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The Inside Star Citizen episode Counter Punch - Summer 2019 was published on July 25, 2019 on CIG's YouTube channel.

Topics and timestamps[]

Topic Timestamp

Video[]

Inside_Star_Citizen-_Counter_Punch_-_Summer_2019
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Transcript[]

The transcript was created automatically and needs to be proofread. Words may have been transcribed incorrectly.

1 00:00:00,080 --> 00:00:03,439 we're going further inside than ever

2 00:00:01,839 --> 00:00:07,759 before welcome to

3 00:00:03,439 --> 00:00:07,759 inside inside star citizen

4 00:00:10,970 --> 00:00:15,679 [Music]

5 00:00:13,759 --> 00:00:17,279 welcome everyone to the first episode of

6 00:00:15,679 --> 00:00:19,279 our brand new series

7 00:00:17,279 --> 00:00:21,039 where we take a look inside the weekly

8 00:00:19,279 --> 00:00:22,400 development of making our weekly

9 00:00:21,039 --> 00:00:24,400 development series

10 00:00:22,400 --> 00:00:26,160 i'm your host what are you doing look

11 00:00:24,400 --> 00:00:27,680 putting together inside star citizen

12 00:00:26,160 --> 00:00:29,920 each and every week can be a daunting

13 00:00:27,680 --> 00:00:31,439 task and the team members in our global

14 00:00:29,920 --> 00:00:32,079 video production team work with

15 00:00:31,439 --> 00:00:33,840 developers

16 00:00:32,079 --> 00:00:35,440 every day to determine how we can

17 00:00:33,840 --> 00:00:36,320 present their work in interesting and

18 00:00:35,440 --> 00:00:38,559 effective

19 00:00:36,320 --> 00:00:40,000 that was two minutes late and in the

20 00:00:38,559 --> 00:00:41,520 case of the anvil ballista

21 00:00:40,000 --> 00:00:44,320 recently introduced as straight to

22 00:00:41,520 --> 00:00:45,760 drivable in our alpha 3.6 patch

23 00:00:44,320 --> 00:00:47,520 that meant talking with two of the

24 00:00:45,760 --> 00:00:49,280 designers in our la studio

25 00:00:47,520 --> 00:00:50,960 that worked to bring it to life so let's

26 00:00:49,280 --> 00:00:54,160 find out how our video team

27 00:00:50,960 --> 00:00:59,600 put that segment together let's just

28 00:00:54,160 --> 00:01:01,280 run this segment the normal segment

29 00:00:59,600 --> 00:01:02,800 the ballista adds an element to the

30 00:01:01,280 --> 00:01:04,559 persistent universe that we really don't

31 00:01:02,800 --> 00:01:06,960 have yet and that is

32 00:01:04,559 --> 00:01:08,080 how does a player defend something that

33 00:01:06,960 --> 00:01:10,640 they own

34 00:01:08,080 --> 00:01:12,159 or something they want to protect from a

35 00:01:10,640 --> 00:01:16,400 ground perspective

36 00:01:12,159 --> 00:01:18,240 the ballista expands our ground gameplay

37 00:01:16,400 --> 00:01:19,520 by giving us more vehicles to play

38 00:01:18,240 --> 00:01:22,320 around with and

39 00:01:19,520 --> 00:01:24,640 some other options for anti-aircraft

40 00:01:22,320 --> 00:01:26,640 defense

41 00:01:24,640 --> 00:01:29,119 the primary purpose i have found is its

42 00:01:26,640 --> 00:01:30,479 range this vehicle has an extended range

43 00:01:29,119 --> 00:01:32,000 you just don't see out of fighters

44 00:01:30,479 --> 00:01:33,600 you don't see it out of any other craft

45 00:01:32,000 --> 00:01:35,840 that we currently have right now

46 00:01:33,600 --> 00:01:37,600 you can stay far away and take down a

47 00:01:35,840 --> 00:01:38,880 ship before they even see you

