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The Inside Star Citizen episode Project Mercury - Fall 2020 was published on 25. November 2020 on the CIG YouTube channel.

Topics and timestamps[]

Topic Timestamp
Mercury Star Runner presentation
0:00
Sprint report
6:09

Video[]

Transcript[]

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

1 00:00:05,200 --> 00:00:07,600 what i think makes a fan favorite ship

2 00:00:06,799 --> 00:00:09,679 is

3 00:00:07,600 --> 00:00:11,040 it's that [ __ ] that people in their head

4 00:00:09,679 --> 00:00:13,679 kind of see in a fantasy

5 00:00:11,040 --> 00:00:15,200 sci-fi world it's that blockade runner

6 00:00:13,679 --> 00:00:16,800 that carter runner that smuggling ship

7 00:00:15,200 --> 00:00:19,279 that the company who makes it may not

8 00:00:16,800 --> 00:00:22,400 think smuggling but that's the purpose

9 00:00:19,279 --> 00:00:22,400 people start using it for

10 00:00:23,760 --> 00:00:27,680 the mercury is a fan favorite because i

11 00:00:26,080 --> 00:00:28,000 think a lot of people initially attach

12 00:00:27,680 --> 00:00:30,000 to

13 00:00:28,000 --> 00:00:31,039 what it looks like it has some cool

14 00:00:30,000 --> 00:00:33,360 features in it right so

15 00:00:31,039 --> 00:00:34,800 it i think the deck is kind of stacked

16 00:00:33,360 --> 00:00:36,880 in its favor

17 00:00:34,800 --> 00:00:39,120 you can haul cargo you have multi-crew

18 00:00:36,880 --> 00:00:40,320 gameplay you've got scanning you've got

19 00:00:39,120 --> 00:00:42,640 data running

20 00:00:40,320 --> 00:00:43,440 it's kind of a one size fits all that

21 00:00:42,640 --> 00:00:46,800 you'd want

22 00:00:43,440 --> 00:00:48,239 if you were only gonna buy one ship

23 00:00:46,800 --> 00:00:50,879 so the exterior on this ship the default

24 00:00:48,239 --> 00:00:52,640 version will be white black and red

25 00:00:50,879 --> 00:00:54,000 that white area on top is basically

26 00:00:52,640 --> 00:00:57,120 where all of the tinting

27 00:00:54,000 --> 00:00:59,039 gets applied for the ship

28 00:00:57,120 --> 00:01:00,960 asymmetry is just something different

29 00:00:59,039 --> 00:01:02,879 then so it's a little bit surprising

30 00:01:00,960 --> 00:01:04,720 right when somebody looks at something

31 00:01:02,879 --> 00:01:06,799 and they don't see the same thing on the

32 00:01:04,720 --> 00:01:08,799 other side uh then there's always like a

33 00:01:06,799 --> 00:01:10,240 little bit of wonder maybe

34 00:01:08,799 --> 00:01:12,000 so it's kind of cool because it's kind

35 00:01:10,240 --> 00:01:13,200 of like when you get a white suv but

36 00:01:12,000 --> 00:01:14,720 it's like dual tone and you have the

37 00:01:13,200 --> 00:01:16,400 bottom half of the suv it's kind of like

38 00:01:14,720 --> 00:01:17,840 the black plastic

39 00:01:16,400 --> 00:01:21,119 it's that's sort of the way we're

40 00:01:17,840 --> 00:01:23,920 treating all of these crusader ships

41 00:01:21,119 --> 00:01:25,360 when you first walk into a mercury

42 00:01:23,920 --> 00:01:28,320 basically the feeling

43 00:01:25,360 --> 00:01:28,799 should be of sort of open possibilities

44 00:01:28,320 --> 00:01:31,439 right

45 00:01:28,799 --> 00:01:32,560 so the cockpit has these cool retracting

46 00:01:31,439 --> 00:01:34,159 seats they travel

47 00:01:32,560 --> 00:01:36,159 all the way to the front and they kind

48 00:01:34,159 --> 00:01:37,439 of give you this nice little ride

49 00:01:36,159 --> 00:01:39,280 and then we also have all these

50 00:01:37,439 --> 00:01:40,560 physicalized buttons where we actually

