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The Inside Star Citizen episode River's Edge - Winter 2021 was published on 21. January 2021 on the CIG YouTube channel.

Topics and timestamps[]

Topic Timestamp
Level engineering - Terrain Modification System
0:00
Combat summit
8:12

Video[]

Inside_Star_Citizen-_River's_Edge_-_Winter_2021
basic

Transcript[]

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

1 00:00:04,880 --> 00:00:09,360 in star citizen we have

2 00:00:06,399 --> 00:00:10,800 many of these huge intricate planets and

3 00:00:09,360 --> 00:00:13,519 the way that we've been able to do that

4 00:00:10,800 --> 00:00:14,639 is instead of storing each vertice of

5 00:00:13,519 --> 00:00:16,640 the planet like you would in a

6 00:00:14,639 --> 00:00:18,560 traditional level editor we store height

7 00:00:16,640 --> 00:00:20,800 maps and other data about the planet

8 00:00:18,560 --> 00:00:21,920 and then build chunks of the planet

9 00:00:20,800 --> 00:00:24,320 around the player

10 00:00:21,920 --> 00:00:25,760 but it did introduce the problem of us

11 00:00:24,320 --> 00:00:27,519 not being able to edit individual

12 00:00:25,760 --> 00:00:29,199 vertices of the terrain

13 00:00:27,519 --> 00:00:31,840 that is where the terrain modification

14 00:00:29,199 --> 00:00:31,840 system comes in

15 00:00:34,000 --> 00:00:38,000 so the terrain modification system works

16 00:00:36,960 --> 00:00:40,399 by placing

17 00:00:38,000 --> 00:00:42,879 modifiers across the planet and when we

18 00:00:40,399 --> 00:00:44,960 build each chunk of the terrain

19 00:00:42,879 --> 00:00:46,960 we check to see if any of the vertices

20 00:00:44,960 --> 00:00:47,840 intercept one of our bounding boxes and

21 00:00:46,960 --> 00:00:50,000 if we do

22 00:00:47,840 --> 00:00:52,399 that modifier applies a function to the

23 00:00:50,000 --> 00:00:54,640 z coordinate of that vertices to offset

24 00:00:52,399 --> 00:00:56,800 it to a specific place that we choose

25 00:00:54,640 --> 00:00:59,520 so for example we've got here a

26 00:00:56,800 --> 00:01:01,600 smoothing area we can move this around

27 00:00:59,520 --> 00:01:03,359 we can see that it is smoothing out the

28 00:01:01,600 --> 00:01:05,119 ground we can raise it or lower it we

29 00:01:03,359 --> 00:01:07,200 can change its size and so on

30 00:01:05,119 --> 00:01:08,479 and here i've got a crater which we

31 00:01:07,200 --> 00:01:10,799 could flip

32 00:01:08,479 --> 00:01:12,479 and turn into a push pull we can change

33 00:01:10,799 --> 00:01:14,720 the scale and so on

34 00:01:12,479 --> 00:01:16,560 and that's all happening by intercepting

35 00:01:14,720 --> 00:01:19,759 the mesh building system

36 00:01:16,560 --> 00:01:22,479 and applying offsets based on a function

37 00:01:19,759 --> 00:01:23,200 to each vertex within that box we can

38 00:01:22,479 --> 00:01:25,040 use this

39 00:01:23,200 --> 00:01:26,479 on any scale we like so from a very

40 00:01:25,040 --> 00:01:28,560 small scale like this

41 00:01:26,479 --> 00:01:30,640 to a much bigger scale like this over

42 00:01:28,560 --> 00:01:32,479 here so if i decide i want to place my

43 00:01:30,640 --> 00:01:34,560 my outpost over here the first thing i

44 00:01:32,479 --> 00:01:36,320 do is i put a smoothing area down

45 00:01:34,560 --> 00:01:37,920 i integrate that into the terrain so

46 00:01:36,320 --> 00:01:40,320 that it looks good i can play with all

47 00:01:37,920 --> 00:01:42,640 the different settings to

48 00:01:40,320 --> 00:01:44,159 tweak the roll off and the radius of the

49 00:01:42,640 --> 00:01:46,880 smoothing area

50 00:01:44,159 --> 00:01:48,159 and then i can go in and i can put my

51 00:01:46,880 --> 00:01:50,560 outpost down

52 00:01:48,159 --> 00:01:52,000 and we can see that that's come in very

53 00:01:50,560 --> 00:01:53,040 flat there's no clipping with the

54 00:01:52,000 --> 00:01:54,399 terrain