48 00:01:37,600 --> 00:01:40,000 and if you get into a ship and you have

49 00:01:38,880 --> 00:01:41,840 to fight the other ship you're putting

50 00:01:40,000 --> 00:01:43,840 yourself in danger whereas

51 00:01:41,840 --> 00:01:45,600 in the ballista you can kill them before

52 00:01:43,840 --> 00:01:47,040 they even detect you

53 00:01:45,600 --> 00:01:49,360 so the unique thing about the ballistas

54 00:01:47,040 --> 00:01:50,320 missiles particularly is their lock time

55 00:01:49,360 --> 00:01:51,680 they're a little bit faster than what

56 00:01:50,320 --> 00:01:52,960 you would expect particularly on the

57 00:01:51,680 --> 00:01:55,520 size of these missiles

58 00:01:52,960 --> 00:01:57,520 they are sevens and fives they're really

59 00:01:55,520 --> 00:01:58,240 much effectively like firing a dragonfly

60 00:01:57,520 --> 00:02:00,799 at something

61 00:01:58,240 --> 00:02:02,320 uh particularly the sevens are and

62 00:02:00,799 --> 00:02:03,759 they're on a turret which is something

63 00:02:02,320 --> 00:02:05,040 players have not seen before it's

64 00:02:03,759 --> 00:02:05,840 something we have not been able to do

65 00:02:05,040 --> 00:02:07,759 before

66 00:02:05,840 --> 00:02:09,440 so you have a complete 180 shot around

67 00:02:07,759 --> 00:02:10,640 you the other day

68 00:02:09,440 --> 00:02:12,560 i was just playing around with it

69 00:02:10,640 --> 00:02:13,200 managed to target gladis out from 9000

70 00:02:12,560 --> 00:02:16,080 meters

71 00:02:13,200 --> 00:02:17,440 in the future we're hoping to increase

72 00:02:16,080 --> 00:02:19,040 the range you get out of these missiles

73 00:02:17,440 --> 00:02:21,040 primarily based on the

74 00:02:19,040 --> 00:02:22,080 em signature that you get off the ship

75 00:02:21,040 --> 00:02:23,920 the great thing about

76 00:02:22,080 --> 00:02:25,440 having a ship go straight to pliable is

77 00:02:23,920 --> 00:02:28,640 that we go from

78 00:02:25,440 --> 00:02:29,280 design to concept to production all in

79 00:02:28,640 --> 00:02:30,879 one go

80 00:02:29,280 --> 00:02:33,360 we have all the resources that we need

81 00:02:30,879 --> 00:02:35,200 we plan it out and it lets us be much

82 00:02:33,360 --> 00:02:36,239 more hands-on within the entire time it

83 00:02:35,200 --> 00:02:37,760 lets us make

84 00:02:36,239 --> 00:02:39,440 better decisions because it's fresher in

85 00:02:37,760 --> 00:02:42,080 everybody's mind at the time

86 00:02:39,440 --> 00:02:43,360 and produce the product that we really

87 00:02:42,080 --> 00:02:46,000 want to make

88 00:02:43,360 --> 00:02:48,160 as fluidly as we can it's really fun to

89 00:02:46,000 --> 00:02:50,080 actually get something out really fast

90 00:02:48,160 --> 00:02:51,599 the thing i hope players get out of this

91 00:02:50,080 --> 00:02:52,640 well it's not so much what they get it's

92 00:02:51,599 --> 00:02:54,800 more what they create

93 00:02:52,640 --> 00:02:56,879 i want complete chaos out of this thing

94 00:02:54,800 --> 00:02:57,360 i want players defending outposts i want

95 00:02:56,879 --> 00:02:58,720 them

96 00:02:57,360 --> 00:03:00,720 keeping people from landing i want

97 00:02:58,720 --> 00:03:01,280 people claiming an area this is their

98 00:03:00,720 --> 00:03:03,040 area

99 00:03:01,280 --> 00:03:05,120 this is the device they're using to make

100 00:03:03,040 --> 00:03:05,840 it their area here's what i think is