51 00:01:39,280 --> 00:01:42,640 mapped out all of the buttons that we're

52 00:01:40,560 --> 00:01:44,399 going to need for the ship and then

53 00:01:42,640 --> 00:01:46,479 add the functionality to those buttons

54 00:01:44,399 --> 00:01:48,720 as we implement the gameplay associated

55 00:01:46,479 --> 00:01:50,880 with them

56 00:01:48,720 --> 00:01:52,799 the visibility is really good it's got

57 00:01:50,880 --> 00:01:55,439 this open canopy

58 00:01:52,799 --> 00:01:57,920 that you can see pretty good in all

59 00:01:55,439 --> 00:01:57,920 directions

60 00:02:02,000 --> 00:02:04,560 and you also get a little bit of

61 00:02:03,439 --> 00:02:09,840 downward direction so when you're

62 00:02:04,560 --> 00:02:09,840 landing you can see the ground

63 00:02:09,920 --> 00:02:13,520 the server room when data running comes

64 00:02:11,840 --> 00:02:16,480 online this is going to be

65 00:02:13,520 --> 00:02:17,920 one of the busiest hubs of this ship

66 00:02:16,480 --> 00:02:18,959 you're going to see a split between the

67 00:02:17,920 --> 00:02:21,280 server section

68 00:02:18,959 --> 00:02:22,959 and also where you get into the turrets

69 00:02:21,280 --> 00:02:24,239 so the server room is kind of a place

70 00:02:22,959 --> 00:02:26,080 where you walk into

71 00:02:24,239 --> 00:02:27,680 and then kind of decide what direction

72 00:02:26,080 --> 00:02:28,720 you're going to go in and what exactly

73 00:02:27,680 --> 00:02:30,959 you're going to do

74 00:02:28,720 --> 00:02:32,879 it's going to have a lot of little busy

75 00:02:30,959 --> 00:02:34,480 bee activity going around changing out

76 00:02:32,879 --> 00:02:37,519 the server racks trying to get the data

77 00:02:34,480 --> 00:02:39,599 that you're specifically looking for

78 00:02:37,519 --> 00:02:40,560 to me what you really see in the server

79 00:02:39,599 --> 00:02:42,160 room is

80 00:02:40,560 --> 00:02:44,720 many opportunities and options for what

81 00:02:42,160 --> 00:02:44,720 to do next

82 00:02:45,599 --> 00:02:48,720 rec room is one of my favorites this is

83 00:02:47,599 --> 00:02:51,360 just due to a

84 00:02:48,720 --> 00:02:53,840 we can play chess i worked on that for

85 00:02:51,360 --> 00:02:57,519 quite a bit but we got it there

86 00:02:53,840 --> 00:02:59,599 and b it's that room where players can

87 00:02:57,519 --> 00:03:00,720 get up kind of group up before a mission

88 00:02:59,599 --> 00:03:02,080 talk about what they're going to do

89 00:03:00,720 --> 00:03:04,720 uh how they're going to approach it and

90 00:03:02,080 --> 00:03:07,280 then execute

91 00:03:04,720 --> 00:03:09,200 they have room uh again you know we kind

92 00:03:07,280 --> 00:03:11,280 of want to convey a little sense of

93 00:03:09,200 --> 00:03:12,480 like relaxation or a little bit more

94 00:03:11,280 --> 00:03:14,159 calmer

95 00:03:12,480 --> 00:03:16,480 you kind of want to be able to relax and

96 00:03:14,159 --> 00:03:17,519 you know and lay down and just kind of

97 00:03:16,480 --> 00:03:19,840 chill out

98 00:03:17,519 --> 00:03:20,640 habitation you'll see sort of a long

99 00:03:19,840 --> 00:03:22,159 hallway

100 00:03:20,640 --> 00:03:23,920 and then built into that hallway you'll

101 00:03:22,159 --> 00:03:24,799 have several different stations your

102 00:03:23,920 --> 00:03:26,000 toilets your

103 00:03:24,799 --> 00:03:28,400 sort of desk where you can do your

104 00:03:26,000 --> 00:03:31,200 midnight reading as well as some access

105 00:03:28,400 --> 00:03:31,200 to the sub-level

