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The Inside Star Citizen episode Interaction in Action - Fall 2020 was published on 5. November 2020 on the CIG YouTube channel.

Topics and timestamps[]

Topic Timestamp
Interactions - Objects and environment
0:00
Sprint report: Talon iridescent shader, "Radar Object Collection Sub-System", Refinery Deck exterior, Homesteads in engine concepts,
4:18

Video[]

Inside_Star_Citizen-_Interaction_in_Action_-_Fall_2020
basic

Transcript[]

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

1 00:00:04,470 --> 00:00:08,480 [Music]

2 00:00:06,960 --> 00:00:09,200 the interactions that we have in our

3 00:00:08,480 --> 00:00:13,679 game

4 00:00:09,200 --> 00:00:17,680 define how reactive the environment is

5 00:00:13,679 --> 00:00:21,359 define how simulated that space feels

6 00:00:17,680 --> 00:00:24,960 how real and immersive it reacts

7 00:00:21,359 --> 00:00:28,160 and is a big part of driving

8 00:00:24,960 --> 00:00:30,720 emergent gameplay of i see a thing

9 00:00:28,160 --> 00:00:31,679 i understand it i expect it to behave a

10 00:00:30,720 --> 00:00:33,480 certain way

11 00:00:31,679 --> 00:00:36,640 and that it does

12 00:00:33,480 --> 00:00:40,079 [Music]

