The Inside Star Citizen episode Loot En Route - Summer 2021 was published on July 29, 2021 on CIG's YouTube channel.
Topics and timestamps[]
Topic | Timestamp |
---|---|
Loot generation | |
Sprint report: Thruster dust clouds | |
Sprint report: Vector fields around character feet | |
Sprint report: Weapon impacts | |
Sprint report: Space station destruction for Theatres of War | |
Sprint report: Lightning | |
Sprint report: Fire propagation concept |
Video[]
Transcript[]

1 00:00:01,070 --> 00:00:07,120 [Music]
2 00:00:04,960 --> 00:00:09,280 for me when it comes to exploring
3 00:00:07,120 --> 00:00:11,120 areas in a game i tend to prefer when
4 00:00:09,280 --> 00:00:13,120 i've earned something
5 00:00:11,120 --> 00:00:15,040 so when you've had to fight to get past
6 00:00:13,120 --> 00:00:17,760 some people to get somewhere
7 00:00:15,040 --> 00:00:19,039 you expect that to be something cool to
8 00:00:17,760 --> 00:00:21,040 find something to make
9 00:00:19,039 --> 00:00:22,320 it worthwhile
10 00:00:21,040 --> 00:00:24,080 [Music]
11 00:00:22,320 --> 00:00:25,519 there are just some things that you just
12 00:00:24,080 --> 00:00:29,119 don't go and buy in a store
13 00:00:25,519 --> 00:00:31,599 things that you have to go out and find
14 00:00:29,119 --> 00:00:33,780 that's i feel one of the most important
15 00:00:31,599 --> 00:00:36,880 aspects of gaming
16 00:00:33,780 --> 00:00:38,559 [Applause]
17 00:00:36,880 --> 00:00:40,320 i've often found that if there's no
18 00:00:38,559 --> 00:00:42,000 tangible reward whether it's something
19 00:00:40,320 --> 00:00:43,680 that you bring away from there or
20 00:00:42,000 --> 00:00:45,760 something that you find that maybe leads
21 00:00:43,680 --> 00:00:47,520 to something else to discover
22 00:00:45,760 --> 00:00:50,239 that something can be lost in the
23 00:00:47,520 --> 00:00:53,280 experience of exploration
24 00:00:50,239 --> 00:00:56,239 imagine you go into some dungeon you're
25 00:00:53,280 --> 00:00:58,000 excited to explore and there's npcs
26 00:00:56,239 --> 00:01:00,719 there just kind of standing around but
27 00:00:58,000 --> 00:01:02,160 there's nothing to find there's there's
28 00:01:00,719 --> 00:01:05,280 crates but they're empty
29 00:01:02,160 --> 00:01:07,200 there's storage with nothing in it
30 00:01:05,280 --> 00:01:08,960 not only is it disappointing from a
31 00:01:07,200 --> 00:01:10,880 gameplay perspective you don't get any
32 00:01:08,960 --> 00:01:12,560 of the cool loot you were hoping for
33 00:01:10,880 --> 00:01:14,240 but it just doesn't make sense what were
34 00:01:12,560 --> 00:01:17,280 all these people doing there
35 00:01:14,240 --> 00:01:19,520 with no food no supplies nothing
36 00:01:17,280 --> 00:01:22,000 you want there to be something amazing
37 00:01:19,520 --> 00:01:22,000 at the end
38 00:01:23,759 --> 00:01:28,720 so we're working on this new system
39 00:01:26,159 --> 00:01:31,680 called loot generation
40 00:01:28,720 --> 00:01:32,640 we have built this system on the
41 00:01:31,680 --> 00:01:35,680 foundation of the
42 00:01:32,640 --> 00:01:38,240 harvestable system which is going to
43 00:01:35,680 --> 00:01:41,280 empower our designers to set up
44 00:01:38,240 --> 00:01:44,240 locations all across the verse
45 00:01:41,280 --> 00:01:45,119 to be filled with dynamically generated
46 00:01:44,240 --> 00:01:46,960 loot
47 00:01:45,119 --> 00:01:48,960 they function using a system we've