101 00:03:05,120 --> 00:03:07,760 gonna happen

102 00:03:05,840 --> 00:03:09,280 they're gonna spawn them outside of like

103 00:03:07,760 --> 00:03:12,000 hurston or lowerville

104 00:03:09,280 --> 00:03:14,400 and just not let people land at places

105 00:03:12,000 --> 00:03:17,760 that they want to land

106 00:03:14,400 --> 00:03:19,440 that's probably what's gonna happen

107 00:03:17,760 --> 00:03:20,879 that was a cool segment but i really

108 00:03:19,440 --> 00:03:22,879 think we could have done like a making

109 00:03:20,879 --> 00:03:25,120 of the segment instead of just another

110 00:03:22,879 --> 00:03:26,239 dev interview i mean it's that's enough

111 00:03:25,120 --> 00:03:27,920 it's time to get back to the regular

112 00:03:26,239 --> 00:03:30,319 show now

113 00:03:27,920 --> 00:03:32,080 let's talk about the 890 jump now this

114 00:03:30,319 --> 00:03:34,080 massive super yacht from origin has been

115 00:03:32,080 --> 00:03:35,920 a dream of many star citizen backers

116 00:03:34,080 --> 00:03:38,080 since it was first introduced and it

117 00:03:35,920 --> 00:03:39,360 promises to set a new standard for scale

118 00:03:38,080 --> 00:03:41,599 in the persisting universe

119 00:03:39,360 --> 00:03:44,400 when it arrives in a supplemental 3.6

120 00:03:41,599 --> 00:03:45,599 patch and with a whopping 68 rooms

121 00:03:44,400 --> 00:03:48,000 filling out this

122 00:03:45,599 --> 00:03:49,440 monument to excess members of the props

123 00:03:48,000 --> 00:03:50,560 team have been working to add additional

124 00:03:49,440 --> 00:03:51,840 life to many of them

125 00:03:50,560 --> 00:03:55,280 let's take a look now at some of their

126 00:03:51,840 --> 00:03:55,280 work 68

127 00:03:58,840 --> 00:04:02,400 nice

128 00:04:00,720 --> 00:04:03,920 so today i'm showing you the props that

129 00:04:02,400 --> 00:04:05,280 we've been making for the 890 over the

130 00:04:03,920 --> 00:04:06,799 past few weeks

131 00:04:05,280 --> 00:04:08,640 we've got some custom assets that we've

132 00:04:06,799 --> 00:04:12,799 made for the spa

133 00:04:08,640 --> 00:04:12,799 like these towels and these sandals

134 00:04:13,040 --> 00:04:17,359 quite a big kitchen set for this um we

135 00:04:15,920 --> 00:04:18,160 wanted it to feel like you know a

136 00:04:17,359 --> 00:04:20,639 professional

137 00:04:18,160 --> 00:04:21,840 restaurant is on board one of the other

138 00:04:20,639 --> 00:04:24,639 things we wanted to make to

139 00:04:21,840 --> 00:04:26,880 elevate the whole ship to this you know

140 00:04:24,639 --> 00:04:29,120 classy high standard is

141 00:04:26,880 --> 00:04:30,479 filling it with lots of modern art so uh

142 00:04:29,120 --> 00:04:32,080 john who sits just there

143 00:04:30,479 --> 00:04:34,320 you've got to make some these little

144 00:04:32,080 --> 00:04:35,600 sculptures here stuff that hopefully

145 00:04:34,320 --> 00:04:37,600 you'd find in a gallery

146 00:04:35,600 --> 00:04:39,280 as well as some large ones here you'll

147 00:04:37,600 --> 00:04:41,199 see dotted around the ship

148 00:04:39,280 --> 00:04:42,800 and more traditionally we've got some

149 00:04:41,199 --> 00:04:44,639 paintings that corey's been working on

150 00:04:42,800 --> 00:04:46,479 he's made these in substance designer

151 00:04:44,639 --> 00:04:48,000 and he's got all our signatures sort of

152 00:04:46,479 --> 00:04:50,479 thrown on the painting