55 00:01:53,040 --> 00:01:56,479 and it all looks very natural and

56 00:01:54,399 --> 00:01:58,159 embedded instead of kind of like

57 00:01:56,479 --> 00:01:59,759 terrain clipping over the sides of the

58 00:01:58,159 --> 00:02:01,520 landing pads

59 00:01:59,759 --> 00:02:03,840 so we can integrate our smoothing areas

60 00:02:01,520 --> 00:02:06,159 even more in with the terrain by using

61 00:02:03,840 --> 00:02:07,680 a noisy edge instead of just having a

62 00:02:06,159 --> 00:02:10,640 perfectly spherical one

63 00:02:07,680 --> 00:02:11,360 so this smoothing area here has a noise

64 00:02:10,640 --> 00:02:13,120 function

65 00:02:11,360 --> 00:02:14,879 applied to its radius so we get this

66 00:02:13,120 --> 00:02:16,640 kind of like crinkly effect

67 00:02:14,879 --> 00:02:18,319 and when i embed that into the ground we

68 00:02:16,640 --> 00:02:20,400 don't see an obvious circle

69 00:02:18,319 --> 00:02:22,560 around where our outpost is instead we

70 00:02:20,400 --> 00:02:25,040 get more natural looking

71 00:02:22,560 --> 00:02:26,319 crinkle around the edge of our smoothing

72 00:02:25,040 --> 00:02:27,440 area

73 00:02:26,319 --> 00:02:29,120 the reason that we have both of these

74 00:02:27,440 --> 00:02:30,000 modifiers is sometimes you want to make

75 00:02:29,120 --> 00:02:32,000 it clear

76 00:02:30,000 --> 00:02:33,680 that humanity has come and shaped the

77 00:02:32,000 --> 00:02:35,599 terrain to be a certain way

78 00:02:33,680 --> 00:02:36,879 and sometimes you just want the

79 00:02:35,599 --> 00:02:39,040 convenience of

80 00:02:36,879 --> 00:02:40,480 flat ground without it looking like it's

81 00:02:39,040 --> 00:02:43,840 been bulldozed by

82 00:02:40,480 --> 00:02:44,239 a great big group of jcbs so using the

83 00:02:43,840 --> 00:02:46,640 same

84 00:02:44,239 --> 00:02:47,680 modification system we can actually add

85 00:02:46,640 --> 00:02:50,720 water meshes

86 00:02:47,680 --> 00:02:52,720 to the vertexes the first thing i did on

87 00:02:50,720 --> 00:02:54,160 this was a way to place river paths

88 00:02:52,720 --> 00:02:55,280 because you can't start modifying the

89 00:02:54,160 --> 00:02:56,319 terrain before you know where the water

90 00:02:55,280 --> 00:02:58,640 is going to flow

91 00:02:56,319 --> 00:03:00,319 so i've got this river placement tool

92 00:02:58,640 --> 00:03:01,920 here where we're going to be able to

93 00:03:00,319 --> 00:03:04,239 essentially start off by placing

94 00:03:01,920 --> 00:03:05,519 a spring or somewhere where the water

95 00:03:04,239 --> 00:03:05,920 might come out of the ground so i'm

96 00:03:05,519 --> 00:03:08,239 going to

97 00:03:05,920 --> 00:03:09,920 place that here and you can see that it

98 00:03:08,239 --> 00:03:10,400 automatically starts working out the

99 00:03:09,920 --> 00:03:13,040 path

100 00:03:10,400 --> 00:03:14,480 of where the water would flow now it

101 00:03:13,040 --> 00:03:16,319 does this in steps

102 00:03:14,480 --> 00:03:17,599 it looks at the direction that the water

103 00:03:16,319 --> 00:03:19,360 is coming from

104 00:03:17,599 --> 00:03:21,680 it takes a step in that direction and

105 00:03:19,360 --> 00:03:24,159 works out an arc of points

106 00:03:21,680 --> 00:03:26,080 and then it chooses the point on that

107 00:03:24,159 --> 00:03:28,400 arc that is the lowest

108 00:03:26,080 --> 00:03:29,360 moves there and then continues on to the

109 00:03:28,400 --> 00:03:32,560 next step

110 00:03:29,360 --> 00:03:35,440 until you get this nice flowing path

111 00:03:32,560 --> 00:03:36,640 now over here we've got a white dot and

112 00:03:35,440 --> 00:03:39,680 that is because

113 00:03:36,640 --> 00:03:41,599 the lowest point on the arc was in fact

114 00:03:39,680 --> 00:03:43,120 higher than the water started with and

115 00:03:41,599 --> 00:03:46,480 if you look at a river you'll notice

