- 16 minuti fa
Categoria
🎮️
VideogiochiTrascrizione
00:00www.mesmerism.info
00:02www.mesmerism.info
00:09www.mesmerism.info
00:10I felt goosebumps, so I don't know
00:12I hope you feel the passion
00:14not just from
00:16the audio team, but from
00:17everyone that poured a lot of work
00:20into this.
00:27I hope music gives justice
00:28to the thousands of men
00:30hours that were put in this place.
00:40It's just
00:42so much better than we
00:45ever hoped it would be
00:46when we started working on Crusader half a year ago.
00:51Very, very different
00:52than what you'd see. There's
00:54huge vistas to look at, these beautiful
00:56sunsets to look at, but also
00:58almost too perfect a world.
01:05I guess the biggest reaction
01:06that we're trying to create is
01:08this insane sense of scale
01:10and we really want to capture that sense
01:12of Orison just sprawling out
01:14into the distance.
01:16I've seen our backers get excited
01:18about all kinds of tiny little
01:20details that you'd think
01:22that doesn't really matter, but
01:24the first time I saw it for myself
01:26it was beautiful.
01:30I'll be honest, it'll only get better from here.
01:35The things that give an environment character
01:38beyond just the architecture
01:40and the shape of it is
01:42things that are super important, like
01:44the dressing, the props that are placed
01:46around the foliage.
01:48A lot of it is about adding that human element
01:50in, because if you have
01:52no dressing, you've just got architecture,
01:54it feels very sterile and doesn't feel
01:56very real.
01:57So one way we try to add that character
02:00into a location is through
02:02what we call our graphic standards,
02:04which includes fonts and iconography
02:06and just style of lines and things.
02:08And those can be different
02:10between whole landing zones,
02:13but they could also be different within
02:14landing zones.
02:20Depending on it, it might be more industrial-looking,
02:22it might be more
02:23habitational-looking, or medical,
02:25for example.
02:27There's different ways you can do that.
02:30One of the things that we talked about was
02:33tourism is a big part of your industry.
02:35You want to paint the pretty picture.
02:36You want to have the postcard shot.
02:39You consume through your
02:41eyes as you see what people are dressed like.
02:43What are the vendors wearing?
02:45What are they selling?
02:46What are the people that come up to you?
02:47What's the average person look like?
02:49It tells so much about an area.
02:52In this case, we kind of focused in
02:53on sort of this
02:561950s Americana,
02:57like the white picket fence,
02:58the perfect family unit,
03:00the Norman Rockwell sort of painting.
03:02What is that sci-fi version of that?
03:04Even the guys wearing suits.
03:05It's like that traditional, well-dressed
03:08businessman of that era.
03:09And that kind of was our jumping off point.
03:12It's got a much different feel
03:13than a lot of the zones because of that.
03:20Performance is one of the biggest challenges,
03:22especially for lighting.
03:28For lighting, we wanted to achieve a nice contrast
03:31between, you know, kind of a friendly, welcoming mood
03:34for the commercial and tourism areas.
03:37And then at the same time,
03:38not an unwelcoming mood,
03:40but more of a functional,
03:41kind of high-tech workspace
03:43for the other industrial platforms.
03:45And then at the same time,
03:47we also want to add further contrast
03:48so that at daytime,
03:50it's very clean, it's very bright.
03:52And then at nighttime,
03:53you get a little bit more varied color palette.
03:55and because we want to have all of this light
03:58at nighttime,
03:59we have to take into account
04:00the level of detail that we expect
04:03while also leaving enough room
04:05in the lighting budget
04:06for all of these lights,
04:08like one platform further away from you,
04:10two platforms, three,
04:11and even further than that.
04:13So lighting is a big challenge.
04:17Particularly one of my personal favorite bits
04:20are the butterflies and the fireflies
04:23that come out at night in the garden.
04:25They are absolutely stunning.
04:27It's one of those things
04:28you don't necessarily notice
04:30the little details consciously,
04:32but it just breathes so much life
04:35into an otherwise empty space.
04:37In the case of the platform thrusters,
04:40you've got to communicate
04:41why this platform is floating.
04:44You've got this massive platform,
04:45it's got to have some way
04:46of staying in the air.
04:47So the idea is that these thrusters are there
04:49to keep this platform in situ,
04:51otherwise you're just going to fall out of the sky
04:53and fall into the gas giant.
04:54So first for us,
04:55being a bit technically challenging,
04:57but I think it's going to be worth it.
05:01The initial goal and reference point
05:03for generating clouds,
05:04like realistic-looking clouds
05:05that are convincing for the player,
05:06for everybody, obviously,
05:09is always going to be Earth.
05:11But Art Direction wanted something
05:14less Earth-like
05:15and a bit more alien, if you will.
05:17And that was one of the bigger challenges.
05:20I definitely know there's some visual artifacts
05:24that you can see sometimes
05:25in high contrast areas
05:26or in the distance and stuff.
05:28But I know that if it's not fixed by 3.14,
05:32that Carson and the team
05:33will definitely be able to work on those
05:36and improve those in the future.
05:40I think it's great that the cloud tech
05:42is going out as it is,
05:43because it does look amazing.
05:46Everything that's going to have clouds
05:47will use this technology.
05:49Just from what is there already,
05:52it's so promising that we have no doubt
05:55it's going to be amazing
05:56once it's fully realized
05:58and deployed in the whole universe.
06:13For the planet, we wanted to feel
06:15the more grandeur element of Crusader.
06:20It's a fantastic planet.
06:25I think the music is the first thing
06:27that makes you understand the culture
06:29and the tone of the place.