48 00:01:46,960 --> 00:01:53,600 called loot archetypes which
49 00:01:48,960 --> 00:01:55,920 are on the fly generated sets of tags
50 00:01:53,600 --> 00:01:56,719 so the idea is that a designer can lay
51 00:01:55,920 --> 00:01:59,840 out
52 00:01:56,719 --> 00:02:02,960 a list of tags that they
53 00:01:59,840 --> 00:02:04,560 want items in the loop pool to match and
54 00:02:02,960 --> 00:02:06,960 then maybe some that they don't
55 00:02:04,560 --> 00:02:08,319 so you can say i want i want things that
56 00:02:06,960 --> 00:02:10,399 are tagged with weapon
57 00:02:08,319 --> 00:02:12,560 but not things that are tagged with
58 00:02:10,399 --> 00:02:14,319 ammunition
59 00:02:12,560 --> 00:02:16,080 and then what really makes it powerful
60 00:02:14,319 --> 00:02:18,720 is it's not just a uniform
61 00:02:16,080 --> 00:02:20,840 distribution of okay we have all of
62 00:02:18,720 --> 00:02:22,000 these potential items just pick one at
63 00:02:20,840 --> 00:02:24,239 random
64 00:02:22,000 --> 00:02:26,000 when the designers are specifying tags
65 00:02:24,239 --> 00:02:30,319 to use they can assign a weight
66 00:02:26,000 --> 00:02:32,560 to each one and say i want rifles with a
67 00:02:30,319 --> 00:02:33,440 weight of five and i want pistols with a
68 00:02:32,560 --> 00:02:35,120 weight of ten
69 00:02:33,440 --> 00:02:37,120 so you're twice as likely to get a
70 00:02:35,120 --> 00:02:40,239 pistol in this crate
71 00:02:37,120 --> 00:02:43,120 so we have like full control over
72 00:02:40,239 --> 00:02:45,360 how many items spawn uh what
73 00:02:43,120 --> 00:02:47,040 specifically spawns we could even
74 00:02:45,360 --> 00:02:48,800 if we wanted to and i've actually been
75 00:02:47,040 --> 00:02:50,400 doing the tagging for this myself
76 00:02:48,800 --> 00:02:53,680 we could actually tell a loot archetype
77 00:02:50,400 --> 00:02:56,920 hey spawn me a bunch of armor that's red
78 00:02:53,680 --> 00:02:58,400 your loot archetype could have the
79 00:02:56,920 --> 00:03:00,080 weapon.fps.rifle tag
80 00:02:58,400 --> 00:03:01,519 as an example and that would then give
81 00:03:00,080 --> 00:03:02,080 you the option of all of the weapons
82 00:03:01,519 --> 00:03:03,760 that
83 00:03:02,080 --> 00:03:06,560 spawn underneath that or that are
84 00:03:03,760 --> 00:03:11,519 populated underneath that tag structure
85 00:03:06,560 --> 00:03:12,800 and you may then have armor.fps.heavy
86 00:03:11,519 --> 00:03:15,120 which would give you all of the
87 00:03:12,800 --> 00:03:19,519 selection of the heavy armors under that
88 00:03:15,120 --> 00:03:21,360 and then it could be gadget.medkit
89 00:03:19,519 --> 00:03:23,440 so you would then have a loot archetype
90 00:03:21,360 --> 00:03:26,159 that says give me any rifle
91 00:03:23,440 --> 00:03:28,400 or any heavy piece of armor or any med
92 00:03:26,159 --> 00:03:28,400 kit
93 00:03:28,480 --> 00:03:31,519 it's been a lot of work to get it
94 00:03:29,920 --> 00:03:33,360 working that way but
95 00:03:31,519 --> 00:03:35,040 all of it sort of works in conjunction
96 00:03:33,360 --> 00:03:36,480 with each other and
97 00:03:35,040 --> 00:03:39,200 with some of the future stuff coming
98 00:03:36,480 --> 00:03:41,840 down the pipe as well such as quanta
99 00:03:39,200 --> 00:03:43,040 the loot generation system actually will
100 00:03:41,840 --> 00:03:45,280 read from the
101 00:03:43,040 --> 00:03:47,040 parent object containers that we use in