106 00:03:31,440 --> 00:03:35,680 the maintenance sub-level is kind of

107 00:03:34,480 --> 00:03:38,239 cool because it's

108 00:03:35,680 --> 00:03:40,159 this just like these ventilation chefs

109 00:03:38,239 --> 00:03:41,680 that you can walk around in and

110 00:03:40,159 --> 00:03:44,159 you can kind of see the inner workings

111 00:03:41,680 --> 00:03:47,280 of the ship and you can kind of

112 00:03:44,159 --> 00:03:47,599 sneak around a little bit but we'll let

113 00:03:47,280 --> 00:03:50,640 you

114 00:03:47,599 --> 00:03:52,720 discover that on your own

115 00:03:50,640 --> 00:03:54,080 engineering is very compact you have a

116 00:03:52,720 --> 00:03:56,400 bunch of component housing

117 00:03:54,080 --> 00:03:57,840 surrounding you the moment you walk in

118 00:03:56,400 --> 00:03:59,840 this is where you'll most likely have to

119 00:03:57,840 --> 00:04:01,840 run to make repairs when things start to

120 00:03:59,840 --> 00:04:03,760 hit the fan

121 00:04:01,840 --> 00:04:05,439 skating room's gonna be really really a

122 00:04:03,760 --> 00:04:07,519 really neat room

123 00:04:05,439 --> 00:04:09,200 players when they go in there right now

124 00:04:07,519 --> 00:04:11,040 they function as a sport seat

125 00:04:09,200 --> 00:04:12,560 so you need somebody else to run extra

126 00:04:11,040 --> 00:04:14,239 radar contacts or whatever you can see

127 00:04:12,560 --> 00:04:15,360 it from that seat within the future the

128 00:04:14,239 --> 00:04:16,799 gameplay of that room it's really going

129 00:04:15,360 --> 00:04:19,280 to come alive

130 00:04:16,799 --> 00:04:20,880 cargo bay is very exciting in this uh in

131 00:04:19,280 --> 00:04:21,600 the star runner in that we were able to

132 00:04:20,880 --> 00:04:24,240 increase it

133 00:04:21,600 --> 00:04:25,360 so the star runner is running a little

134 00:04:24,240 --> 00:04:26,960 bit more cargo

135 00:04:25,360 --> 00:04:29,120 it also went through probably some of

136 00:04:26,960 --> 00:04:31,360 the largest amount of redesigns

137 00:04:29,120 --> 00:04:33,520 of any ship that i've worked on so far

138 00:04:31,360 --> 00:04:35,759 and that was to be able to fit the ursa

139 00:04:33,520 --> 00:04:43,840 and cyclone inside of it and make all of

140 00:04:35,759 --> 00:04:43,840 that kind of geometry work

141 00:04:48,320 --> 00:04:52,320 making this [ __ ] was pretty rewarding in

142 00:04:50,639 --> 00:04:53,840 the end

143 00:04:52,320 --> 00:04:56,000 the thing i'm hoping players find a lot

144 00:04:53,840 --> 00:04:57,600 of joy with is that element of

145 00:04:56,000 --> 00:04:59,120 players kind of getting into that ship

146 00:04:57,600 --> 00:05:02,160 and and having fun

147 00:04:59,120 --> 00:05:02,880 doing what they really want to do as a

148 00:05:02,160 --> 00:05:05,039 designer is

149 00:05:02,880 --> 00:05:05,919 really what will make me um really happy

150 00:05:05,039 --> 00:05:11,840 kind of see it

151 00:05:05,919 --> 00:05:11,840 used for those purposes

152 00:05:12,320 --> 00:05:16,240 the mercury star runner is the first

153 00:05:14,000 --> 00:05:17,039 ship to arrive for manufacturer crusader

154 00:05:16,240 --> 00:05:18,800 industries

155 00:05:17,039 --> 00:05:20,160 and the success in bringing it to life

156 00:05:18,800 --> 00:05:22,400 was the effort of artists

157 00:05:20,160 --> 00:05:25,360 designers technicians and more from

158 00:05:22,400 --> 00:05:27,840 almost every studio here at cig

159 00:05:25,360 --> 00:05:29,840 now on this our special thanksgiving

160 00:05:27,840 --> 00:05:31,440 edition of inside star citizen

