- 15 minuti fa
Video di Star Citizen che spiega alcune scelta fatte per la recente CitizenCon.
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00:00www.sitizencon.com
00:32Chris has very high expectations, and I think a lot of us do, and we all want to match them.
00:38But I think together with the directors and Chris and those kind of late night things that we have, we're
00:44able to actually deliver.
00:51We are two weeks away from CitizenCon.
00:54So for CitizenCon, we're actually working on two demos. ProcPlanet V2, also known as Homestead, and a full chapter of
01:02Squadron 42.
01:05We've planned for this for several months in advance.
01:09It's a matter of getting things polished now and getting things in and looking good.
01:14So in usual Star Citizen style, everything's coming in hot, but I think we're looking good.
01:18We are basically in different continents. So you're basically getting a 24-hour cycle, and we have a handoff, which
01:23means that we pretty much have component development going all the time between the studios.
01:26The Squadron 42 chapter is a lot. I mean, to do a full playthrough of all the action was over
01:34an hour.
01:36We're trying to sort of give people a snippet of what Squadron 42 is going to be about.
01:40We have some new costumes. We have some new characters. Now we're going to have all the hairstyles in there.
01:45So it's probably the biggest implementation of character tech that we've seen so far.
01:51So each deck crew, there's eight different colors of deck crew. We know what the person's name is. We know
01:55what their job's title is.
01:56We're really fleshing out every part of a ship. So you can walk around and follow a character around and
02:01know,
02:02if you want to follow around the sanitation guy, you can follow around the sanitation guy.
02:05Squadron 42, for us, for the character team specifically, is really important. We didn't put in 10 characters.
02:12We put in, as far as I remember it, up to 70 characters in this demo.
02:18And it's challenging. We have a lot of challenges.
02:21We might not get it all right, but we're all going to die trying, basically. It's one of those things.
02:27So you just keep going, going, going until Chris says, stop. Fingers crossed.
02:33A lot of my role has been producing the Homestead demo.
02:37We said, let's up it and put a whole javelin there and let's bring in a sandstorm and let's get
02:42some sand nomads.
02:44And then I was like, let's have a big worm, too. And everyone was like, ha ha, very funny, Chris.
02:49I said, no, no, no, not joking.
02:50The giant sandworm, yeah, that's scary. I don't know how that thing's going to turn out.
02:58In the PU, you don't have to play as a pilot. You can play as any type of character you
03:02want.
03:03And so I really wanted to make sure we brought a character that looked very different than what we had
03:08before.
03:08I've been working on the Desert Nomad character. We're trying to push our tech for our game.
03:13It has a lot of cloth, a lot of frayed cloth edges.
03:18I'm very proud of that character. I think he's probably one of our best-looking characters that we have to
03:21date.
03:23We're trying to build these really complicated foundation systems that are going to support massive structures to come
03:30when we expand the Persistent Universe into this huge entity.
03:34It's not a tech demo. We're actually showing off what the system that we've built and that foundation is going
03:40to support.
03:42We've got a lot of new features. They're going to be, you know, new assets that are going to be
03:45appearing.
03:46We're putting in new functionality like the stealth kill.
03:51Most excited about seeing it all come together on the day
03:53and seeing the excitement, hopefully, from the fans.
03:57We're really trying to get as many features in there and get them as polished as possible
04:00to show you that we're making the dream a reality.
04:04We're prepping for a really big show. It's going to be pretty exciting.
04:07We have to make sure this is one of the best at the SimCons ever.
04:10Challenge accepted.
04:15It's been quite a big challenge because we've really pushed the boat out with the scope for this one,
04:23trying to show all the features we can possibly cram into the experience that will be Squadron 42.
04:29Okay, so we think these people sitting incorrectly are physics issues, or what's their issue on that?
04:36Well, other than the fact she hasn't got a body, her face looks as good as it's fun.
04:40You open up folders and there's just so much stuff that just needs to be completed
04:44that it becomes a pretty daunting task.
04:48Squadron 42, there's so many new things we're putting in there.
04:51You can feel the tension on the floor.
04:53We're still not 100% confident that we're going to be able to pull off everything we need in the
04:58time we have.
05:00That's an incredibly important thing for me.
05:02It's something I've been asking for since last Mara Tour.