102 00:03:45,280 --> 00:03:48,799 in the game at the moment so
103 00:03:47,040 --> 00:03:50,319 say your spawning containers on hurston
104 00:03:48,799 --> 00:03:51,440 your main object container would be
105 00:03:50,319 --> 00:03:53,519 hurston
106 00:03:51,440 --> 00:03:55,519 and then let's say you've got loreville
107 00:03:53,519 --> 00:03:59,120 which would be l19
108 00:03:55,519 --> 00:04:01,040 and then inside that you might have
109 00:03:59,120 --> 00:04:02,560 let's say that we expand the city and
110 00:04:01,040 --> 00:04:04,799 there's like an abandoned hovel
111 00:04:02,560 --> 00:04:07,360 underneath that's maybe
112 00:04:04,799 --> 00:04:08,080 occupied by pirates if quantity decides
113 00:04:07,360 --> 00:04:10,159 oh okay
114 00:04:08,080 --> 00:04:11,920 so authorities came cleared that place
115 00:04:10,159 --> 00:04:14,239 out that place is now no longer a pirate
116 00:04:11,920 --> 00:04:17,120 base it's now
117 00:04:14,239 --> 00:04:19,280 storage site for hurston dynamics then
118 00:04:17,120 --> 00:04:20,400 all of the containers in that area then
119 00:04:19,280 --> 00:04:22,639 might switch to be
120 00:04:20,400 --> 00:04:24,000 containing hursting equipment qanta can
121 00:04:22,639 --> 00:04:26,720 then determine
122 00:04:24,000 --> 00:04:27,680 way up the chain way at the top this is
123 00:04:26,720 --> 00:04:30,320 how things are now
124 00:04:27,680 --> 00:04:32,160 happening because ai has moved in things
125 00:04:30,320 --> 00:04:35,520 have happened things have changed
126 00:04:32,160 --> 00:04:36,880 and the the the archetypes and the the
127 00:04:35,520 --> 00:04:40,639 loot generation system
128 00:04:36,880 --> 00:04:42,720 reacts on the fly to that so if quantum
129 00:04:40,639 --> 00:04:44,479 was to decide this planet has been
130 00:04:42,720 --> 00:04:46,479 raided it's been full of conflict
131 00:04:44,479 --> 00:04:47,919 there's been wars here like
132 00:04:46,479 --> 00:04:49,520 people are leaving in droves because
133 00:04:47,919 --> 00:04:51,520 it's not safe to be here anymore
134 00:04:49,520 --> 00:04:53,120 the the status of that planet the
135 00:04:51,520 --> 00:04:54,960 richness of that planet
136 00:04:53,120 --> 00:04:57,919 lowers as well to the point where then
137 00:04:54,960 --> 00:04:59,600 the loot generation system says okay
138 00:04:57,919 --> 00:05:01,280 where most of these containers might
139 00:04:59,600 --> 00:05:03,039 have been 50 to 60
140 00:05:01,280 --> 00:05:05,440 full as they were now we're only going
141 00:05:03,039 --> 00:05:07,120 to fill them up to like 20 to 30 percent
142 00:05:05,440 --> 00:05:08,639 it's all about adapting on the fly to
143 00:05:07,120 --> 00:05:11,520 where you're at what you're doing
144 00:05:08,639 --> 00:05:13,360 and seeing what can be so where we're at
145 00:05:11,520 --> 00:05:15,440 right now is
146 00:05:13,360 --> 00:05:17,280 we've got a pretty solid base for
147 00:05:15,440 --> 00:05:19,120 internal testing
148 00:05:17,280 --> 00:05:20,479 we're trying out marking up a few
149 00:05:19,120 --> 00:05:22,960 different locations
150 00:05:20,479 --> 00:05:24,639 with some containers mainly filled with
151 00:05:22,960 --> 00:05:26,800 weapons and armor at the moment
152 00:05:24,639 --> 00:05:28,639 but we're hoping to expand that to other
153 00:05:26,800 --> 00:05:30,639 items in the future
154 00:05:28,639 --> 00:05:32,240 and we hope that it provides an
