The Inside Star Citizen episode Cooking With Gas - Summer 2020 was published on 27. August 2020 on the CIG YouTube channel.
Topics and timestamps[]
Topic | Timestamp |
---|---|
Gas cloud tech - Spacescaping | |
Force reactions |
Video[]
Transcript[]

1 00:00:00,480 --> 00:00:03,679 so in star citizen there's a lot of cool
2 00:00:02,240 --> 00:00:05,759 places to visit
3 00:00:03,679 --> 00:00:06,960 but traveling between those places in
4 00:00:05,759 --> 00:00:08,960 space and such
5 00:00:06,960 --> 00:00:10,960 uh maybe it gets a little bit flat and
6 00:00:08,960 --> 00:00:11,360 boring uh and maybe that's what it's
7 00:00:10,960 --> 00:00:14,400 like
8 00:00:11,360 --> 00:00:16,160 in real life but we want to make a
9 00:00:14,400 --> 00:00:16,880 really really cool experience here and i
10 00:00:16,160 --> 00:00:18,720 think we can
11 00:00:16,880 --> 00:00:21,119 make it look a lot nicer through space
12 00:00:18,720 --> 00:00:21,119 gaming
13 00:00:23,680 --> 00:00:28,840 so this is a child gas cloud this one
14 00:00:26,800 --> 00:00:30,000 spawns with some asteroids and this is
15 00:00:28,840 --> 00:00:32,079 basically
16 00:00:30,000 --> 00:00:35,520 one of the ways we're going to add depth
17 00:00:32,079 --> 00:00:38,320 to different locations in stanton
18 00:00:35,520 --> 00:00:40,640 the way these are created are through a
19 00:00:38,320 --> 00:00:43,440 process in houdini that i've been using
20 00:00:40,640 --> 00:00:44,480 and basically i can just try and make a
21 00:00:43,440 --> 00:00:46,719 simulation
22 00:00:44,480 --> 00:00:48,480 uh play around with it try and see what
23 00:00:46,719 --> 00:00:49,920 looks nice
24 00:00:48,480 --> 00:00:52,239 and then i'll try and bring it into
25 00:00:49,920 --> 00:00:53,920 engine once it's an engine then i can
26 00:00:52,239 --> 00:00:56,399 start lighting this guy up and
27 00:00:53,920 --> 00:00:58,000 and creating some interesting areas all
28 00:00:56,399 --> 00:01:00,000 around it
29 00:00:58,000 --> 00:01:02,000 the reasons why there are some dark
30 00:01:00,000 --> 00:01:03,199 areas and some lighter areas of this gas
31 00:01:02,000 --> 00:01:05,840 cloud is because
32 00:01:03,199 --> 00:01:06,320 it's gas particles right so the hotter
33 00:01:05,840 --> 00:01:08,960 or
34 00:01:06,320 --> 00:01:09,920 maybe more intense gas will light up a
35 00:01:08,960 --> 00:01:12,560 little bit more
36 00:01:09,920 --> 00:01:14,400 and the darker gas will just pretty much
37 00:01:12,560 --> 00:01:17,840 give some shadows and uh
38 00:01:14,400 --> 00:01:19,439 and occlusion around here
39 00:01:17,840 --> 00:01:21,119 so the red stuff that you can probably
40 00:01:19,439 --> 00:01:23,600 see here along the outskirts here
41 00:01:21,119 --> 00:01:25,360 it's it's the new space dust and it's
42 00:01:23,600 --> 00:01:26,560 pretty much being lit up by a light leak
43 00:01:25,360 --> 00:01:30,079 color that comes
44 00:01:26,560 --> 00:01:33,040 from the properties of the gas cloud
45 00:01:30,079 --> 00:01:34,479 and so the sun will pierce light through
46 00:01:33,040 --> 00:01:36,159 the cloud and then it'll tint it a
47 00:01:34,479 --> 00:01:37,280 specific color
48 00:01:36,159 --> 00:01:39,040 so that's what it's doing to the
49 00:01:37,280 --> 00:01:40,079 particles right now as i'm moving
50 00:01:39,040 --> 00:01:41,520 towards it
51 00:01:40,079 --> 00:01:44,240 but we can see it a little bit more
52 00:01:41,520 --> 00:01:45,040 obviously if we zoom into an asteroid