161 00:05:29,840 --> 00:05:33,680 i'd like to do something a little

162 00:05:31,440 --> 00:05:35,919 different and give thanks not only to

163 00:05:33,680 --> 00:05:38,320 the folks that you always see on videos

164 00:05:35,919 --> 00:05:40,160 either today or in the past but to those

165 00:05:38,320 --> 00:05:42,320 folks who work behind the scenes that

166 00:05:40,160 --> 00:05:44,880 you rarely if ever get to see

167 00:05:42,320 --> 00:05:45,759 folks who worked on the mercury like gin

168 00:05:44,880 --> 00:05:49,520 josh

169 00:05:45,759 --> 00:05:50,240 dan calyx arthur graham daryl alberto

170 00:05:49,520 --> 00:05:53,440 lars

171 00:05:50,240 --> 00:05:56,479 daniel jonas matt james

172 00:05:53,440 --> 00:05:59,120 patrick brian colin francesco

173 00:05:56,479 --> 00:06:01,120 a second set of james's and josh's and

174 00:05:59,120 --> 00:06:04,400 some folks i'm probably leaving out

175 00:06:01,120 --> 00:06:04,960 so so let's go ahead uh give our thanks

176 00:06:04,400 --> 00:06:06,720 to them

177 00:06:04,960 --> 00:06:08,639 and then let's jump into a sprint report

178 00:06:06,720 --> 00:06:09,759 before i remember who i left out and i

179 00:06:08,639 --> 00:06:12,880 start to feel bad

180 00:06:09,759 --> 00:06:14,639 let's get to it up first let's take a

181 00:06:12,880 --> 00:06:15,680 look at the current progress for the

182 00:06:14,639 --> 00:06:18,160 lagrange point

183 00:06:15,680 --> 00:06:20,720 gas clouds intended to come online in

184 00:06:18,160 --> 00:06:23,039 the upcoming alpha 3.12

185 00:06:20,720 --> 00:06:24,000 these particular clouds are designed to

186 00:06:23,039 --> 00:06:26,240 add color

187 00:06:24,000 --> 00:06:28,800 and texture to the various rest stops

188 00:06:26,240 --> 00:06:31,199 found throughout the stanton system

189 00:06:28,800 --> 00:06:33,280 now that the parent and child gas cloud

190 00:06:31,199 --> 00:06:35,680 tech is ready for implementation

191 00:06:33,280 --> 00:06:36,639 the lighting team is on deck currently

192 00:06:35,680 --> 00:06:39,360 working to

193 00:06:36,639 --> 00:06:42,000 dial in the specific palette so that

194 00:06:39,360 --> 00:06:44,160 clouds closer to the sun appear warmer

195 00:06:42,000 --> 00:06:46,080 and those that are on the outer reaches

196 00:06:44,160 --> 00:06:48,160 present cooler

197 00:06:46,080 --> 00:06:50,319 what you're seeing here is their first

198 00:06:48,160 --> 00:06:51,759 pass through many of the grange point

199 00:06:50,319 --> 00:06:54,000 stops in the system

200 00:06:51,759 --> 00:06:55,440 and once they've hit all of them artists

201 00:06:54,000 --> 00:06:57,520 will double back and

202 00:06:55,440 --> 00:06:58,560 fine-tune each one ahead of their

203 00:06:57,520 --> 00:07:02,240 intended release

204 00:06:58,560 --> 00:07:04,240 next month lighting artists are also

205 00:07:02,240 --> 00:07:05,199 currently working to place the various

206 00:07:04,240 --> 00:07:07,759 key lights

207 00:07:05,199 --> 00:07:10,000 secondary lights and shadow casters for

208 00:07:07,759 --> 00:07:12,240 the upcoming refinery decks

209 00:07:10,000 --> 00:07:14,400 these tools are often used to add

210 00:07:12,240 --> 00:07:15,440 additional texture and detail to any

211 00:07:14,400 --> 00:07:19,120 location

212 00:07:15,440 --> 00:07:21,599 or to make them pop as ian might say

213 00:07:19,120 --> 00:07:23,919 the challenge here is always the same to

214 00:07:21,599 --> 00:07:26,479 create a dynamic and visceral look that