155 00:05:30,639 --> 00:05:33,440 immersive experience more than anything
156 00:05:32,240 --> 00:05:34,800 else that people can
157 00:05:33,440 --> 00:05:36,240 get excited about this sort of thing
158 00:05:34,800 --> 00:05:38,000 that they know that when they go to a
159 00:05:36,240 --> 00:05:39,039 planet once they might go back a few
160 00:05:38,000 --> 00:05:40,260 weeks later and it's
161 00:05:39,039 --> 00:05:45,360 just completely different
162 00:05:40,260 --> 00:05:48,080 [Music]
163 00:05:45,360 --> 00:05:49,759 loot is an essential part of any mmo and
164 00:05:48,080 --> 00:05:51,520 when it arrives later this year
165 00:05:49,759 --> 00:05:53,919 it'll be one more step towards
166 00:05:51,520 --> 00:05:55,919 fulfilling the the exploration based
167 00:05:53,919 --> 00:05:56,720 promise of star citizen's persistent
168 00:05:55,919 --> 00:05:59,919 universe
169 00:05:56,720 --> 00:06:00,319 but up next we've got a special oops
170 00:05:59,919 --> 00:06:02,800 it's
171 00:06:00,319 --> 00:06:04,479 all bfx edition of the sprint report so
172 00:06:02,800 --> 00:06:06,400 let's get to it
173 00:06:04,479 --> 00:06:08,800 to start things off this week if you
174 00:06:06,400 --> 00:06:10,800 remember from our last sprint report
175 00:06:08,800 --> 00:06:12,319 we showed how the team had been working
176 00:06:10,800 --> 00:06:14,800 on an update to the thruster
177 00:06:12,319 --> 00:06:16,800 dust system that converts the existing
178 00:06:14,800 --> 00:06:18,800 particles from a radial effect
179 00:06:16,800 --> 00:06:21,360 to a directional one that's actually
180 00:06:18,800 --> 00:06:22,319 based on the thruster direction to any
181 00:06:21,360 --> 00:06:24,880 surface normal
182 00:06:22,319 --> 00:06:26,720 it may be hitting at any given moment
183 00:06:24,880 --> 00:06:28,720 now this causes the effect to change
184 00:06:26,720 --> 00:06:31,280 not only by the raycast angle being
185 00:06:28,720 --> 00:06:33,199 perpendicular or parallel to the surface
186 00:06:31,280 --> 00:06:35,680 but also the strength of the thruster
187 00:06:33,199 --> 00:06:37,440 output the type of surface itself
188 00:06:35,680 --> 00:06:39,199 and the force of the surrounding wind
189 00:06:37,440 --> 00:06:40,800 volume and you can see here
190 00:06:39,199 --> 00:06:42,400 how that tech has progressed in the
191 00:06:40,800 --> 00:06:44,479 weeks since we showed it
192 00:06:42,400 --> 00:06:45,919 now while this update showcases the
193 00:06:44,479 --> 00:06:48,479 progress made since then
194 00:06:45,919 --> 00:06:50,720 and still has a little ways to go folks
195 00:06:48,479 --> 00:06:53,199 are already thinking about the myriad of
196 00:06:50,720 --> 00:06:54,080 tactical uses this feature might have in
197 00:06:53,199 --> 00:06:56,639 things like the
198 00:06:54,080 --> 00:06:58,479 upcoming jump town 2 over bodies of
199 00:06:56,639 --> 00:07:00,800 water like rivers and oceans
200 00:06:58,479 --> 00:07:02,240 and even against the soft body objects
201 00:07:00,800 --> 00:07:05,039 like those seen in the upcoming
202 00:07:02,240 --> 00:07:06,960 colonialism outposts
203 00:07:05,039 --> 00:07:08,960 alpha 314 sees the initial
204 00:07:06,960 --> 00:07:10,160 implementation of orisin but the work
205 00:07:08,960 --> 00:07:12,319 doesn't stop there
206 00:07:10,160 --> 00:07:14,400 and coming up in a subsequent patch the
207 00:07:12,319 --> 00:07:16,080 vfx team is currently working on tech