13 00:00:36,640 --> 00:00:43,040 we make zoos primarily to demonstrate

14 00:00:40,079 --> 00:00:44,719 a playground of the functionality that

15 00:00:43,040 --> 00:00:47,760 we have and

16 00:00:44,719 --> 00:00:51,199 also here is an example

17 00:00:47,760 --> 00:00:54,559 setup of how those things are achieved

18 00:00:51,199 --> 00:00:56,320 a designer is able to go in and see that

19 00:00:54,559 --> 00:00:57,600 if they've had any issue with their own

20 00:00:56,320 --> 00:01:00,239 implementation

21 00:00:57,600 --> 00:01:00,960 prior to bothering an engineer they can

22 00:01:00,239 --> 00:01:03,440 take a look

23 00:01:00,960 --> 00:01:05,040 at the gold standard of here's a thing

24 00:01:03,440 --> 00:01:08,479 with nothing else

25 00:01:05,040 --> 00:01:09,200 working see if that gives you some hints

26 00:01:08,479 --> 00:01:11,520 first

27 00:01:09,200 --> 00:01:13,680 before we start interrupting an engineer

28 00:01:11,520 --> 00:01:15,439 if you go in and you find it broken

29 00:01:13,680 --> 00:01:18,080 that's a good that's a good moment to

30 00:01:15,439 --> 00:01:18,080 call an engineer

31 00:01:18,479 --> 00:01:21,920 all that in mind we've been making an

32 00:01:20,640 --> 00:01:24,640 interaction zoo

33 00:01:21,920 --> 00:01:26,720 a place to demonstrate all of the

34 00:01:24,640 --> 00:01:28,400 different nuanced and complicated

35 00:01:26,720 --> 00:01:29,759 interactions that we can get between a

36 00:01:28,400 --> 00:01:32,000 bunch of different entities

37 00:01:29,759 --> 00:01:33,600 that designers can go take a look at and

38 00:01:32,000 --> 00:01:36,240 draw inspiration from

39 00:01:33,600 --> 00:01:38,240 to pull into their levels their ships or

40 00:01:36,240 --> 00:01:40,720 whatever environments we're making

41 00:01:38,240 --> 00:01:42,640 the reason i like zoos philosophically i

42 00:01:40,720 --> 00:01:46,240 believe as a game designer

43 00:01:42,640 --> 00:01:49,759 the two core parts of gameplay

44 00:01:46,240 --> 00:01:51,439 are collision and doors with our doors

45 00:01:49,759 --> 00:01:53,600 we've got all these automatic doors and

46 00:01:51,439 --> 00:01:55,439 those doors connect between rooms and

47 00:01:53,600 --> 00:01:57,040 every time a door doesn't react the way

48 00:01:55,439 --> 00:01:59,200 you expect it breaks your immersion and

49 00:01:57,040 --> 00:02:00,799 pulls you out of the game

50 00:01:59,200 --> 00:02:03,920 even with something simple like a

51 00:02:00,799 --> 00:02:05,920 control panel we can explore things like

52 00:02:03,920 --> 00:02:07,600 enabling and disabling the proximity

53 00:02:05,920 --> 00:02:08,879 sensor so that you have control over

54 00:02:07,600 --> 00:02:10,640 whether or not it lets you through

55 00:02:08,879 --> 00:02:14,400 automatically or if you have to interact

56 00:02:10,640 --> 00:02:14,400 and make sure it's all working properly

57 00:02:14,800 --> 00:02:17,920 beyond the control panels there's the

58 00:02:16,400 --> 00:02:20,959 doors themselves which give

59 00:02:17,920 --> 00:02:22,640 us many opportunities for complex and

60 00:02:20,959 --> 00:02:24,480 nuanced behaviors

61 00:02:22,640 --> 00:02:26,720 so we've explored things where if you

62 00:02:24,480 --> 00:02:29,200 cut the power to a door

63 00:02:26,720 --> 00:02:30,800 it'll stop its behavior it'll the lights

64 00:02:29,200 --> 00:02:32,000 will go out on the control panel and you

65 00:02:30,800 --> 00:02:33,280 won't be able to interact with it in

66 00:02:32,000 --> 00:02:35,680 that way anymore

67 00:02:33,280 --> 00:02:36,319 but then maybe we make this wedge kit

68 00:02:35,680 --> 00:02:38,160 that you

69 00:02:36,319 --> 00:02:39,920 physically place on the door which prys

70 00:02:38,160 --> 00:02:42,720 it open and

71 00:02:39,920 --> 00:02:43,200 which allows you then to sneak through

72 00:02:42,720 --> 00:02:45,440 and

73 00:02:43,200 --> 00:02:46,879 maybe even past that there's the locks

74 00:02:45,440 --> 00:02:49,599 on the door could be

75 00:02:46,879 --> 00:02:50,000 physical and have their own state and

76 00:02:49,599 --> 00:02:52,319 have their

77 00:02:50,000 --> 00:02:53,120 own health and if those things get

78 00:02:52,319 --> 00:02:55,920 changed

79 00:02:53,120 --> 00:02:57,360 either by some lock-picking gameplay or

80 00:02:55,920 --> 00:02:59,120 some damage or

81 00:02:57,360 --> 00:03:00,959 some external thing that we could

82 00:02:59,120 --> 00:03:03,840 explore even beyond

83 00:03:00,959 --> 00:03:04,480 that you might trigger an alarm when

84 00:03:03,840 --> 00:03:08,080 alarm

85 00:03:04,480 --> 00:03:09,530 triggers we want to have that event

86 00:03:08,080 --> 00:03:11,120 actually get passed through

87 00:03:09,530 --> 00:03:14,480 [Music]

