00:05Our goal for the last half of the year has been to figure out how to build additional cave archetypes.
00:13Not only trying to establish the visual, but also define a new workflow on how we can make better looking,
00:20better performing caves.
00:25The new workflow we've figured out for the caves is much more artist friendly and to a point even where
00:32designers can make entire cave rooms without necessarily needing an artist to do any work.
00:38The designer could go in and build like a white box room and send this to the Houdini process, which
00:44will then return an almost finished cave room.
00:49For the first release, there will be new sand caves on Stay Mile, which is like the prime candidate being
00:53a very desert planet.
00:55But they will also be going on Magda, Ita, Walla and Hirsten himself.
01:04One thing I really liked about the old caves was that they always had this feeling of claustrophobia and we
01:10tried to keep that in some regards.
01:19Another thing that was always a concern with the old ones was that it was very bumpy to walk through
01:23them.
01:25So one thing we definitely improved on is walking through them and traversing the space is much smoother and feels
01:30nicer in general.
01:36Also we added a lot more natural light sources so you will have much more cinematic experiences going through them.
01:52For the first release there will be no missions, but this hopefully very soon will be remedied shortly.
01:57And also for the first release the caves will be walkable on foot only, like no vehicle entrances, no ship
02:04entrances, but the workflow is flexible enough to accommodate those once we get to those.
02:09Like this first release is mostly about showing the community the visual we've developed for this archetype.
02:18Additional archetypes that are like we are scheduled to work on in the next one year.
02:25It's going to be the rock archetype, which will replace the existing caves.
02:30Then we also have the acidic archetype, which will fit into aerial and less parts of Stanton where it does
02:37bubbling acid pools or salt or sulphur pools.
02:42Then there's also the ice archetype, which will be great for Microtech and its moons for example.
02:49And the last one that's actually scheduled is the overgrown one, which will also work well on Microtech in the
02:55forest and on Hurston.
02:58We as a team are quite proud of the experience we managed to achieve with the new cave archetype that's
03:03coming out.
03:04It was really fun for us to do and like make this excursion and try to figure out all the
03:09problems that come with that.
03:13We're looking forward to building all the archetypes as well.
03:16The established workflow now will just go much faster and hopefully result in some really cool looking new places to
03:22play again experience.
03:25Alpha 318 is slated to bring with it a number of new aspects to the persistent universe from the new
03:31rivers, the arena racetrack, the career revamp, the prison additions and new sand caves that we've already discussed this quarter.
03:39To the cargo refactor, hall scraping and persistent entity streaming and more that we'll be covering over our next five
03:45weeks.
03:46But occasionally, we like to look even farther ahead and explore the earliest prospects of work that's only now just
03:53beginning.
03:54And this week, we've got Star Citizen Live Game Director Todd Pappy to share with us plans for our new
04:01new player experience.
04:02The first in-game tutorial since Old Gunny tried to help us pilot our way out of the asteroid hangar
04:08oh so long ago.
04:12The scale and scope of our game, there's a huge, huge learning curve.
04:17Obviously, our community has been fantastic, you know, with the help and support for the new players coming on.
04:25I think with any game of any size, there needs to be some sort of new player experience to help
04:30break down those barriers.
04:33We used to have a step-by-step, you know, and more story-based style introduction, you know, for players.
04:43And the issue with that is, as soon as any new mechanics came online or anything like that, then we'd
04:49have to go in and basically rebuild it and adjust it.
04:51And the upkeep on it was really, really time-consuming.
05:01With our new player experience aspect that we're working towards, it's really taking the player not only from basically the
05:11front end and having choices there so that the player can either opt in or opt out.
05:16But it's training them in their HAB.
05:19It's training them to their first store.
05:22It's training them over to the spaceport, how to get out of the hangar, get into your ship, you know,
05:27where do you need to click in the cockpit.
05:34Then from there, doing some very light missions to basically kind of get you up to speed with ship combat
05:41as well as FPS combat.
05:44Right now, the teams are working towards FPS HUD that is being built for S42 so that it's got basically
05:53contextual hints that are up all the time and you're in different states.
05:58So it's basically player interaction experience that we're working on and we've spec'd out, you know, for S42 as well
06:07as for the Persistent Universe.
06:08So we're waiting on them to do the first pass on the HUD and the first pass on the system.
06:13And then from there, that trickles down to us.
06:15We need to reskin it and do it regarding the subsumption hooks and everything like that.
06:20We've already got all that spec'd out.
06:22The teams are working towards that right now.
06:25Front end experience, we just need to make sure that one of our teams from USPU works on that and
06:32builds that out.
06:33Then there's all the signage and everything like that in our landing zones.
06:38Our branding team is going through and looking at that experience and doing the test on Area 18 at first.
06:44And then we'll be taking that to Lowerville, New Babbage and Horizon.
06:52It's a work in progress right now, but we're really working towards getting this out to the players.
06:57And this is just like a smaller bite size, a new player experience.
07:03And we'll be working on a much larger experience when we get closer to switching this over to beta.
07:11So what did we learn this week?
07:13Well, we learned that the EU Sandbox 2 team continues to build out the world beneath Star Citizen's worlds with
07:19new cave types, including sand, acid and soon ice.
07:23And that all those players out there currently helping new citizens get their start in the verse have help on
07:28the way as the new player experience continues to develop into the next year.
07:32Now, don't forget that ship showdown is still underway and it's your chance to determine the best of the best
07:38of Star Citizen ships and vehicles.
07:40And if you haven't seen some of the commercials and songs that have been created by the community, do yourself
07:46a favor and check those out.
07:48For Inside Star Citizen, I'm Jared Huckabee. We'll see you all here next week.
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08:00Grazie a tutti.
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