00:08Welcome to this Elite Dangerous Dev Diary. This one's going to be about the
00:12making of what we call the Damocles video. Now if you've not seen that video
00:16I suggest you go and watch it and then come back here because this will be
00:19there'll be no sound coming or anything coming from the video and it won't be
00:22the best way that it shows itself. Now what I'm going to do here is I'm going
00:27to talk through the video as it's playing and then go through it a second time
00:30talking about the content of each individual scene and why it was done
00:34that way. But what we're doing what I want to do first is just explain how this
00:39is done and why it's been done the way it has. Now all of this is rendered in our
00:44in-game engine live apart from a few spot effects that have been applied
00:49afterwards which I'll call out at the time. In fact following this there will
00:54be an art diary that will go into more detail of the individual artifacts and
01:00how they worked and we'll actually show some live footage to compare the rendered
01:06without the effects if you like. So this this scene has been very very useful to
01:13us. This is all rendered in-game but the ships are flying along predefined paths
01:17which has been very helpful because from an art perspective when you're doing
01:21particle effects you see the smoke on the ship and all the burn marks and all that
01:24sort of thing there. That to make sure that they're all in place and when you
01:29change them you can review them and look at them and get them and balance them
01:32just so. One of the problems with with doing art in a game like that you've got
01:35to find the location in the game try it and you might not quite get it in the same
01:38setup or you might get it against a different background so you're not
01:41comparing like with like and in that sense this has been really useful. And then the
01:46other thing is trying to you know because it's not just that it's also looking at
01:50the animations looking at the weight of things it's also the sound the principal
01:54reason to to do this in the first place was for the music because we it was
01:59fantastic the response we had from some very very good composers wanting to
02:03write for the game and so what we wanted is a way of judging it even though the
02:07music in the game is going to be done using you know reactive music using
02:12background things that all join together and also we will be talking Jim will be
02:17talking more about that in future but it allows us to judge like with like and
02:23that has been great and that's how in the end we've been able to choose
02:26Erasmus's wonderful music which was shown originally in this video.
02:33Okay so going back to the beginning now we can see it's just arriving in the
02:38system this the dashboard below is placeholder I've already seen it looking
02:43better in game so it's one of those things you see the ice effect on the
02:46cockpit there and also now you see here we see a lens flare effect now that was
02:50applied afterwards but we will there will be something similar in the game we
02:54now see flying in with into the group and if I just pause it there we can see
02:59this cruiser with the round thing it's actually it's a cruiser built by the
03:03imperial Guttemeyer shipyard but in the same way you might have F-15s F-16s run
03:11by other countries than than America the Empire will sell to you know to imperial
03:19leaning planets or systems their own big ship so this imperial cruiser isn't
03:24actually supposed to be an imperial cruiser it would be run by a another sort
03:30of minor power if you like and that's why it's being attacked by the federal
03:35ship that we that we've seen here the Damocles now the imperial ships are very
03:40much built for luxury and what we can see here as the ships sort of fly through
03:45through obviously not you're not something you're not intended to do
03:49through this circular section you will see that the whole circular section inside
03:52the outer toroid is rotating and that's because we think a lot of ships will
03:58spend a lot of time stocked and there will be no gravity you'll just float
04:02around now things like magnetic boots would make getting around very easy and
04:06they wouldn't be great big clunky things like you might see on the diver these will
04:10just look like normal shoes but they'll have fancy technology to make them stick
04:13to the surfaces but the the where luxury comes is where you've actually got
04:19gravity and that's why this thing is spinning it's using the centripetal force
04:22to actually give you the sensation of gravity as you move around I mean this ship is
04:26huge and that that round section is is is also huge and the point is even a low
04:33level of gravity is very comfortable you know water settles and all that thing I've
04:37mentioned that a little in a dev diary but this is where you actually see the
04:40the contrast with with the Empire where for the the senior people at least on this
04:46ship they get gravity for their sleeping quarters for where they eat and all
04:49that sort of thing whereas the federal ship is a lot more sort of Spartan a lot
04:56more just just practical warship essentially so moving on with the video we
05:04see these ships that have been called forward you see that the strafe marks
05:07there all of those particle effects you know you want to be able to see the
05:10results of battle in game and I think getting that right is one of the things
05:16this video has been very useful for look at the giant plasma cannon for example on
05:19that Imperial ship and we see here these little guys are Imperial fighters very
05:25very small very nimble ships but actually not with very many hit points we can
05:30also now see into the federal ship the central section and with design what we
05:36one of the design briefs we've had with this is trying to design the ships with
05:39their function in mind just as you've seen with the Imperial cruiser that you know
05:44luxury and essentially traveling embassies one of the roles they see it as
05:48being as being very important for them so they're very you know image is very
05:51important in that culture for the federal ship it's its utility that's
05:55important and the reason it's got this central corridor is this is where the
05:58ships come out of their hangars and it's to try and protect the hangars from
06:02outside so that the reason they face inward and the ships fly out you know
06:06they're already up to speed the pilots already in control when they become
06:09vulnerable to any other attacking ships and the presumption is okay that the
06:14power is down on this particular ship but that would be had very very heavily
06:18protected and potentially with things like shields around it so in fact looking
06:23at that in more detail you know one of the things that we are very conscious of is
06:27making sure that we we can sort of feel the weight just by looking at it in the
06:31way things are animated the way things move and so just taking a slight aside on
06:35that just looking at the way you know landing gear all of that sort of thing
06:39works you you see the weight the way something move the way a gun recoils that
06:43we see a little bit in the video that's something that we are paying a lot of
06:46attention to and you see in this sort of insert I think just gives a certain
06:50richness to the game that you'll see you'll see especially when you see up
06:52ships up close in hangars and such places so moving on what you see here is you
07:00see the sidewinders of the attacking ships these are all in game but actually
07:05there's a lot more to come that you're not seeing here things like the way the
07:08heat vents open and all that sort of thing some some particle effects trails and
07:13things like that that we've still to get right but you do see the richness of the
07:17that internal volume here and and some of the effects and the lighting effects
07:21we've got now they're that just that zoom in there was a focus effect there
07:25that was applied after the event that's not something that's come from in game
07:28but it's company something that's we've done to make this video sort of
07:32impactful and work similarly the the the heat flares there you wouldn't see heat
07:36flares in space because there is no air for it to go through but there are a lot
07:40of little things like that they're expectational things like you know
07:42whether you can see laser beams it feels really rubbish if you can't see them
07:46but actually in space there is unless you're firing through a dust cloud you
07:50wouldn't see a laser beam and then the final cliche here is when the
07:54Imperial cruiser gradually leans over almost as if it's sinking I don't think
07:58that sort of thing would happen but I think that's for effect to show you
08:01the battles being won if you like so thank you very much for watching this
08:06this video there'll be a lot more to come on this and more to come including
08:12later this year your gameplay and how how that works around these scenes so thank
08:16you very much for watching and speak to you again soon and thank you very much
08:20for supporting Elite Dangerous
08:21for supporting Elite Dangerous
08:22for supporting Elite Dangerous
08:38for supporting EliteErудь
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