53 00:01:44,240 --> 00:01:47,119 here
54 00:01:45,040 --> 00:01:49,119 has this little bit of a red tint on it
55 00:01:47,119 --> 00:01:51,040 because the gas cloud starts it's
56 00:01:49,119 --> 00:01:54,479 generally a bluish color
57 00:01:51,040 --> 00:01:56,399 light bluish but it has a lightly color
58 00:01:54,479 --> 00:01:57,759 that is orange and so when the light
59 00:01:56,399 --> 00:01:59,759 pierces through it
60 00:01:57,759 --> 00:02:02,000 it gets more and more of that tint added
61 00:01:59,759 --> 00:02:04,320 onto the objects around it
62 00:02:02,000 --> 00:02:06,399 so this is one of the gas cloud childs
63 00:02:04,320 --> 00:02:08,319 that we have right now
64 00:02:06,399 --> 00:02:09,759 but if there's a child there must always
65 00:02:08,319 --> 00:02:12,720 be a parent
66 00:02:09,759 --> 00:02:12,720 so if we zoom out
67 00:02:13,360 --> 00:02:16,720 and we'll speed up a lot here
68 00:02:17,200 --> 00:02:22,800 this is its parent and this guy is quite
69 00:02:20,840 --> 00:02:26,080 massive
70 00:02:22,800 --> 00:02:29,840 so it has several children within it so
71 00:02:26,080 --> 00:02:29,840 i know where a second one is here
72 00:02:30,390 --> 00:02:33,440 [Music]
73 00:02:31,599 --> 00:02:35,120 so here's another child on the opposite
74 00:02:33,440 --> 00:02:37,040 side of the cloud
75 00:02:35,120 --> 00:02:39,280 it's a very similar scale to the one we
76 00:02:37,040 --> 00:02:41,840 were just at
77 00:02:39,280 --> 00:02:42,879 and it gives you a very similar amount
78 00:02:41,840 --> 00:02:45,040 of depth and
79 00:02:42,879 --> 00:02:46,560 feel but it's lit in a completely
80 00:02:45,040 --> 00:02:48,480 different way maybe it looks a little
81 00:02:46,560 --> 00:02:52,400 bit more aggressive and it
82 00:02:48,480 --> 00:02:54,720 gives off a cool feel like that
83 00:02:52,400 --> 00:02:56,080 so with play spaces generally you'll
84 00:02:54,720 --> 00:02:59,280 spend most of your time
85 00:02:56,080 --> 00:03:00,959 in these uh child vdbs
86 00:02:59,280 --> 00:03:02,480 and then you'll do your quantum
87 00:03:00,959 --> 00:03:05,920 traveling or even
88 00:03:02,480 --> 00:03:08,640 flying at sem speeds from one to another
89 00:03:05,920 --> 00:03:11,440 but something like this would be a
90 00:03:08,640 --> 00:03:11,440 quantum travel
91 00:03:11,680 --> 00:03:15,440 to your other child or multiple other
92 00:03:14,000 --> 00:03:17,920 children
93 00:03:15,440 --> 00:03:20,239 and so i really wanted to at least test
94 00:03:17,920 --> 00:03:22,800 here in this setup what i've got here
95 00:03:20,239 --> 00:03:23,599 and see if quantum traveling through
96 00:03:22,800 --> 00:03:27,200 this uh
97 00:03:23,599 --> 00:03:30,879 really nice maybe angelic bright area
98 00:03:27,200 --> 00:03:33,360 would be a would be an interesting feat
99 00:03:30,879 --> 00:03:34,239 so throughout this i've been moving very
100 00:03:33,360 --> 00:03:36,480 very fast
101 00:03:34,239 --> 00:03:37,760 uh probably faster than what you can
102 00:03:36,480 --> 00:03:40,319 quantum travel at
103 00:03:37,760 --> 00:03:42,400 um so it is generally really hard to to
104 00:03:40,319 --> 00:03:45,680 tell what scale we're at right now
105 00:03:42,400 --> 00:03:48,879 but if i go down to this guy
106 00:03:45,680 --> 00:03:50,159 this little child here and you can see
107 00:03:48,879 --> 00:03:53,680 your asteroids
108 00:03:50,159 --> 00:03:55,920 you can see the whole thing but maybe
