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