88 00:03:11,120 --> 00:03:17,280 the environment and so even

89 00:03:14,480 --> 00:03:18,480 just by having a single chain of

90 00:03:17,280 --> 00:03:20,640 communication

91 00:03:18,480 --> 00:03:22,959 being able to interrupt it at any stage

92 00:03:20,640 --> 00:03:25,840 or alter it at any stage

93 00:03:22,959 --> 00:03:26,799 creates all this opportunity for

94 00:03:25,840 --> 00:03:29,599 subversion

95 00:03:26,799 --> 00:03:30,560 reaction for the doors to get locked

96 00:03:29,599 --> 00:03:33,360 down

97 00:03:30,560 --> 00:03:34,720 and for the alarm lights to go off and

98 00:03:33,360 --> 00:03:36,720 start blaring

99 00:03:34,720 --> 00:03:38,400 or for those things to fail to happen or

100 00:03:36,720 --> 00:03:42,000 get stuck in that state

101 00:03:38,400 --> 00:03:45,599 because something went wrong

102 00:03:42,000 --> 00:03:47,760 or some sabotage went right

103 00:03:45,599 --> 00:03:48,959 as each thing feeds into the next

104 00:03:47,760 --> 00:03:51,360 behavior

105 00:03:48,959 --> 00:03:52,799 it creates a world that feels real

106 00:03:51,360 --> 00:03:55,360 creates a world you can

107 00:03:52,799 --> 00:03:57,519 make a plan for in a world you can react

108 00:03:55,360 --> 00:03:57,519 to

109 00:03:59,519 --> 00:04:02,879 the way in which we interact with

110 00:04:01,439 --> 00:04:05,120 objects in the game world

111 00:04:02,879 --> 00:04:06,799 is essential to creating an immersive

112 00:04:05,120 --> 00:04:08,000 and enjoyable experience

113 00:04:06,799 --> 00:04:10,239 and we hope that many of the

114 00:04:08,000 --> 00:04:11,840 interactions seen here and

115 00:04:10,239 --> 00:04:14,000 quite a few that are maybe a little too

116 00:04:11,840 --> 00:04:15,280 early to share will make their way into

117 00:04:14,000 --> 00:04:17,359 the persistent universe

118 00:04:15,280 --> 00:04:18,560 but before that happens it's time once

119 00:04:17,359 --> 00:04:22,240 again for a sprint report

120 00:04:18,560 --> 00:04:24,880 so let's get to it now there will be

121 00:04:22,240 --> 00:04:26,000 plenty of ship news coming out of iae in

122 00:04:24,880 --> 00:04:28,160 the coming weeks

123 00:04:26,000 --> 00:04:30,160 but let's go ahead and take a quick look

124 00:04:28,160 --> 00:04:32,560 at work from the graphics team

125 00:04:30,160 --> 00:04:33,840 on adding iridescence to the hard

126 00:04:32,560 --> 00:04:36,240 surface shader

127 00:04:33,840 --> 00:04:37,759 seen here on the talon light fighter

128 00:04:36,240 --> 00:04:40,560 from asperia

129 00:04:37,759 --> 00:04:43,440 now coming from the original concept the

130 00:04:40,560 --> 00:04:44,720 iridescent paint allows us to showcase a

131 00:04:43,440 --> 00:04:47,199 variety of

132 00:04:44,720 --> 00:04:49,440 luminous colors that seemingly change

133 00:04:47,199 --> 00:04:51,840 when observed from different angles

134 00:04:49,440 --> 00:04:52,479 this isn't necessarily the final look of

135 00:04:51,840 --> 00:04:54,800 the ship

136 00:04:52,479 --> 00:04:56,560 but only a first implementation of this

137 00:04:54,800 --> 00:04:59,040 new aspect of the shader

138 00:04:56,560 --> 00:05:00,720 you can bet that we'll be dialing it in

139 00:04:59,040 --> 00:05:02,080 further and that we'll see more of the

140 00:05:00,720 --> 00:05:04,240 talon in later weeks

141 00:05:02,080 --> 00:05:06,400 ahead of its intended release in alpha

142 00:05:04,240 --> 00:05:08,960 3.12

143 00:05:06,400 --> 00:05:10,960 as part of an overall effort to revamp

144 00:05:08,960 --> 00:05:11,600 and unify the way scanning and radar

145 00:05:10,960 --> 00:05:14,080 works for