116 00:03:43,120 --> 00:03:48,239 water doesn't travel up so here

117 00:03:46,480 --> 00:03:50,400 the point is white because we're going

118 00:03:48,239 --> 00:03:50,720 to have to erode down the path under

119 00:03:50,400 --> 00:03:52,560 here

120 00:03:50,720 --> 00:03:54,480 for the water to have traveled to this

121 00:03:52,560 --> 00:03:58,720 point we can't have it flow

122 00:03:54,480 --> 00:04:01,519 up on the terrain so once we're happy

123 00:03:58,720 --> 00:04:01,920 with our river path we can look adding

124 00:04:01,519 --> 00:04:03,920 any

125 00:04:01,920 --> 00:04:05,280 contributing springs so for example we

126 00:04:03,920 --> 00:04:06,239 might have a bit more water flow coming

127 00:04:05,280 --> 00:04:07,519 from there

128 00:04:06,239 --> 00:04:10,319 or i might choose to have a bit more

129 00:04:07,519 --> 00:04:12,480 water flow coming from there

130 00:04:10,319 --> 00:04:13,519 and then we can score and clean the

131 00:04:12,480 --> 00:04:15,280 rivers

132 00:04:13,519 --> 00:04:16,799 what this does is it works out a more

133 00:04:15,280 --> 00:04:18,320 detailed path between the nodes that the

134 00:04:16,799 --> 00:04:20,560 river is going to take

135 00:04:18,320 --> 00:04:21,680 and it also works out how much water is

136 00:04:20,560 --> 00:04:23,680 going to be passing through

137 00:04:21,680 --> 00:04:26,000 each point so you see if i click on this

138 00:04:23,680 --> 00:04:27,759 node here we can see the size is five

139 00:04:26,000 --> 00:04:29,280 if i go a little bit downstream where

140 00:04:27,759 --> 00:04:30,560 there's going to be more rainwater

141 00:04:29,280 --> 00:04:32,560 collecting into the stream

142 00:04:30,560 --> 00:04:33,759 the size is 17 and that will increase

143 00:04:32,560 --> 00:04:35,360 all the way down to the bottom where the

144 00:04:33,759 --> 00:04:36,800 reference

145 00:04:35,360 --> 00:04:38,560 once we're happy with the river system

146 00:04:36,800 --> 00:04:41,040 as a whole we can place

147 00:04:38,560 --> 00:04:42,400 the geometry modifiers now the first

148 00:04:41,040 --> 00:04:44,560 thing this is going to do

149 00:04:42,400 --> 00:04:46,479 is we've placed some brown decals down

150 00:04:44,560 --> 00:04:49,600 to show that the terrain has changed

151 00:04:46,479 --> 00:04:52,560 and we've actually modified the terrain

152 00:04:49,600 --> 00:04:54,240 to show the path of the river as you can

153 00:04:52,560 --> 00:04:55,919 see if i just turn these off

154 00:04:54,240 --> 00:04:57,520 as you can see we've got a deep trench

155 00:04:55,919 --> 00:04:58,080 where the river is flowing and then

156 00:04:57,520 --> 00:05:01,360 banks

157 00:04:58,080 --> 00:05:02,240 around the river but usually rivers have

158 00:05:01,360 --> 00:05:05,600 water

159 00:05:02,240 --> 00:05:07,120 so let's add in some water now obviously

160 00:05:05,600 --> 00:05:08,720 this is work in progress this is just

161 00:05:07,120 --> 00:05:10,960 using the sea mesh

162 00:05:08,720 --> 00:05:12,720 but it just to prove the concept that we

163 00:05:10,960 --> 00:05:13,520 can have water in the basis of our

164 00:05:12,720 --> 00:05:15,759 rivers

165 00:05:13,520 --> 00:05:17,520 but it still doesn't look quite right if

166 00:05:15,759 --> 00:05:19,840 you look at a river in the wild

167 00:05:17,520 --> 00:05:20,960 going through any ecosystem whether it

168 00:05:19,840 --> 00:05:23,360 be a forest

169 00:05:20,960 --> 00:05:24,960 or some fields or a desert you'll notice

170 00:05:23,360 --> 00:05:25,840 that the terrain around it is different

171 00:05:24,960 --> 00:05:28,240 and that's because

172 00:05:25,840 --> 00:05:29,840 the water influences the ecosystem we

173 00:05:28,240 --> 00:05:31,919 get more vegetation

174 00:05:29,840 --> 00:05:32,880 and growth around places where there are

175 00:05:31,919 --> 00:05:34,320 water