109 00:03:53,680 --> 00:03:57,680 what we can do is turn on some planets
110 00:03:55,920 --> 00:04:00,319 for scale
111 00:03:57,680 --> 00:04:02,400 so right here this is a sphere this
112 00:04:00,319 --> 00:04:05,360 scale of yellow
113 00:04:02,400 --> 00:04:06,319 so it's it's really it's really it's
114 00:04:05,360 --> 00:04:08,720 it's very close
115 00:04:06,319 --> 00:04:10,480 uh to the scale of a of a moon here this
116 00:04:08,720 --> 00:04:13,680 child itself
117 00:04:10,480 --> 00:04:15,360 but we can scale up a little bit here's
118 00:04:13,680 --> 00:04:18,560 the size of hurston
119 00:04:15,360 --> 00:04:21,680 slightly bigger not too bad
120 00:04:18,560 --> 00:04:22,320 and here's the size of crusader and we
121 00:04:21,680 --> 00:04:25,040 have that
122 00:04:22,320 --> 00:04:26,800 compared to the parent the parent is
123 00:04:25,040 --> 00:04:28,720 even larger than that
124 00:04:26,800 --> 00:04:29,840 so i think there's a lot of space uh
125 00:04:28,720 --> 00:04:33,120 that we can use
126 00:04:29,840 --> 00:04:36,320 around here to add extra
127 00:04:33,120 --> 00:04:38,240 extra little depth little children
128 00:04:36,320 --> 00:04:40,320 even though that sounds funny to say
129 00:04:38,240 --> 00:04:42,800 little child gas clouds all around
130 00:04:40,320 --> 00:04:45,120 the parent here and it can hold them as
131 00:04:42,800 --> 00:04:45,120 a home
132 00:04:47,040 --> 00:04:51,840 as work continues adapting the gas cloud
133 00:04:49,600 --> 00:04:54,400 tech created for squadron 42
134 00:04:51,840 --> 00:04:56,720 to use throughout stanton and beyond the
135 00:04:54,400 --> 00:04:58,639 actor feature team is busy adding
136 00:04:56,720 --> 00:05:01,360 further iteration on features like
137 00:04:58,639 --> 00:05:03,280 force reactions which not only aim to
138 00:05:01,360 --> 00:05:05,360 provide a realistic and
139 00:05:03,280 --> 00:05:07,039 visceral sense to being hit by just
140 00:05:05,360 --> 00:05:07,759 about anything in the star citizen
141 00:05:07,039 --> 00:05:10,400 universe
142 00:05:07,759 --> 00:05:12,160 but also give reason to all those seats
143 00:05:10,400 --> 00:05:14,960 in the bellies of drop ships
144 00:05:12,160 --> 00:05:17,759 when exterior forces begin transferring
145 00:05:14,960 --> 00:05:17,759 to those within
146 00:05:17,919 --> 00:05:22,000 so force reactions at this time around
147 00:05:20,400 --> 00:05:24,240 we're just adding a little more
148 00:05:22,000 --> 00:05:25,680 layers to the the game it's going to
149 00:05:24,240 --> 00:05:27,759 give you more immersion
150 00:05:25,680 --> 00:05:29,759 i think it's if you're just adding to
151 00:05:27,759 --> 00:05:32,479 what what star citizen is
152 00:05:29,759 --> 00:05:33,440 so the big additions on on 311 is the
153 00:05:32,479 --> 00:05:39,680 knockdown
154 00:05:33,440 --> 00:05:41,440 and seeing the reactions in the ship
155 00:05:39,680 --> 00:05:43,280 when you work on any feature you need
156 00:05:41,440 --> 00:05:43,759 you need a good testing ground like
157 00:05:43,280 --> 00:05:45,840 something
158 00:05:43,759 --> 00:05:48,240 a little bit simpler where where there
159 00:05:45,840 --> 00:05:50,960 isn't less noise than
160 00:05:48,240 --> 00:05:52,720 say loading into the full pu experience
161 00:05:50,960 --> 00:05:54,639 every time
162 00:05:52,720 --> 00:05:56,479 but it also allows us to really dial in
163 00:05:54,639 --> 00:05:58,960 on all the different edge cases
