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Un lungo video di spiegazione su diversi dettagli di Star Citizen.
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17:12Israeli a Fli вже che non ne restainguaно poetatrice.
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17:41era QA finding that they could place down a liquor cabinet in their hangar, take a few
17:48swigs from a bottle, get slightly blurry vision wise, then decide they don't want to be in
17:58the hangar anymore, they want to go fly their ship in free flight, however with this new
18:03flow the player's not being destroyed and recreated, so unfortunately for you the player
18:10you now find yourself in the ship with blurry vision trying to fly through space
18:17which is probably not the best thing for a player to be doing so something we'll
18:25obviously be looking to fix but a nice illustration of the kind of interesting
18:31challenges that we're facing fixing up this new flow. Mega map for multiplayer is a
18:37little bit more complicated it builds on top of the the single player
18:40implementation. The tech is the same up to a point, the additional challenge is that
18:45each level in our multiplayer game lives on its own server to handle the tens of
18:49thousands of players who might visit it at any one time. A multiplayer match and it
18:56comes to an end and you want to change to another multiplayer game mode and map
19:02then you're gonna have to unload the map that you're in, say Dying Star, go back to
19:07the front end, make your selection as to what you want to do and then load into the
19:10the next map, say Broken Moon doing Pirate Swarm or whatever. Because you're
19:15going from connected to a server back to the front end we've got to drop the
19:18connection but we've got to keep the mega map in memory, empty out all its contents, put
19:23all the front end pieces in, let the player make a selection and then go and connect to
19:27another server while keeping a map in memory at the same time and then
19:31streaming all the new pieces for the new map. It's a bit like trying to unplug
19:35your computer and then re-plugging it without losing power and that's not the
19:39way we've been doing things before it's been very much get to the end of a match
19:44you drop the connection to the server you clean everything else and it's kind of
19:48like a hard reset of the system, load in the front end, make your selection, end of
19:54that hard reset of the system, connect to the next server. So we're just keeping
19:59the map in memory but switching connections to servers and switching
20:03between single-player multiplayer game modes at the same time without doing this
20:09this reset which is a bit of a challenge because the way the engine is being
20:14built it's kind of the assumption that once the system starts up it will either
20:18be in single-player mode or it will be in multiplayer mode and it will always stay
20:22that way until the system shuts down again but now we're changing these
20:26things dynamically all the time and so that can create a lot of bugs so it's
20:30kind of been a process of trying it out, finding out what it breaks, fixing it,
20:36trying it again, finding out what it breaks, fixing it and we just keep doing
20:40that over and over. Taking a system like Crusader and extending it you might have an
20:51object container for each of the stations, each of the comms arrays, there'll be an
20:55object container that contains references to the object containers for where all
21:00these other things are and they'll just be sort of left there very lightweight
21:03form and then as you head towards say Port Olisar the object container for Port Olisar
21:08will get loaded in and expanded and that may contain other object containers that
21:12contain parts of the interior or different decks or whatever and they'll
21:15get loaded in on demand so it kind of you have a skeleton structure that's
21:21defined by an object container and then you can fill in the various parts and
21:24collapse them down again and load out another part and then what scale are going
21:28down to but say a room's an object container and assemble them together to make a
21:33deck assemble them together to make space station that's an object container
21:36interior exterior possibly could be different object containers that's linked
21:40to an object container in space it says where that space station is and that'll
21:46be painted by the sort of root system object container that says where all the
21:49different space stations are in that system and different planets and so on so
21:53it kind of scales out that way but so far it's only been done for the
21:59star marine maps and arena commander maps and when we bring this technology over to PU it will have
22:08to be done through Crusader and the other systems that are going to come online and so it's a lot
22:13of
22:13work that we need to do still but the the technology is kind of at the point where we can
22:18start seeing the benefits of it now star citizens a question of scale really isn't it
22:23it's it's taking a standard game and making it much bigger than than anything
22:28else that's you know currently out there and and the only way you're going to be