06:33The guidance I got from Darren
06:35when you land is that you wanted to feel
06:37as if you were looking at an eternal sunset
06:41or something like that.
06:42I mean, kind of like makes you go
06:44into the most human part of you.
06:50And for the industrial part,
06:52we wanted to make sure we felt
06:54the grandeur of the industrial's mind
06:56of engineers that work there
06:59and construct all the beautiful ships
07:01that we have in our system.
07:05I certainly really went much more deeper than usual.
07:10Even more deeper.
07:12I mean, I try to go deeper and deeper
07:13in everything I go.
07:14So hope you guys enjoy it.
07:20Our next landing zone, Horizon,
07:22and the gas giant Crusader
07:24that sits beneath it represent
07:25the next major milestone for our planet tech,
07:29content, environment, engine, graphics,
07:32VFX teams, and more.
07:33And like each planet and moon before it,
07:36we'll continue to iterate and improve
07:38as subsequent technologies come online
07:40and further development progresses.
07:42And while it's a major component of the upcoming Alpha 314,
07:47there's more where that came from.
07:49Now, before we let you go for the quarter,
07:51let's take a moment to recap everything coming our way
07:54in the patch report.
07:55As we just saw, the fabled Orison, city amongst the clouds,
08:00and dream of star citizens everywhere, makes its long-awaited debut
08:04riding high on the gas giant Crusader in Alpha 314.
08:09Now, like Microtech and Loreville before it, it will continue to expand in subsequent patches,
08:15with the addition of hospitals, the Crusader showroom,
08:19whale watching tours, and more.
08:22Additionally, this first version of Crusader
08:24boasts another new feature for Alpha 314,
08:27our initial implementation of planetary volumetric clouds,
08:31which builds off previous work from our stellar gas clouds,
08:35and begins the process of expanding that tech across the entire surface of a planet or moon.
08:42Now, while still in active development and not yet final,
08:46the work continues beyond Alpha 314,
08:49with SEF occlusion to help alleviate graphical artifacting,
08:52the addition of local VFX work,
08:55and a refinement to overall process
08:57that will improve an already amazing quality seen here in subsequent patches.
09:03On the gameplay front, there are several advancements to ship and vehicle operation
09:09coming in Alpha 314 that aim to further improve the combat and flight experience,
09:14including Power Management V2, formerly referred to here as capacitors,
09:19designed to rebalance all the connected systems that make ships go.
09:23From thrusters, to weapons, to shields,
09:26adding another layer of critical decision making to combat
09:29is just one more way to put the successful outcome of any battle more squarely in players' hands.
09:36There's also Missile Operator mode in the rework to Missile Guidance and Control,
09:40which not only brings about a new way to interact with and control the variety of munitions available on ships
09:46and vehicles,
09:47but improves the way they handle themselves in the Verse
09:50by bringing the same intelligent flight control system pilots use for spacecraft to their missiles and torpedoes.
09:57This has the effect of improving both performance and tracking ability,
10:01while providing skilled pilots a way to use their talents in avoiding death and destruction.
10:07A revitalization of the way radar, scanning, and ping work throughout the Star Citizen universe is another essential addition to
10:15the upcoming Alpha 314,
10:17with detailed and consistent means of discovery, distraction, and potentially destruction.
10:22This new, unified system with its upcoming FPS counterpart will form the foundation of a new and improved level of
10:30investigation,
10:31cat and mouse chase, and more for the future,
10:34while changing the way players interact with content already in the game today.
10:39And of course, all of these new systems are displayed better than ever before with the new Canvas Slice HUD,
10:46a tech made possible by our continuing development of building blocks,
10:49that aims to provide an improved layout that maximizes screen real estate,
10:54while providing more opportunities for increased information and the groundwork for allowing manufacturer-specific visual designs,
11:02like the Aegis one we've seen before and the Drake version currently being developed now.
11:08But when you're flying through the verse, there's been a ship waiting patiently for its time to shine.
11:14That last variant of our original five pledge ships finally makes its debut in the upcoming Alpha 314,
11:21the Constellation Taurus.
11:23Now it may not look like much, kid, but it's got it where it counts.
11:26And that's the cargo hold.
11:27Just be careful where you take it, because Alpha 314 also brings with it the danger, the conflict,
11:34and the opportunities inherent in two dynamic events scheduled to occur during the next quarter.
11:41First, the return of the newly improved and remastered Xeno threat that will bring all players across all servers to
11:48bear
11:49in battling the tormented invaders from the Pyro system,
11:52as well as the smaller, more local threat of the Ninetales in a new PVP-focused event
11:58that will occur several times in different locations throughout the Stanton system.
12:03Of course, if you get caught up where you shouldn't be, there's also the new surrender system
12:08that will allow criminals who can't get away to be arrested without losing either their life or their ship.
12:15If you're into that kind of thing.
12:19So what did we learn this week?
12:21Well, we learned that with Horizon and Crusader, we truly do belong amongst the clouds.
12:26That the volumetric cloud tech itself might not be exactly where we want it to be just yet.
12:31But like with all things in Star Citizen, it'll continue to be iterated on and improved in subsequent releases.
12:38And that, boy howdy can that Pedro make a piece of music. Geez.
12:43Now we're going to take our regularly scheduled quarterly break here, but our other broadcasts will continue on Fridays.
12:49And for all the latest information about the continuing progress of Alpha 314,
12:54including when you can jump in and help test things in the PTU,
12:58all that stuff will be available on the RobertsSpaceIndustries.com website.
13:02For Inside Star Citizen, I'm Jared Huckabee.
13:05We'll see you all in about a month.
13:06.
13:09Grazie a tutti.
Commenti