208 00:07:14,400 --> 00:07:17,440 that uses vector fields around the
209 00:07:16,080 --> 00:07:19,759 player character's feet
210 00:07:17,440 --> 00:07:20,800 to disturb the various piles of cherry
211 00:07:19,759 --> 00:07:22,720 blossom leaves
212 00:07:20,800 --> 00:07:24,800 that tend to accumulate around the
213 00:07:22,720 --> 00:07:26,319 commercial and residential areas
214 00:07:24,800 --> 00:07:28,000 now while the first implementation of
215 00:07:26,319 --> 00:07:29,919 this tech will be horizon
216 00:07:28,000 --> 00:07:31,680 the team is already looking ahead to
217 00:07:29,919 --> 00:07:34,240 utilizing it in other areas
218 00:07:31,680 --> 00:07:37,120 including on vehicles so let your
219 00:07:34,240 --> 00:07:40,160 imaginations run wild with that one
220 00:07:37,120 --> 00:07:41,039 all right not that wild and while we're
221 00:07:40,160 --> 00:07:42,720 talking leaves
222 00:07:41,039 --> 00:07:44,240 the team recently completed a sprint
223 00:07:42,720 --> 00:07:47,199 adding rotation effects
224 00:07:44,240 --> 00:07:49,120 to gpu screen space colliding particles
225 00:07:47,199 --> 00:07:51,360 utilizing the velocity of an object
226 00:07:49,120 --> 00:07:52,639 to determine the amount and size of turn
227 00:07:51,360 --> 00:07:54,720 applied to leaves
228 00:07:52,639 --> 00:07:55,840 making for a much more organic looking
229 00:07:54,720 --> 00:07:58,160 effect as they
230 00:07:55,840 --> 00:08:00,560 blow over the edge of a surface and fall
231 00:07:58,160 --> 00:08:02,080 to wherever down below
232 00:08:00,560 --> 00:08:03,840 and we're pleased to report that this
233 00:08:02,080 --> 00:08:06,080 feature was working so nicely
234 00:08:03,840 --> 00:08:08,720 it actually just went into ptu builds
235 00:08:06,080 --> 00:08:10,639 last week for alpha 314.
236 00:08:08,720 --> 00:08:12,800 currently in the persistent universe
237 00:08:10,639 --> 00:08:13,599 weapon impacts on ships occur in what's
238 00:08:12,800 --> 00:08:15,759 called the ship
239 00:08:13,599 --> 00:08:17,280 zone which causes the impact effects
240 00:08:15,759 --> 00:08:19,680 like sparks and such
241 00:08:17,280 --> 00:08:20,560 to stick to the ship meaning it
242 00:08:19,680 --> 00:08:22,000 essentially gets
243 00:08:20,560 --> 00:08:24,639 carried along with it as it moves
244 00:08:22,000 --> 00:08:27,199 forward which looks unnatural
245 00:08:24,639 --> 00:08:28,080 but in a recent sprint this was remedied
246 00:08:27,199 --> 00:08:30,400 so that now
247 00:08:28,080 --> 00:08:32,080 the effects trail behind as the ship
248 00:08:30,400 --> 00:08:32,880 moves away from the original point of
249 00:08:32,080 --> 00:08:35,279 impact
250 00:08:32,880 --> 00:08:36,320 much as one would expect them to now
251 00:08:35,279 --> 00:08:38,320 it's a little thing
252 00:08:36,320 --> 00:08:40,560 but at the core of building an immersive
253 00:08:38,320 --> 00:08:41,440 universe are hundreds and hundreds of
254 00:08:40,560 --> 00:08:43,440 little things
255 00:08:41,440 --> 00:08:45,120 adding up to a universe that functions
256 00:08:43,440 --> 00:08:48,240 or behaves in believable
257 00:08:45,120 --> 00:08:49,600 and expected ways and here's a second
258 00:08:48,240 --> 00:08:52,240 look at the same system
259 00:08:49,600 --> 00:08:54,000 in atmo where you can see the sparks fly
260 00:08:52,240 --> 00:08:55,200 up into the air against gravity in the
261 00:08:54,000 --> 00:08:57,440 old system
