixed, and now the next build won't have
30:32that issue anymore.
30:33I have heard many stories about QA, you know, being separate from the dev team.
30:40And I've never actually had that experience of being separated from the dev team.
30:45So for me, this is pretty normal, whereas, you know, other people always tell me, QA here is great, you're
30:52so lucky.
30:53And I'm like, nonsense, yes, I have been lucky. And it's everywhere I've been, it's been great.
30:58You know, I get to, you know, to work directly with devs and, you know, give them direct input or
31:05feedback.
31:06And, you know, I get to see that feedback taken. So here it's, it's fantastic.
31:13You know, working with any dev team is fantastic, especially when you're a QA tester.
31:17We just work to make sure that the build is the best it can be before it goes out and
31:22everything's working like it should.
31:24So when Aaron said to Michael Dalston, there's no such thing as just QA, he was speaking for the both
31:28of us.
31:29Their task of breaking the game sounds fun, but it would be hard to overstate how important their role is.
31:34Yes. And that's also why we appreciate the community submissions to the issue council and, of course, our dedicated Evocati
31:41team.
31:42Yeah, I mean, it really isn't the funnest job to be on the front lines when the game doesn't work
31:49and you have to report the issues
31:51and actually figure out how to report them in a structured manner so a programmer can repeat the bug and
31:56then fix it.
31:57So, you know, our frontline QA plus the community members that really go out there and try to, like, find
32:04the bugs and write them up.
32:06You know, they're doing a massive service to everybody that will play the game down the line
32:11and even the people that play the game when we get to what we call our sort of live releases
32:15because their work sort of paves the way to make the game fun.
32:19And, you know, having that huge base of both pretty large internal QA but also the external group of you
32:27guys out there
32:28is actually, you know, a massive asset to our ability to build something on the fly as we're doing it,
32:37having you guys play it as we develop it. So, it's cool. Thank you very much.
32:40It's very cool. Community feedback is very important across the board for us at Star Citizen.
32:45And we've also heard your requests regarding new merchandise in the RSI store, which is why we're adding five new
32:51pieces tomorrow.
32:52And also tomorrow, subscribers can get an exclusive Polaris t-shirt in the Star Citizen store, so check it out.
32:57Yeah, and we've got a new Ship of the Month as well. Starting May 1st, all subscribers will be able
33:02to fly the Buccaneer all month long.
33:03And it's a pretty cool ship, so have fun with it.
33:06It is a cool ship. And if you want to know more about our subscriber program, click on the link
33:10in the description.
33:11Okay, so that's it for this episode of Around the Verse. Please join us tomorrow at noon Pacific for Happy
33:17Hour Museum.
33:18Ben Lesnik will reveal the history behind some of these smaller Wing Commander games like Wing Commander Academy and Armada.
33:25And I also want to thank all of our subscribers for supporting shows like Happy Hour and this one, ATV.
33:31Of course, and Star Citizen only exists because of our backers, so I just want to say thank you to
33:36everyone who has supported our game.
33:37Thanks for watching, and we'll see you...
33:40Around the Verse!
34:08Thanks for watching, and if you want to keep it with the latest and greatest in the
34:11Star Citizen and Squadron 42 Survivalment, please follow us on our social media channels.
34:15See you soon!
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