153 00:04:48,000 --> 00:04:51,040 so though corey technically made every

154 00:04:50,479 --> 00:04:52,880 painting

155 00:04:51,040 --> 00:04:54,479 i think everyone in the team has sort of

156 00:04:52,880 --> 00:04:57,680 scanned in their signature

157 00:04:54,479 --> 00:04:59,840 to stick on each of the paintings

158 00:04:57,680 --> 00:05:01,600 so we hope that collectively these props

159 00:04:59,840 --> 00:05:04,800 will complement the

160 00:05:01,600 --> 00:05:07,039 luxurious feel of the ship and elevate

161 00:05:04,800 --> 00:05:09,440 the player experience

162 00:05:07,039 --> 00:05:11,039 each week inside star citizen focuses on

163 00:05:09,440 --> 00:05:13,919 the development of our patch at hand

164 00:05:11,039 --> 00:05:15,520 in this quarter the upcoming 3.7 now

165 00:05:13,919 --> 00:05:17,120 we're still pretty early in the sprint

166 00:05:15,520 --> 00:05:18,479 cycle for alpha 3.7

167 00:05:17,120 --> 00:05:20,000 so we thought we'd try something

168 00:05:18,479 --> 00:05:21,039 different this week and take a look

169 00:05:20,000 --> 00:05:22,880 farther ahead

170 00:05:21,039 --> 00:05:24,080 at a feature that's only just recently

171 00:05:22,880 --> 00:05:25,520 begun its development

172 00:05:24,080 --> 00:05:27,440 and won't be making its way into star

173 00:05:25,520 --> 00:05:29,199 citizen for some time to come

174 00:05:27,440 --> 00:05:30,639 let's check in now with our actor

175 00:05:29,199 --> 00:05:32,800 feature team in the uk

176 00:05:30,639 --> 00:05:39,840 and see their earliest work bringing

177 00:05:32,800 --> 00:05:39,840 melee combat to the persistent universe

178 00:05:41,600 --> 00:05:44,800 we're just about to start on melee

179 00:05:42,960 --> 00:05:45,440 combat and in the introduction into star

180 00:05:44,800 --> 00:05:48,400 citizen

181 00:05:45,440 --> 00:05:49,520 so melee combat itself includes unarmed

182 00:05:48,400 --> 00:05:52,080 combat with your fists

183 00:05:49,520 --> 00:05:52,800 it also includes weapon combat with

184 00:05:52,080 --> 00:05:54,320 knives

185 00:05:52,800 --> 00:05:56,160 or other weapons that we might add later

186 00:05:54,320 --> 00:05:57,039 down the line so we've just started

187 00:05:56,160 --> 00:05:58,720 melee combat

188 00:05:57,039 --> 00:06:00,560 last quarter but obviously being

189 00:05:58,720 --> 00:06:01,840 first-person combat there's obviously

190 00:06:00,560 --> 00:06:02,720 unique challenges that we have to

191 00:06:01,840 --> 00:06:04,800 overcome in that

192 00:06:02,720 --> 00:06:06,000 with the unified rig and having it look

193 00:06:04,800 --> 00:06:07,440 good and obviously the

194 00:06:06,000 --> 00:06:08,960 level of quality and production values

195 00:06:07,440 --> 00:06:10,160 that we're aiming for clearly we're

196 00:06:08,960 --> 00:06:11,680 obviously at the stage now where we're

197 00:06:10,160 --> 00:06:13,199 just getting the animations in there and

198 00:06:11,680 --> 00:06:14,560 we're testing them out

199 00:06:13,199 --> 00:06:16,240 we're going through several different

200 00:06:14,560 --> 00:06:18,240 tests of taking the mocap data and then

201 00:06:16,240 --> 00:06:19,919 bringing that into engine

202 00:06:18,240 --> 00:06:21,280 you can see here the first version is

203 00:06:19,919 --> 00:06:23,440 that we're just testing the first person

204 00:06:21,280 --> 00:06:25,039 perspective and how that looks