262 00:08:55,200 --> 00:08:58,640 and now falling down to the surface as
263 00:08:57,440 --> 00:09:01,519 you'd expect them to
264 00:08:58,640 --> 00:09:03,440 in the new the vfx team is also
265 00:09:01,519 --> 00:09:04,240 exploring several different destruction
266 00:09:03,440 --> 00:09:06,240 mosaics
267 00:09:04,240 --> 00:09:08,560 for the space station orbiting above in
268 00:09:06,240 --> 00:09:09,839 the crossroads of crime map for theaters
269 00:09:08,560 --> 00:09:11,760 of war
270 00:09:09,839 --> 00:09:13,680 since these destructions being explored
271 00:09:11,760 --> 00:09:14,399 are simulation based in the houdini
272 00:09:13,680 --> 00:09:16,880 software
273 00:09:14,399 --> 00:09:19,440 these mosaics utilizing various factors
274 00:09:16,880 --> 00:09:22,000 of stiffness and damping ratio
275 00:09:19,440 --> 00:09:23,600 allow for a degree of art direction not
276 00:09:22,000 --> 00:09:26,000 normally available
277 00:09:23,600 --> 00:09:27,279 plus it just kind of looks cool to see
278 00:09:26,000 --> 00:09:27,920 all the different ways the thing can
279 00:09:27,279 --> 00:09:30,240 explode
280 00:09:27,920 --> 00:09:30,240 you know
281 00:09:31,360 --> 00:09:34,959 also always cool lightning now
282 00:09:34,080 --> 00:09:36,800 previously
283 00:09:34,959 --> 00:09:38,959 lightning across our games suffered from
284 00:09:36,800 --> 00:09:41,200 a number of different maladies
285 00:09:38,959 --> 00:09:42,240 including poor performance and poor
286 00:09:41,200 --> 00:09:44,800 scaling effects
287 00:09:42,240 --> 00:09:45,519 but due to recent r d by the team and
288 00:09:44,800 --> 00:09:48,240 the use of
289 00:09:45,519 --> 00:09:50,080 instanced scale multipliers and ribbons
290 00:09:48,240 --> 00:09:52,240 the team has not only found a way to
291 00:09:50,080 --> 00:09:53,519 author these same effects at a wide
292 00:09:52,240 --> 00:09:55,920 range of scales
293 00:09:53,519 --> 00:09:58,080 but the use of ribbons reduces the need
294 00:09:55,920 --> 00:10:00,000 for high particle counts in the runtime
295 00:09:58,080 --> 00:10:01,600 gpu particle system
296 00:10:00,000 --> 00:10:03,519 what's that mean it means more
297 00:10:01,600 --> 00:10:05,360 developers can use more lightning in
298 00:10:03,519 --> 00:10:06,480 more areas without destroying their
299 00:10:05,360 --> 00:10:08,560 performance budget
300 00:10:06,480 --> 00:10:10,320 and that's especially good news for the
301 00:10:08,560 --> 00:10:12,560 upcoming pyro system
302 00:10:10,320 --> 00:10:14,560 and the visual revamp to the dying star
303 00:10:12,560 --> 00:10:16,000 map and arena commander that's currently
304 00:10:14,560 --> 00:10:18,079 underway
305 00:10:16,000 --> 00:10:19,920 and wrapping up our look at vfx this
306 00:10:18,079 --> 00:10:22,320 week the team has returned from a brief
307 00:10:19,920 --> 00:10:25,279 hiatus away from fire propagation
308 00:10:22,320 --> 00:10:26,880 to create their version of a concept a
309 00:10:25,279 --> 00:10:29,040 cinematic look dev if you will
310 00:10:26,880 --> 00:10:31,680 at the goals for fire propagation
311 00:10:29,040 --> 00:10:34,399 utilizing the tech features and progress
312 00:10:31,680 --> 00:10:34,959 already in hand what you see here is a
313 00:10:34,399 --> 00:10:37,279 basic
314 00:10:34,959 --> 00:10:38,480 electrical fire in a relatively high
315 00:10:37,279 --> 00:10:40,399 tech environment
316 00:10:38,480 --> 00:10:42,959 exploring the type of propagation
