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  • 4 ore fa
Un videodiario che spiega la nave ammiraglia dell'UEE di Star Citizen.
Trascrizione
00:03The past few months there's been an awful lot going on in regards to not only the small ships but
00:09also the capital ships
00:10the should we say the big guns of the fleet for the UEE
00:12that's the Idris, the Bengal and the Javelin
00:19You've seen the Javelin in a disarray of state in the Homestead demo
00:39Il Idris è stato continuamente in sviluppo per un po' molto lungo.
00:43Ci ha avuto un po' molto molto iniziato.
00:45Ci sono molti fattori che hai bisogno di affrontare.
00:48Design, art, estetica, cinematics.
00:51Si gioca bene? Si senti bene?
00:53Ci sono tutte queste cose.
00:54Il Idris è sempre stato il primo di quella fletta
00:57per andare attraverso questa posizione.
00:59Quindi è praticamente lì.
01:00Abbiamo un quarto, credo, che c'è l'interno,
01:05che è l'interno del Missile Room.
01:06Ma questo sarà un buon lavoro, un buon lavoro.
01:09Lai il meglio fino alla fine, diciamo.
01:11La storia di Idris è iniziata come un po' molto più piccolo.
01:15E, come abbiamo fatto molto bene in l'Università,
01:18abbiamo fatto cose più grande e più grande e più grande.
01:20Durante il sviluppo di squadron, abbiamo realizzato
01:23che il船 non sarebbe più grande
01:25per aiutare le necessità della storia.
01:27Ci sono molti più spazi che abbiamo bisogno di entrare.
01:30Il hangar ha bisogno di sentire più grande e migliore.
01:34E, you know, c'erano molti più necessità
01:37che sono stati da, diciamo, di scrittura.
01:39Quindi abbiamo fatto il nostro meglio
01:41per rimanere alla fine di Rian Church.
01:46Ovviamente, quando il船 si è diventato
01:48e diventato,
01:49si è diventato un po' più tubbier,
01:50e diventato,
01:50quindi abbiamo legato la storia di Tavia.
01:51Quindi abbiamo l'entendolo,
01:52come si è diventato,
01:54come si è diventato,
01:55come si è diventato,
01:57come si è diventato un po' più angliore.
02:00Ma è un po' più angliore,
02:00ma è un po' più angliore
02:01per mantenere l'ingine.
02:03E, come si è avuto,
02:05si è diventato,
02:06è diventato più spostante.
02:07Non è non cresce mai.
02:08The beautiful thing about the Idris is that when you take the exterior shell away from the ship it does
02:17genuinely look like an oil rig inside.
02:20It is so packed full of stuff, it's quite crazy.
02:25There's very little negative space every kind of square inch is used.
02:28So we've been as efficient as we can be.
02:31We've also kind of, you know, we've tried to make, I've always kind of approached it in a way of
02:37it needs to feel like a really nice space to walk around.
02:42And it should feel, it should flow.
02:45You should never kind of, you should never kind of walk into walls when you go through a doorway.
02:49It should always kind of, you know, golden rule is the pretzel design as I call it.
02:53When you walk into a room you should see your exit or your entrance within 60 degree.
02:57That's your field of view.
02:58So there's all these kind of little things that we try to take into account.
03:01So when you're playing, you know, the big games like, you know, Battlefront and Call of Duty, you study the
03:06level design, they do that very well.
03:08So that's something that I've always tried to push forward as well.
03:10And also to try and try and bring in some kind of verticality where possible.
03:15So you'll notice there's a lot more steps up and down, you know, there's all these, and it kind of,
03:19it is an absolute nightmare to performance capture with this stuff.
03:22But it does genuinely feel a little bit more alive than just this kind of flat plane.
03:31The javelin was always in a good place. I was never going to sweat it.
03:33It was always going to kind of take care of itself as long as we kept the primary focus on
03:37the Idris, which is your home, should we say, during the story of Squadron.
03:41So, and then we've got the Bengal, which is the, should we say, well, it's the first ship you saw,
03:48massive challenge, massive undertaking.
03:51It's not as black and white as going in and going, okay, we're going to make this big ship.
03:55It just doesn't work that way. You have to take into account budgets, view distance ratios.
04:00Can we load stuff efficiently to therefore squeeze more out of the engine?
04:04The exterior, the style of it kind of lends itself to this already. It's very kind of polygonal in form.
04:09So we've got a lot of planar services that are easy to work with for the engine, and they're always
04:14going to light well.
04:14So there's a lot of factors that we play to our strengths.
04:18When you study a fleet in not only Star Citizen, but if you go back through the history of very
04:23kind of successful sci-fi films,
04:25and I think the film that executed it the best of all ever was the opening to Star Wars.
04:30You know, you see the runner kind of go across and it's got these soft forms and it's generally kind
04:36of very softly lit.
04:37There are lots of cylinders, lots of, you know, fillets, should we say.
04:41You kind of understood without even seeing the Star Destroyer what was going on and who was on board, right?
04:47And then you have this very aggressive angular monolith kind of come over you,
04:53and you kind of understood instantly, no music cues, what their role in the universe was.
04:59And that's something that we try and achieve with the design and the execution of the UE fleet, right?
05:06These guys are your friends. They're not here to kind of, you know, be, shall we say, like, aggressive.
05:12They are the human element of this story.
05:15So when you study the form of these ships, they're very much in tow with that very much educational first
05:2330 seconds of Star Wars.
05:25So, you know, and then, of course, you know, you can roll into like Vandor and stuff like that, which
05:30you will see further down the line that is the bipolar opposite of that.
05:33So you should, you know, it works both ways.
05:37If you see a ship and it's like a 10 pixel silhouette on your screen, you should get who it
05:43is and if they're friendly or if they're a foe.
05:46And you should also understand if you're stood in the corridor and you've just spawned and you just look at
05:50a wall panel, you should understand exactly where you are just through the basics.
05:55And that's, that's what we've tried to do.
05:57So they're, they're, they're, they're kind of three big bad boys that are in production right now and, and are
06:03moving on at quite a rate.
06:04.
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