215 00:07:23,919 --> 00:07:28,880 makes a place feel vibrant and alive

216 00:07:26,479 --> 00:07:30,800 while not going overboard so we remain

217 00:07:28,880 --> 00:07:31,759 performative for players in the game

218 00:07:30,800 --> 00:07:33,680 client

219 00:07:31,759 --> 00:07:35,840 after this work they'll begin

220 00:07:33,680 --> 00:07:38,080 fine-tuning things like smoke and

221 00:07:35,840 --> 00:07:40,240 atmosphere from the giant smelters

222 00:07:38,080 --> 00:07:42,560 as well as placing the various fixtures

223 00:07:40,240 --> 00:07:45,360 in to match the lighting they've set

224 00:07:42,560 --> 00:07:47,360 once that's been locked down work also

225 00:07:45,360 --> 00:07:49,599 continues on fleshing out the docking

226 00:07:47,360 --> 00:07:50,879 area add-ons for existing space stations

227 00:07:49,599 --> 00:07:52,800 throughout stanton

228 00:07:50,879 --> 00:07:54,240 with this look at some of the work being

229 00:07:52,800 --> 00:07:56,160 done on the interior

230 00:07:54,240 --> 00:07:57,680 areas players may find themselves in

231 00:07:56,160 --> 00:07:59,840 when they arrive

232 00:07:57,680 --> 00:08:01,919 now this sprint was all about adding in

233 00:07:59,840 --> 00:08:04,639 details like branding

234 00:08:01,919 --> 00:08:06,800 the docking services area what's behind

235 00:08:04,639 --> 00:08:07,199 the docking services area counter where

236 00:08:06,800 --> 00:08:10,000 you're

237 00:08:07,199 --> 00:08:11,199 not supposed to go secondary details

238 00:08:10,000 --> 00:08:13,759 along the floor like

239 00:08:11,199 --> 00:08:15,840 parallax occlusion mapping and an

240 00:08:13,759 --> 00:08:17,360 observation deck where players can wait

241 00:08:15,840 --> 00:08:20,560 for their friends to arrive

242 00:08:17,360 --> 00:08:22,800 or just watch the big giant spaceships

243 00:08:20,560 --> 00:08:24,720 come in

244 00:08:22,800 --> 00:08:26,240 switching gears for a bit it's been a

245 00:08:24,720 --> 00:08:28,240 while since we've checked in on the

246 00:08:26,240 --> 00:08:30,000 pyromaniacs in vfx

247 00:08:28,240 --> 00:08:31,280 and they've just completed a sprint

248 00:08:30,000 --> 00:08:33,839 focused on the addition

249 00:08:31,280 --> 00:08:36,159 of convection propagation where the

250 00:08:33,839 --> 00:08:37,599 calculations that determine how a fire

251 00:08:36,159 --> 00:08:40,320 spreads throughout a room

252 00:08:37,599 --> 00:08:41,919 or across a surface will now include the

253 00:08:40,320 --> 00:08:45,279 influence of gravity

254 00:08:41,919 --> 00:08:46,959 wind speed and wind direction the cone

255 00:08:45,279 --> 00:08:49,040 you see here represents which

256 00:08:46,959 --> 00:08:50,640 affected volumes within its path will be

257 00:08:49,040 --> 00:08:52,880 affected by convection

258 00:08:50,640 --> 00:08:54,000 where it heats up both voxels and

259 00:08:52,880 --> 00:08:55,760 entities alike

260 00:08:54,000 --> 00:08:57,760 and then the wind speed direction and

261 00:08:55,760 --> 00:09:00,959 gravity are retrieved on a per

262 00:08:57,760 --> 00:09:03,040 room basis this is important as it

263 00:09:00,959 --> 00:09:04,560 allows the system to pre-calculate some

264 00:09:03,040 --> 00:09:07,040 of the values involved

265 00:09:04,560 --> 00:09:08,080 a necessary aspect in making a system

266 00:09:07,040 --> 00:09:10,480 that can perform

267 00:09:08,080 --> 00:09:11,200 not just for a single player but for

268 00:09:10,480 --> 00:09:14,320 everyone

269 00:09:11,200 --> 00:09:16,480 in a multiplayer environment and in