317 00:10:40,399 --> 00:10:45,279 effects the team are currently pursuing
318 00:10:42,959 --> 00:10:46,079 now as a test exclusively for how the
319 00:10:45,279 --> 00:10:48,000 fire moves
320 00:10:46,079 --> 00:10:50,079 and spreads throughout the ship there
321 00:10:48,000 --> 00:10:51,040 are still a number of limiting visual
322 00:10:50,079 --> 00:10:53,200 factors here
323 00:10:51,040 --> 00:10:55,040 like the still outstanding shader work
324 00:10:53,200 --> 00:10:58,160 that will one day make the fire feel
325 00:10:55,040 --> 00:11:00,000 even more alive than it already does
326 00:10:58,160 --> 00:11:01,360 as the fire moves across the white
327 00:11:00,000 --> 00:11:03,839 surface that is flammable
328 00:11:01,360 --> 00:11:04,399 you can see it dripping down to ignite
329 00:11:03,839 --> 00:11:06,720 the same
330 00:11:04,399 --> 00:11:09,200 surface below while interacting with the
331 00:11:06,720 --> 00:11:11,680 black glass-like surface on the ceiling
332 00:11:09,200 --> 00:11:13,760 that is understandably resistant
333 00:11:11,680 --> 00:11:15,920 combined with the heat and noxious gases
334 00:11:13,760 --> 00:11:16,560 affecting players via the actor's status
335 00:11:15,920 --> 00:11:18,399 system
336 00:11:16,560 --> 00:11:21,120 it's an exciting look ahead at some of
337 00:11:18,399 --> 00:11:22,959 the new dangers and hazards players will
338 00:11:21,120 --> 00:11:24,079 encounter and have to deal with on a
339 00:11:22,959 --> 00:11:27,120 regular basis
340 00:11:24,079 --> 00:11:29,600 as star citizens development continues
341 00:11:27,120 --> 00:11:31,600 but before we let you go let's jump
342 00:11:29,600 --> 00:11:32,720 ahead and see what happens when you
343 00:11:31,600 --> 00:11:34,399 ignore the fire
344 00:11:32,720 --> 00:11:43,760 and let it go about its business for
345 00:11:34,399 --> 00:11:46,959 about half an hour
346 00:11:43,760 --> 00:11:48,880 [Music]
347 00:11:46,959 --> 00:11:50,880 so what did we learn this week well we
348 00:11:48,880 --> 00:11:52,399 learned that while it's fine to go into
349 00:11:50,880 --> 00:11:53,120 a store and buy something from the
350 00:11:52,399 --> 00:11:54,880 vendor
351 00:11:53,120 --> 00:11:57,040 there's still something about
352 00:11:54,880 --> 00:11:58,560 discovering the item while adventuring
353 00:11:57,040 --> 00:12:01,040 that can make it just a little more
354 00:11:58,560 --> 00:12:03,519 special that the work on orizon
355 00:12:01,040 --> 00:12:05,360 doesn't end with alpha 314 and that
356 00:12:03,519 --> 00:12:08,480 we'll be seeing more of what's coming
357 00:12:05,360 --> 00:12:09,600 as this quarter progresses and just when
358 00:12:08,480 --> 00:12:12,720 i think i'm out
359 00:12:09,600 --> 00:12:14,079 those advances to fire propagation pull
360 00:12:12,720 --> 00:12:15,760 me back in
361 00:12:14,079 --> 00:12:17,440 now remember this quarter we're on the
362 00:12:15,760 --> 00:12:19,519 road to digital citizen gun
363 00:12:17,440 --> 00:12:21,680 where all kinds of panels and content
364 00:12:19,519 --> 00:12:22,399 await for hours full of star citizen
365 00:12:21,680 --> 00:12:24,480 goodness
366 00:12:22,399 --> 00:12:26,880 that's october 9th so mark your
367 00:12:24,480 --> 00:12:30,959 calendars for inside star citizen
368 00:12:26,880 --> 00:12:30,959 i'm jared huckaby we'll see you all next
369 00:12:36,839 --> 00:12:39,839 week
370 00:12:49,440 --> 00:12:51,519 you