146 00:05:11,600 --> 00:05:15,280 vehicles and fps players alike the

147 00:05:14,080 --> 00:05:17,440 vehicle tech team

148 00:05:15,280 --> 00:05:19,600 has progressed on what they're calling

149 00:05:17,440 --> 00:05:22,560 the radar object collection

150 00:05:19,600 --> 00:05:24,000 subsystem now using a temporary back-end

151 00:05:22,560 --> 00:05:26,080 ui at the moment while it's still

152 00:05:24,000 --> 00:05:28,080 being developed this will eventually

153 00:05:26,080 --> 00:05:30,720 form the underlying basis

154 00:05:28,080 --> 00:05:32,479 of finding and filtering almost anything

155 00:05:30,720 --> 00:05:34,639 with an ambient signature

156 00:05:32,479 --> 00:05:36,880 you can see how enabling the resource

157 00:05:34,639 --> 00:05:39,120 filter shows minable rocks ahead

158 00:05:36,880 --> 00:05:41,199 while toggling the infrared adds the

159 00:05:39,120 --> 00:05:41,680 cutlass info that's a bit farther behind

160 00:05:41,199 --> 00:05:44,000 them

161 00:05:41,680 --> 00:05:46,400 now since not all scanning options will

162 00:05:44,000 --> 00:05:48,479 be available in all situations

163 00:05:46,400 --> 00:05:49,919 reducing our options down to a simple

164 00:05:48,479 --> 00:05:51,680 cross-section scan

165 00:05:49,919 --> 00:05:54,320 means that we can see the ship when

166 00:05:51,680 --> 00:05:56,960 unobstructed but that scan data is now

167 00:05:54,320 --> 00:05:58,000 occluded as asteroids or other items

168 00:05:56,960 --> 00:06:00,720 come between you

169 00:05:58,000 --> 00:06:01,840 and your target now as this develops it

170 00:06:00,720 --> 00:06:05,039 will apply to both

171 00:06:01,840 --> 00:06:06,720 ships as well as players or npcs hiding

172 00:06:05,039 --> 00:06:10,080 behind large objects

173 00:06:06,720 --> 00:06:12,160 walls or even doors

174 00:06:10,080 --> 00:06:14,479 meanwhile work on refinery decks

175 00:06:12,160 --> 00:06:16,880 continues with this look at some of the

176 00:06:14,479 --> 00:06:19,360 exterior infrastructure and how that

177 00:06:16,880 --> 00:06:21,520 sits within the upcoming lagrange point

178 00:06:19,360 --> 00:06:23,360 gas clouds

179 00:06:21,520 --> 00:06:25,360 now this review specifically was to get

180 00:06:23,360 --> 00:06:27,360 an early look at what these stations

181 00:06:25,360 --> 00:06:29,759 might look like once they're embedded in

182 00:06:27,360 --> 00:06:32,400 the upcoming alpha 3.12

183 00:06:29,759 --> 00:06:34,880 after some consideration one thought was

184 00:06:32,400 --> 00:06:36,319 that maybe a few more asteroids could be

185 00:06:34,880 --> 00:06:38,400 used to flesh out

186 00:06:36,319 --> 00:06:40,880 and more appropriately theme the

187 00:06:38,400 --> 00:06:43,120 exterior of these refinery stations

188 00:06:40,880 --> 00:06:45,360 that was an easy call but it will also

189 00:06:43,120 --> 00:06:47,440 have to be balanced with our desire to

190 00:06:45,360 --> 00:06:49,759 to avoid turning our major trucking

191 00:06:47,440 --> 00:06:52,240 lanes into obstacle courses

192 00:06:49,759 --> 00:06:53,840 well not all of them anyway and while

193 00:06:52,240 --> 00:06:54,639 the look of these are coming along

194 00:06:53,840 --> 00:06:56,720 nicely

195 00:06:54,639 --> 00:06:58,880 we'll talk more about how actual

196 00:06:56,720 --> 00:07:02,800 refining gameplay itself will work

197 00:06:58,880 --> 00:07:04,800 next week finally let's check in once

198 00:07:02,800 --> 00:07:07,280 again with the ongoing work of our

199 00:07:04,800 --> 00:07:10,560 colonial style homesteads

200 00:07:07,280 --> 00:07:12,160 last time we saw the 2d concepts turned