05:05So I'm pretty frustrated on that side because it's the thing that makes them feel more natural or real.
05:15Otherwise, it looks like your typical bad game AI.
05:18But I can't guarantee that we can get to all the fixing, all the retarget problems with everything else we're
05:27trying to do at the same time.
05:29I mean, I understand that you guys are working on it, so I'm not saying that you're just sitting there
05:32having a party and showing up for a playthrough.
05:35But it's just helpful to see little bits in progress earlier on to sort of call out like animation changes
05:42or whatever we want.
05:46Progress in Homestead, it's incredibly ambitious.
05:49So many new parts, so many new pieces.
05:53I'm hoping the animation that I see at the end of your video isn't what we're calling the final one.
05:58Because basically it just comes out of the ground and goes,
06:00and then we pull out.
06:02So it feels, doesn't feel dramatic very much to me.
06:06As always, global communication is one of the big things.
06:09A lot of the tech's been driven in Frankfurt while we're still providing the assets over in the UK,
06:13while the demo is being driven and done out of LA.
06:17These moments are, you know, crucial communication.
06:19You miss an email, you miss a conversation in 30 minutes, it's, you might already be behind.
06:24You spend hours upon hours upon hours making something look perfect,
06:28and then you put it in the game and you see it move.
06:30It doesn't look as perfect as you thought it did, and that's not anybody's fault.
06:34It's just the process of working in a collaborative space.
06:38I'm not against the scanning thing you talked about, Hannes, if that can work.
06:42I mean, I just want to sell the narrative of you,
06:43you're like, you've got a general distress, you've got a beacon,
06:47you've been looking for something,
06:49and then you basically have to get closer and closer
06:52and get more and more fidelity to find and recover this stuff.
06:55If something's in the game and it's working, does it work all the time?
07:00Is it only if you do it in certain ways?
07:02Is it only being triggered in certain ways?
07:03That's very different than being in, like, an isolated control test level,
07:07where you know it's going to work every single time,
07:09because then when you put it into the game,
07:11you're expecting it to work and you know that it can work,
07:13that doesn't mean it's going to work.
07:23For some reason, that console doesn't care,
07:29but the power plant does care.
07:30Is the power plant a CGF or a CGI?
07:32They're both CGFs.
07:33We've got some bugs currently with Nakani and the rover.
07:40Also, the AI seems to like to shoot rocks instead of shooting the player.
07:44We have been doing a lot of rewriting of a lot of the AI code and the AI systems.
07:52In that process, things, especially within the animation,
07:56start to look a bit broken.
07:59These are, in some cases, really enormous systems,
08:03and trying to get them all done kind of at the same time is overwhelming.
08:07It's crazy.
08:09It has, like, data bank entry, and then it has scanner data for the entry,
08:13and then the scanner data has, like, a list of subcomponents,
08:17and each subcomponent can, like, have another subcomponent,
08:20and then for each subcomponent, you have, like, item data,
08:24and then the item data, it's crazy.
08:26Our job, for the most part, is the city's on fire constantly.
08:31The fire gets only bigger right before you release it,
08:34and then you release it, and I haven't been sleeping.
08:37And it sucks.
08:42I really have not been sleeping.
08:48I've been having sleepless nights about CitizenCon for over eight weeks.
08:54I'm so painful.
08:59Oh, hello, Chirpy.
09:01How are you?
09:02Not now.
09:03I told you before.
09:07He's trying to pull on me to see what it's like if you're a Kim Kardashian.
09:15Okay, but how are you going to fix this?
09:17Because this consistently shows up all the time.
09:20It's bold.
09:21I thought you'd fix this.
09:22All the indirect shading on the particles.
09:27We need to make a call on this.
09:30We know we're not going to have the section on the address ready,
09:33with the thing down well polished through looking awesome.
09:35Right.
09:36If we just show it, like, without stuff working properly,
09:39I just don't see what we're going to do.
09:40We should get that mail out tonight to the guys in the UK,
09:43and say, focus on that.
09:44I just think that if we do that,
09:46then we're going to get complete focus.
09:48We're going to have all the folks just making sure that that stays the rest.
09:51Well, that was a call we're going to make tomorrow.
09:53Yes, it was, but I think if we do it now,
09:55we get two full days out of the room, just one, just to start.
09:59Hey, Carl, Aaron, should we just have a quick power-on rest?