164 00:05:56,479 --> 00:06:00,560 all the different scenarios with forced
165 00:05:58,960 --> 00:06:02,720 reactions
166 00:06:00,560 --> 00:06:04,319 we've got sam and sam's really sort of
167 00:06:02,720 --> 00:06:06,800 taken the whole
168 00:06:04,319 --> 00:06:08,319 test level to heart and build like an
169 00:06:06,800 --> 00:06:11,360 amusement
170 00:06:08,319 --> 00:06:11,919 park of different rights you can go on
171 00:06:11,360 --> 00:06:13,840 to test
172 00:06:11,919 --> 00:06:16,080 all the different force reactions
173 00:06:13,840 --> 00:06:16,960 aspects and this is great because it
174 00:06:16,080 --> 00:06:18,800 allows you know
175 00:06:16,960 --> 00:06:20,880 it allows you to have tons of fun first
176 00:06:18,800 --> 00:06:22,000 of all and yeah if you have fun when you
177 00:06:20,880 --> 00:06:24,100 make a feature
178 00:06:22,000 --> 00:06:26,319 is gonna be a better feature
179 00:06:24,100 --> 00:06:28,720 [Music]
180 00:06:26,319 --> 00:06:29,360 hello i am samuel joyce i'm a technical
181 00:06:28,720 --> 00:06:31,360 designer
182 00:06:29,360 --> 00:06:32,720 on star citizen so let me jump into the
183 00:06:31,360 --> 00:06:33,440 editor and show you what that's all
184 00:06:32,720 --> 00:06:34,639 about
185 00:06:33,440 --> 00:06:36,639 one of the force reactions that we're
186 00:06:34,639 --> 00:06:38,400 working on is called twitch where the
187 00:06:36,639 --> 00:06:39,919 player will be hit by a bullet and their
188 00:06:38,400 --> 00:06:42,080 body will react in a certain way
189 00:06:39,919 --> 00:06:44,319 depending on how far away they are being
190 00:06:42,080 --> 00:06:44,319 shot
191 00:06:44,639 --> 00:06:49,919 and how far they are depends on how
192 00:06:46,639 --> 00:06:52,080 strong the the impact will be
193 00:06:49,919 --> 00:06:53,360 so when you're being hit by a automatic
194 00:06:52,080 --> 00:06:56,560 weapon
195 00:06:53,360 --> 00:06:57,199 you'll really feel that impact similarly
196 00:06:56,560 --> 00:06:59,440 if you're
197 00:06:57,199 --> 00:07:00,880 you're being shot by a rifle the rifles
198 00:06:59,440 --> 00:07:02,080 generate a lot more impact
199 00:07:00,880 --> 00:07:04,960 which means you're going to get a much
200 00:07:02,080 --> 00:07:07,840 more severe reaction
201 00:07:04,960 --> 00:07:09,360 when you get hit by a shotgun from fire
202 00:07:07,840 --> 00:07:11,759 away
203 00:07:09,360 --> 00:07:13,440 you'll get spread you'll get peppered by
204 00:07:11,759 --> 00:07:15,120 many pellets and the more pellets you
205 00:07:13,440 --> 00:07:16,080 get hit by and the more of an impulse
206 00:07:15,120 --> 00:07:17,360 that's generated
207 00:07:16,080 --> 00:07:19,360 meaning your camera is going to shake
208 00:07:17,360 --> 00:07:20,560 more however if you walk up to the
209 00:07:19,360 --> 00:07:23,199 shotgun and get
210 00:07:20,560 --> 00:07:24,240 shot point blank suddenly you get
211 00:07:23,199 --> 00:07:26,000 knocked down
212 00:07:24,240 --> 00:07:27,599 and now you have a chance to shoot your
213 00:07:26,000 --> 00:07:28,639 enemy
214 00:07:27,599 --> 00:07:30,080 when you're in the field battle you're
215 00:07:28,639 --> 00:07:31,680 going to be shot by rockets of course
216 00:07:30,080 --> 00:07:32,880 we've got god mode in this instance so
217 00:07:31,680 --> 00:07:35,759 when you get by the rockets
218 00:07:32,880 --> 00:07:36,400 you kind of like fly sideways so what
219 00:07:35,759 --> 00:07:38,960 i'm going to do