205 00:06:23,440 --> 00:06:26,720 here in test two we're actually counter

206 00:06:25,039 --> 00:06:29,199 rotating the head

207 00:06:26,720 --> 00:06:30,720 and this allows us to follow actually

208 00:06:29,199 --> 00:06:32,080 punch where you're aiming

209 00:06:30,720 --> 00:06:33,840 but it's actually pushing the camera off

210 00:06:32,080 --> 00:06:35,199 to the side so obviously in a first

211 00:06:33,840 --> 00:06:36,560 person game

212 00:06:35,199 --> 00:06:37,919 you don't really want the camera moving

213 00:06:36,560 --> 00:06:39,520 a lot you've already got a lot to take

214 00:06:37,919 --> 00:06:41,120 into into a combat scenario

215 00:06:39,520 --> 00:06:42,479 you're tracking your target you're

216 00:06:41,120 --> 00:06:43,039 trying to choose which move you want to

217 00:06:42,479 --> 00:06:44,720 use

218 00:06:43,039 --> 00:06:45,840 so we want to obviously kind of keep the

219 00:06:44,720 --> 00:06:46,560 camera selling the weight of the

220 00:06:45,840 --> 00:06:48,479 animation

221 00:06:46,560 --> 00:06:49,680 but also keep it stable in these light

222 00:06:48,479 --> 00:06:50,880 attacks with a jab

223 00:06:49,680 --> 00:06:52,080 this camera motion might be more

224 00:06:50,880 --> 00:06:53,120 appropriate to say when you're doing a

225 00:06:52,080 --> 00:06:54,639 heavy attack

226 00:06:53,120 --> 00:06:56,240 but for a light attack we want to kind

227 00:06:54,639 --> 00:06:57,280 of tone it down and see how that goes

228 00:06:56,240 --> 00:06:59,039 from there

229 00:06:57,280 --> 00:07:00,800 so in test three you can see here that

230 00:06:59,039 --> 00:07:03,039 the left jab is working well

231 00:07:00,800 --> 00:07:05,039 but the right still has issues obviously

232 00:07:03,039 --> 00:07:06,720 we're going through different technical

233 00:07:05,039 --> 00:07:09,280 challenges to overcome and technical

234 00:07:06,720 --> 00:07:09,280 solutions

235 00:07:09,360 --> 00:07:12,720 so we're starting to go in the right

236 00:07:10,560 --> 00:07:14,720 direction with test four we started to

237 00:07:12,720 --> 00:07:15,680 get more of a stable head cam position

238 00:07:14,720 --> 00:07:17,280 but obviously you're seeing that the

239 00:07:15,680 --> 00:07:17,840 animation in third person isn't that

240 00:07:17,280 --> 00:07:19,280 great

241 00:07:17,840 --> 00:07:21,360 and you can see that the actual the

242 00:07:19,280 --> 00:07:23,199 right arm is actually impinging the

243 00:07:21,360 --> 00:07:25,440 right shoulders impinging on the camera

244 00:07:23,199 --> 00:07:25,440 view

245 00:07:26,000 --> 00:07:29,599 so here you can see obviously test 35 we

246 00:07:28,160 --> 00:07:30,000 actually have gone through several

247 00:07:29,599 --> 00:07:31,440 several

248 00:07:30,000 --> 00:07:33,360 tests i'm actually starting to get to a

249 00:07:31,440 --> 00:07:34,240 version where okay we just stripped

250 00:07:33,360 --> 00:07:36,080 everything back

251 00:07:34,240 --> 00:07:37,680 and we just said okay let's isolate the

252 00:07:36,080 --> 00:07:39,280 arm movement how does that feel

253 00:07:37,680 --> 00:07:40,639 and we get what we want on the arm

254 00:07:39,280 --> 00:07:41,919 movement and then we can start bringing

255 00:07:40,639 --> 00:07:42,880 the body back into it once we've got

256 00:07:41,919 --> 00:07:44,160 that stability

257 00:07:42,880 --> 00:07:46,000 so you can see here we're punching