270 00:09:14,320 --> 00:09:18,320 honor of iae going on this week

271 00:09:16,480 --> 00:09:20,399 here's a look at some of the interior

272 00:09:18,320 --> 00:09:22,640 progress going on for the crusader

273 00:09:20,399 --> 00:09:24,399 industries hercules starlifter

274 00:09:22,640 --> 00:09:26,480 these images are from the engineering

275 00:09:24,399 --> 00:09:28,480 section on the top level

276 00:09:26,480 --> 00:09:30,320 now that grey box phase is complete for

277 00:09:28,480 --> 00:09:32,000 this section meaning they've

278 00:09:30,320 --> 00:09:34,080 validated the location for all

279 00:09:32,000 --> 00:09:35,760 components and sub-components ensuring

280 00:09:34,080 --> 00:09:37,279 everything fits as it should

281 00:09:35,760 --> 00:09:39,040 the traversal needs for player

282 00:09:37,279 --> 00:09:39,839 characters to get everywhere they need

283 00:09:39,040 --> 00:09:41,760 to get

284 00:09:39,839 --> 00:09:44,000 and that no surprises have crept up

285 00:09:41,760 --> 00:09:45,760 along the way this section will begin to

286 00:09:44,000 --> 00:09:47,440 transition to final art

287 00:09:45,760 --> 00:09:49,920 where vehicle artists will begin the

288 00:09:47,440 --> 00:09:50,720 detail work necessary to bring this area

289 00:09:49,920 --> 00:09:53,040 of the ship

290 00:09:50,720 --> 00:09:55,920 up to the high standards we expect of

291 00:09:53,040 --> 00:09:58,160 crusader industries vehicles

292 00:09:55,920 --> 00:10:00,080 finally to wrap things up this week we

293 00:09:58,160 --> 00:10:01,920 can announce that the nova tank

294 00:10:00,080 --> 00:10:03,839 the classic battlefield warrior

295 00:10:01,920 --> 00:10:05,200 reimagined for the 30th century by

296 00:10:03,839 --> 00:10:07,600 tumblr land systems

297 00:10:05,200 --> 00:10:08,480 has begun its adventure from concept to

298 00:10:07,600 --> 00:10:10,720 reality

299 00:10:08,480 --> 00:10:12,560 with this look at its first steps into

300 00:10:10,720 --> 00:10:14,800 white box phase

301 00:10:12,560 --> 00:10:16,800 the nova is a massive beast that looks

302 00:10:14,800 --> 00:10:19,680 to change the face of ground combat in

303 00:10:16,800 --> 00:10:21,440 the persistent universe when it arrives

304 00:10:19,680 --> 00:10:22,880 and we're very proud to announce that

305 00:10:21,440 --> 00:10:24,959 it's just taken its

306 00:10:22,880 --> 00:10:26,720 first step on its journey through the

307 00:10:24,959 --> 00:10:28,720 vehicle pipeline

308 00:10:26,720 --> 00:10:30,320 so what did we learn this week well we

309 00:10:28,720 --> 00:10:32,000 learned that crusader industries

310 00:10:30,320 --> 00:10:33,440 isn't playing around when it comes to

311 00:10:32,000 --> 00:10:35,279 the ever-growing collection of ship

312 00:10:33,440 --> 00:10:36,399 manufacturers in the star citizen

313 00:10:35,279 --> 00:10:39,120 universe

314 00:10:36,399 --> 00:10:41,200 that space is going to become just a bit

315 00:10:39,120 --> 00:10:42,240 more colorful when gas clouds come

316 00:10:41,200 --> 00:10:44,959 online

317 00:10:42,240 --> 00:10:46,000 and that we're all just one step closer

318 00:10:44,959 --> 00:10:49,200 to living that

319 00:10:46,000 --> 00:10:50,240 tonk life for inside star citizen i'm

320 00:10:49,200 --> 00:10:52,480 jared huckaby

321 00:10:50,240 --> 00:10:53,760 and for everyone at cig happy

322 00:10:52,480 --> 00:11:01,839 thanksgiving everyone

323 00:10:53,760 --> 00:11:01,839 we'll see you next week

324 00:11:15,120 --> 00:11:17,200 you

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