10:03Yeah, yeah.
10:03The calls, we're not going to show this or something.
10:06It was hard.
10:08It was kind of depressing, actually.
10:09So the decision not to show Squadron 42 after everyone working so hard,
10:13and actually of the company,
10:16I would say a lot more of the company were working on Squadron 42.
10:20So it's by far the most ambitious of the ones that we've gone for.
10:25So it was tough to work,
10:27and people were working quite a long,
10:29because we've been working towards this for a long time.
10:30It's not something we started a few weeks ago.
10:32Working towards it for a long time.
10:33So it's tough to get there and not quite cross the finish line.
10:38I saw everybody here working hours and hours late into every day,
10:43you know, putting their time and effort into making that everything they could.
10:47It's a shame.
10:48The decision was absolutely right.
10:50I absolutely agree with it.
10:53It was right up until the very end.
10:55We were starting to make some decisions
10:56that were more about fixing it for the demo versus fixing it for the game.
11:01Let's not just give somebody a taste of something
11:03and show a little bit of progress.
11:05Let's show a snippet that really shows it dialed in.
11:07And we also have a level of quality that we're not going to set down.
11:12It'll pay dividends when people see it.
11:15The good thing about it is actually a huge amount of work went into Squadron 42.
11:18We really moved it forward.
11:20We actually answered a lot of issues
11:21and solved a lot of technological issues,
11:23which means that actually it really pushed us very close
11:25to getting something that we can show the community.
11:28And that's basically where we are now
11:30is we're basically working on getting Squadron 42 to a level
11:34where we can give it to the community as soon as possible.
11:37We were splitting resources between the two
11:38and it was really tough for some of the engineers
11:41because those engineers are being pegged for both demos.
11:44It was actually a relief for a lot of people
11:46because then they were able to focus and jump onto the project and help out.
11:50We can now give more resources over to just this one demo
11:54and make it really good.
11:56We basically pulled over the entire team to Homestead.
12:01The passenger lift's not working on the...
12:04So we need to get the passenger lift working.
12:10So we don't want to start in the slave outfit.
12:12Why do we have the gigantic radar thing?
12:15It flickers in and out sometimes.
12:16It was working fine last build, but this building is back again.
12:20The use problems is always lagging behind.
12:22Yeah, we need to fix that.
12:24Say that again.
12:26They always investigate goes away.
12:29It should be distressed signal cluster, distressed beacon,
12:32because you don't have HUDs tell you investigate this.
12:36It's a sense of gameplay concept.
12:39That was cool.
12:43The thing is going to be the level of detail in our procedural worlds.
12:48People have done procedural worlds before,
12:50but the level of detail we're bringing to it
12:52is something which no one has seen before.
12:54I'm most worried about the usual thing.
12:56Will it go all right in the night?
12:58We think we've done everything possible.
13:00I think it'll be great, but you never know.
13:03We always do live demos.
13:04We don't like do pre-canned or pre-recorded stuff.
13:06There's always this sense of, is it going to crash?
13:10In production, these are some of the more fun times,
13:12but also some of the more stressful times.
13:14Our job becomes more people focused and calm
13:17and looking towards the correct goal at the end.
13:20But you just have to just stay on it and just keep on,
13:22you know, one by one, just knock over, you know,
13:24each of the milestones and keep on delivering that stuff.
13:34and keep on doing that.
13:46Hey guys, we are on the show floor at CitizenCon 2946.
13:50As you can tell, it is absolutely wild here.
13:52The show is about to start.
13:54Thank you guys so much for tuning in.
13:55What does Star Citizen mean to you?
13:58They mean everything. They're family.
14:00It means finally being able to be what I've always wanted to be.
14:03They are the best community I have ever come across.
14:06We are going to go to the demo.
14:10This is all 100% live, in the engine, in real time.
14:16Let's go.
14:21My biggest worries, like they always are right before release,
14:25are the unknown and wondering if it's going to work and the anxiety.
14:33Just do it!
14:41That's all 60%...
14:43...
14:43Grazie a tutti.
15:20Grazie a tutti.
15:55Grazie a tutti.
15:58Grazie a tutti.
17:41Grazie a tutti.
17:50Grazie a tutti.
18:58Grazie a tutti.
19:33Grazie a tutti.