258 00:07:44,160 --> 00:07:47,440 exactly where you're aiming

259 00:07:46,000 --> 00:07:49,680 we know it's working we've got good

260 00:07:47,440 --> 00:07:52,400 timing on both the left and right hand

261 00:07:49,680 --> 00:07:54,080 and now is obviously the next iteration

262 00:07:52,400 --> 00:07:55,599 we've still got a lot of ways to go in

263 00:07:54,080 --> 00:07:57,039 terms of the heavy attacks and bringing

264 00:07:55,599 --> 00:07:58,720 those on board

265 00:07:57,039 --> 00:08:00,400 but i think we're a good place now to

266 00:07:58,720 --> 00:08:02,000 actually start building on top of that

267 00:08:00,400 --> 00:08:03,440 and start playing it and feeling it and

268 00:08:02,000 --> 00:08:04,879 seeing if it feels good

269 00:08:03,440 --> 00:08:06,639 so hopefully we'll make really good

270 00:08:04,879 --> 00:08:08,160 progress next quarter obviously we can

271 00:08:06,639 --> 00:08:08,639 have another check-in and see how that

272 00:08:08,160 --> 00:08:09,759 goes

273 00:08:08,639 --> 00:08:12,160 and hopefully we'll have some cool

274 00:08:09,759 --> 00:08:14,160 footage to show you then now it's going

275 00:08:12,160 --> 00:08:15,120 to be a while before we see melee combat

276 00:08:14,160 --> 00:08:16,400 and star citizen

277 00:08:15,120 --> 00:08:18,080 but you can bet we're going to check in

278 00:08:16,400 --> 00:08:19,360 with the active feature teams and follow

279 00:08:18,080 --> 00:08:20,319 up on its progress in the coming

280 00:08:19,360 --> 00:08:22,400 quarters

281 00:08:20,319 --> 00:08:24,000 so with that what did we learn this week

282 00:08:22,400 --> 00:08:26,000 we learned that the anvil ballista

283 00:08:24,000 --> 00:08:28,240 aims to bring added dynamics to vehicle

284 00:08:26,000 --> 00:08:29,840 combat we learned that the 890 jump will

285 00:08:28,240 --> 00:08:31,120 bring some fancy fine art to the

286 00:08:29,840 --> 00:08:32,399 persistent universe

287 00:08:31,120 --> 00:08:34,399 we learned that the road the first

288 00:08:32,399 --> 00:08:35,120 person melee combat has many hurdles to

289 00:08:34,399 --> 00:08:36,479 overcome

290 00:08:35,120 --> 00:08:38,479 but we've never met a challenge we

291 00:08:36,479 --> 00:08:40,000 didn't like and we learned that you have

292 00:08:38,479 --> 00:08:40,560 to show up on time for your hosting

293 00:08:40,000 --> 00:08:43,760 segments

294 00:08:40,560 --> 00:08:45,519 for chaos and suits as usual our thanks

295 00:08:43,760 --> 00:08:47,040 go to subscribers each and every week

296 00:08:45,519 --> 00:08:47,839 for making the show and others like it

297 00:08:47,040 --> 00:08:49,440 possible

298 00:08:47,839 --> 00:08:55,350 and to everyone in the star citizen

299 00:08:49,440 --> 00:09:01,529 community we'll see you next week

300 00:08:55,350 --> 00:09:01,529 [Music]

301 00:09:03,440 --> 00:09:06,959 thanks for watching for the latest and

302 00:09:04,880 --> 00:09:08,720 greatest in star citizen squadron 42

303 00:09:06,959 --> 00:09:10,560 you can subscribe to our channel or you

304 00:09:08,720 --> 00:09:14,080 can check out some of the other shows

305 00:09:10,560 --> 00:09:14,080 and you can also head to our website at

306 00:09:14,839 --> 00:09:22,800 www.robertsspaceindustries.com

307 00:09:16,240 --> 00:09:24,880 thank you very much for watching

308 00:09:22,800 --> 00:09:24,880 you


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