220 00:07:36,400 --> 00:07:39,520 next is set up the force directions to
221 00:07:38,960 --> 00:07:41,599 always
222 00:07:39,520 --> 00:07:43,039 play a knock down whenever i'm shot by a
223 00:07:41,599 --> 00:07:44,800 pistol so we see the
224 00:07:43,039 --> 00:07:47,360 most accurate representation of being
225 00:07:44,800 --> 00:07:49,520 blasted by a shotgun
226 00:07:47,360 --> 00:07:51,840 what this big green square is for is for
227 00:07:49,520 --> 00:07:54,560 testing our force reactions
228 00:07:51,840 --> 00:07:54,960 so for example if i increase the force
229 00:07:54,560 --> 00:07:57,120 to
230 00:07:54,960 --> 00:07:58,000 about 60 we're going to get a really
231 00:07:57,120 --> 00:08:00,240 small little nudge
232 00:07:58,000 --> 00:08:01,440 which will knock us down and we'll
233 00:08:00,240 --> 00:08:04,160 barely go anywhere
234 00:08:01,440 --> 00:08:05,759 and if we up the force a bit more we
235 00:08:04,160 --> 00:08:08,479 should start going about
236 00:08:05,759 --> 00:08:10,240 one and a half meters forward so the
237 00:08:08,479 --> 00:08:10,720 furthest that we want you to be able to
238 00:08:10,240 --> 00:08:12,400 fall
239 00:08:10,720 --> 00:08:14,160 when you have an explosion go off behind
240 00:08:12,400 --> 00:08:15,840 you is about three meters so
241 00:08:14,160 --> 00:08:17,280 this little yellow line helps us measure
242 00:08:15,840 --> 00:08:18,560 that
243 00:08:17,280 --> 00:08:19,759 one of the things we want to be wary of
244 00:08:18,560 --> 00:08:21,280 when you're getting knocked down is when
245 00:08:19,759 --> 00:08:22,560 you get knocked down from a great height
246 00:08:21,280 --> 00:08:24,400 what's the character going to do is he's
247 00:08:22,560 --> 00:08:26,160 falling the kinds of issues that we'd be
248 00:08:24,400 --> 00:08:27,840 looking at would be just the general
249 00:08:26,160 --> 00:08:29,759 animation flow
250 00:08:27,840 --> 00:08:31,199 and being able to see if we get got
251 00:08:29,759 --> 00:08:34,159 enough frames in each
252 00:08:31,199 --> 00:08:41,839 little area where it looking clunky and
253 00:08:34,159 --> 00:08:41,839 make sure it's smooth
254 00:08:44,100 --> 00:08:47,600 [Applause]
255 00:08:45,519 --> 00:08:49,120 as you saw there just as the explosion
256 00:08:47,600 --> 00:08:51,120 went off my camera shacked a little bit
257 00:08:49,120 --> 00:08:53,279 there's a little example of what
258 00:08:51,120 --> 00:08:54,160 the grenade explosions pressure is going
259 00:08:53,279 --> 00:08:56,160 to do to the
260 00:08:54,160 --> 00:08:58,640 character if you're not quite in the
261 00:08:56,160 --> 00:08:58,640 blast zone
262 00:08:58,800 --> 00:09:04,320 so here's a grenade where i haven't been
263 00:09:01,600 --> 00:09:04,320 able to get out of the way
264 00:09:07,200 --> 00:09:10,560 next up we're going to show you ai
265 00:09:09,040 --> 00:09:23,839 twitches
266 00:09:10,560 --> 00:09:23,839 so once this guy knows
267 00:09:28,480 --> 00:09:32,480 some of the reactions that you could see
268 00:09:30,080 --> 00:09:35,040 i can trigger them myself over here
269 00:09:32,480 --> 00:09:37,600 when he's being shot he'll be hit by
270 00:09:35,040 --> 00:09:37,600 this thing
271 00:09:38,880 --> 00:09:42,320 so we've just gone to the ship hangar
272 00:09:40,399 --> 00:09:44,160 test level where i can spawn in
273 00:09:42,320 --> 00:09:45,600 any of the ships that i need to test in