22:33able to do that is by focusing on what the player needs to know and tailoring
22:37that experience for each player even though it's all connected to the same server so
22:41you're always looking for opportunities to to not do something and avoid that
22:46little bit of work well on the computer side of things anyway here
22:52thanks guys for that insight on mega maps cutting down on wait time is really
22:57important to improving gameplay yeah absolutely I also look forward to seeing
23:01the multiplayer mega maps rolled out in star citizen yeah and then many players
23:07will be able to quickly traverse the universe at the same time now before we
23:11wrap up today's show we want to express our gratitude to all of our subscribers
23:15yeah shows like this one would not be possible without your support which is why
23:20we are rolling out new subscriber perks due to popular requests from our
23:25current subscribers we've got a third edition of jump point in the works and
23:29we're also making the free flight of the month a permanent edition for all of the
23:33subscribers more details on the subscriber perks so take a look
23:46hey everyone i'm sandy gardner and i'm alexis we wanted to take this chance to thank all of our
23:52subscribers both centurions and imperators for your ongoing support we look forward to continuing the
23:57journey with you and we've updated your subscriber perks if you're new to the star citizen community
24:02star citizen subscription programs were created to provide an added level of community interaction
24:07and offer you some unique perks as a subscriber centurion or imperator you get access to jump
24:12point jump point is star citizens monthly magazine featuring interviews with the dev team in depth
24:18looks at the process of building game assets along with new fiction and lore pieces there is also the
24:24vault which is updated weekly with all sorts of ship concepts environments and characters
24:29subscribers allow us to create all of our video content shows like around the verse bug smashers lore
24:34maker's guide to the galaxy happy hour and citizens of the stars as well as more in-depth events like
24:3910 for the chairman and subscribers town hall we like to put you behind the scenes hearing from the
24:43creators themselves about the development of star citizen centurions and imperators get exclusive
24:48access to submit questions for chris and the rest of the dev team to be answered during 10 for the
24:53chairman or town hall videos you also get access to the subscriber forums where you can interact with
24:59other subscribers and myself as well as participate in subscriber only polls and q a threads a new perk
25:05for all subscribers is our ship of the month club that's where we unlock a ship for subscribers to test
25:10fly so if you're dueling it out in arena commander or exploring the space around crusader you can try out
25:16a new ship every month imperators will also have access to test fly all available ships and variants
25:21when new patches go live for a duration of one week subscribers get a variety of other extras
25:26including early access to event tickets and discounts on physical merchandise as well as subscriber
25:31exclusive merchandise and for the collector and you there's a free hangar decoration every month
25:36these have ranged from models of ships glowing algae plants and even an ancient underwater creature
25:41skull for your in-game hangar imperator subscribers get a little extra double the flare double the
25:47discount coupon plus your ship of the month roster is expanded too you can get access to some of the
25:53limited alien ships like the vandal john and banner ships as they become available so again thank you
25:58to all of our subscribers and we will see you in the verse
26:10in addition to the new subscriber perks all active subscribers or anyone becomes a subscriber before april 17th
26:18will receive an awesome piece of flare a big benny's vending machine cool that's a great addition
26:25to any hangar and if you're interested in learning more about our subscriber program click on the link
26:30in the description below uh and that's all for today's show again thank you to all of our subscribers as
26:36well as our backers none of this would be possible without you so so much thanks for everything
26:43also please join us tomorrow at 12 pacific for star citizen happy hour for a special game development
26:48episode jared huckabee tyler nolan and tyler witkin will be joined by technical designer calyx reno and
26:55after the excitement of last week's basketball half court reveal in the uk studio update calyx will try
27:01his hand at creating a first pass game mechanic that might make it possible to shoot hoops in the game
27:07of course this isn't a mechanic currently scheduled to go in game but it'll be a fun behind the scenes
27:11look
27:12at visual scripting all the same wow sounds like a must-see episode thanks for watching and we'll see
27:18you around the verse
27:47thank you for watching so if you want to keep it with the latest and greatest in star citizen
27:51and squadron 42's development please follow us on our social media channels see you soon
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