201 00:07:10,560 --> 00:07:14,479 into 3d concepts

202 00:07:12,160 --> 00:07:16,000 and that was a big step in helping us

203 00:07:14,479 --> 00:07:18,080 visualize and evaluate

204 00:07:16,000 --> 00:07:19,280 the direction we wanted to take them

205 00:07:18,080 --> 00:07:21,199 what you're seeing here

206 00:07:19,280 --> 00:07:23,919 is the next step in that look dev

207 00:07:21,199 --> 00:07:26,800 process where we've now taken the raw

208 00:07:23,919 --> 00:07:27,120 very rough 3d concept meshes and brought

209 00:07:26,800 --> 00:07:29,520 them

210 00:07:27,120 --> 00:07:31,599 down to a planet in engine similar to

211 00:07:29,520 --> 00:07:32,400 the way the team reviewed 3d docking

212 00:07:31,599 --> 00:07:34,479 concepts

213 00:07:32,400 --> 00:07:35,759 by sticking them onto existing space

214 00:07:34,479 --> 00:07:37,520 stations

215 00:07:35,759 --> 00:07:39,360 now it's important to note here that

216 00:07:37,520 --> 00:07:41,120 these are still concepts

217 00:07:39,360 --> 00:07:44,000 and that the process of building them

218 00:07:41,120 --> 00:07:46,479 into viable in-game assets has not yet

219 00:07:44,000 --> 00:07:48,000 begun so let's set our expectations

220 00:07:46,479 --> 00:07:50,160 accordingly

221 00:07:48,000 --> 00:07:51,520 tests like this are used to help us

222 00:07:50,160 --> 00:07:55,199 evaluate things like

223 00:07:51,520 --> 00:07:58,479 shape language how the structures feel

224 00:07:55,199 --> 00:08:00,720 along or against certain landscapes

225 00:07:58,479 --> 00:08:01,840 what kinds of visual stories can be told

226 00:08:00,720 --> 00:08:04,960 through placement

227 00:08:01,840 --> 00:08:07,360 orientation or combination and even

228 00:08:04,960 --> 00:08:09,199 be used to help identify any sort of

229 00:08:07,360 --> 00:08:11,520 structure type that might still be

230 00:08:09,199 --> 00:08:14,240 missing from the proposed toy box

231 00:08:11,520 --> 00:08:16,479 beyond this test it's also just a really

232 00:08:14,240 --> 00:08:19,440 cool look into star citizen's future

233 00:08:16,479 --> 00:08:21,440 when one day frontier towns full of npcs

234 00:08:19,440 --> 00:08:22,879 with jobs or missions can be found

235 00:08:21,440 --> 00:08:25,039 throughout the universe

236 00:08:22,879 --> 00:08:26,879 and then one day later players

237 00:08:25,039 --> 00:08:29,440 themselves creating outposts

238 00:08:26,879 --> 00:08:30,400 all their own rest assured that as work

239 00:08:29,440 --> 00:08:33,440 progresses

240 00:08:30,400 --> 00:08:33,440 we'll keep following

241 00:08:34,080 --> 00:08:37,760 so what'd we learn about this week well

242 00:08:36,080 --> 00:08:39,760 that there's a lot of potential in the

243 00:08:37,760 --> 00:08:42,159 way that we interact with doors

244 00:08:39,760 --> 00:08:43,839 airlocks and more in creating new

245 00:08:42,159 --> 00:08:45,600 gameplay opportunities

246 00:08:43,839 --> 00:08:47,120 that when somebody asks what color your

247 00:08:45,600 --> 00:08:50,480 talent is you can

248 00:08:47,120 --> 00:08:52,480 kind of say all of them the changes are

249 00:08:50,480 --> 00:08:54,320 ahead for scanning and radar

250 00:08:52,480 --> 00:08:55,760 and that someday i'm going to be the

251 00:08:54,320 --> 00:08:59,200 mayor of my own

252 00:08:55,760 --> 00:09:03,200 disco berg or discover

253 00:08:59,200 --> 00:09:09,839 dystopia for inside star citizen i'm

254 00:09:03,200 --> 00:09:09,839 jared huckaby we'll see you next week

255 00:09:25,120 --> 00:09:27,200 you

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