274 00:09:44,160 --> 00:09:49,040 so today we're gonna
275 00:09:45,600 --> 00:09:52,240 look at the andromeda if i just
276 00:09:49,040 --> 00:09:52,240 teleport to this seat
277 00:09:52,720 --> 00:09:56,399 and then we go we can get that
278 00:09:57,920 --> 00:10:02,399 what i'm going to get this to do now is
279 00:10:00,399 --> 00:10:04,290 we're going to get the ai to fly my ship
280 00:10:02,399 --> 00:10:07,460 for me
281 00:10:04,290 --> 00:10:07,460 [Music]
282 00:10:07,600 --> 00:10:10,640 and what we're going to see is we're
283 00:10:09,839 --> 00:10:12,399 going to see some
284 00:10:10,640 --> 00:10:14,079 your character is going to start leaning
285 00:10:12,399 --> 00:10:15,680 depending on the g-forces of the ship
286 00:10:14,079 --> 00:10:18,000 so right now we're flying directly
287 00:10:15,680 --> 00:10:33,839 upwards what i'm going to do now is
288 00:10:18,000 --> 00:10:33,839 ask a andromeda to ram the ship
289 00:10:34,720 --> 00:10:40,240 sometimes um i feel sorry for these guys
290 00:10:38,800 --> 00:10:40,640 we just keep knocking them off the
291 00:10:40,240 --> 00:10:46,160 screen
292 00:10:40,640 --> 00:10:49,519 all the time
293 00:10:46,160 --> 00:10:51,040 to wrap up i would say this release is
294 00:10:49,519 --> 00:10:53,440 gonna be one uh
295 00:10:51,040 --> 00:10:54,720 big new push on the force reactions the
296 00:10:53,440 --> 00:10:57,680 knock downs for me
297 00:10:54,720 --> 00:10:59,440 especially it's a it's a new feature
298 00:10:57,680 --> 00:11:01,760 that that really adds
299 00:10:59,440 --> 00:11:02,720 a different dimension to the game but
300 00:11:01,760 --> 00:11:04,800 this is by
301 00:11:02,720 --> 00:11:06,640 by no means the end of it we're going to
302 00:11:04,800 --> 00:11:07,440 keep iterating on it we're going to keep
303 00:11:06,640 --> 00:11:10,480 adding more
304 00:11:07,440 --> 00:11:12,640 types of reactions balance it
305 00:11:10,480 --> 00:11:14,160 and you know obviously this is where a
306 00:11:12,640 --> 00:11:15,040 lot of player feedback is going to be
307 00:11:14,160 --> 00:11:16,880 useful
308 00:11:15,040 --> 00:11:18,480 you know i hope you guys really enjoy
309 00:11:16,880 --> 00:11:20,560 what we put out there
310 00:11:18,480 --> 00:11:22,000 get your feedback back to us and and you
311 00:11:20,560 --> 00:11:24,320 know trust us to
312 00:11:22,000 --> 00:11:25,519 keep working on it and and getting it
313 00:11:24,320 --> 00:11:28,560 dialed in where
314 00:11:25,519 --> 00:11:30,399 everyone is really happy with it
315 00:11:28,560 --> 00:11:31,839 so what we learned this week well we
316 00:11:30,399 --> 00:11:33,760 learned that gas clouds can be used to
317 00:11:31,839 --> 00:11:34,320 make some of the areas between points of
318 00:11:33,760 --> 00:11:36,800 interest
319 00:11:34,320 --> 00:11:38,880 more interesting themselves that it can
320 00:11:36,800 --> 00:11:39,920 be just as much fun building test levels
321 00:11:38,880 --> 00:11:42,560 for developers
322 00:11:39,920 --> 00:11:44,240 as it is making game levels for players
323 00:11:42,560 --> 00:11:45,600 and that when the captain turns on the
324 00:11:44,240 --> 00:11:47,600 fasten seat belt light
325 00:11:45,600 --> 00:11:48,640 you better move around the cabin at your
326 00:11:47,600 --> 00:11:50,639 own risk
327 00:11:48,640 --> 00:11:57,839 for inside star citizen i'm jared
328 00:11:50,639 --> 00:11:57,839 huckaby we'll see you next week
329 00:12:12,399 --> 00:12:14,480 you