176 00:05:32,880 --> 00:05:36,320 so in order to make this look as

177 00:05:34,320 --> 00:05:37,360 convincing as possible we're going to

178 00:05:36,320 --> 00:05:40,880 experiment with

179 00:05:37,360 --> 00:05:43,280 adding more foliage and more ecosystem

180 00:05:40,880 --> 00:05:45,520 changes around the rivers

181 00:05:43,280 --> 00:05:47,120 so this is just a programmer's take on

182 00:05:45,520 --> 00:05:50,240 this and no artists have had

183 00:05:47,120 --> 00:05:54,560 any say in what i'm doing here

184 00:05:50,240 --> 00:05:57,120 so by borrowing a slightly more lush

185 00:05:54,560 --> 00:05:58,960 preset from a different planet we can

186 00:05:57,120 --> 00:06:01,039 see that we can create this really

187 00:05:58,960 --> 00:06:02,160 effective look around the rivers with

188 00:06:01,039 --> 00:06:04,960 far more trees

189 00:06:02,160 --> 00:06:06,720 and ground cover just to really sell the

190 00:06:04,960 --> 00:06:08,080 idea that this is a river that has been

191 00:06:06,720 --> 00:06:09,600 here for thousands of years

192 00:06:08,080 --> 00:06:11,759 and is flowing through the hills of

193 00:06:09,600 --> 00:06:13,120 microtech

194 00:06:11,759 --> 00:06:15,600 so now that we've added in this

195 00:06:13,120 --> 00:06:18,720 ecosystem around the river it really

196 00:06:15,600 --> 00:06:20,479 sells and looks like a river flowing

197 00:06:18,720 --> 00:06:22,720 through the hills of microtech

198 00:06:20,479 --> 00:06:24,240 this looks much more like something

199 00:06:22,720 --> 00:06:25,919 that's been here for thousands of years

200 00:06:24,240 --> 00:06:27,840 instead of just a bit of water that's

201 00:06:25,919 --> 00:06:29,680 trickling down some hills

202 00:06:27,840 --> 00:06:31,039 obviously when the artists take a pass

203 00:06:29,680 --> 00:06:33,120 at this they'll be able to get some much

204 00:06:31,039 --> 00:06:34,880 more suitable foliage and vegetation

205 00:06:33,120 --> 00:06:37,280 instead of having this awkward merge

206 00:06:34,880 --> 00:06:38,160 between snowy trees and beautiful lush

207 00:06:37,280 --> 00:06:40,080 foliage

208 00:06:38,160 --> 00:06:41,759 but the fact that we've got the tools to

209 00:06:40,080 --> 00:06:43,280 do this and we can do it procedurally

210 00:06:41,759 --> 00:06:45,199 just with a few clicks

211 00:06:43,280 --> 00:06:48,000 means that these rivers could be

212 00:06:45,199 --> 00:06:49,919 cropping up soon on the planets

213 00:06:48,000 --> 00:06:52,000 as a reminder this is a working

214 00:06:49,919 --> 00:06:54,000 prototype not a finished product and

215 00:06:52,000 --> 00:06:54,720 these are all engineer art choices

216 00:06:54,000 --> 00:06:57,759 rather than

217 00:06:54,720 --> 00:06:59,280 artist art choices i can imagine someone

218 00:06:57,759 --> 00:07:01,360 screaming at me for the fact that we've

219 00:06:59,280 --> 00:07:03,840 got some beautiful kind of tropical

220 00:07:01,360 --> 00:07:04,800 trees here versus some snowy pines in

221 00:07:03,840 --> 00:07:06,720 the backdrop

222 00:07:04,800 --> 00:07:08,479 but the fact that we can modify the

223 00:07:06,720 --> 00:07:09,919 ecosystem around these rivers

224 00:07:08,479 --> 00:07:14,240 means that we're going to be able to

225 00:07:09,919 --> 00:07:14,240 create some really convincing looking

226 00:07:14,840 --> 00:07:17,840 ecosystems

227 00:07:26,080 --> 00:07:30,639 the train modification tool is just one

228 00:07:28,400 --> 00:07:32,560 more way the planet tech team continues

229 00:07:30,639 --> 00:07:34,479 to create new technologies

230 00:07:32,560 --> 00:07:36,319 that help our artists and designers

231 00:07:34,479 --> 00:07:37,440 create assets for the star citizen

232 00:07:36,319 --> 00:07:40,479 universe better

233 00:07:37,440 --> 00:07:42,160 and more quickly than ever before now

234 00:07:40,479 --> 00:07:44,080 citizens that have been around for a

235 00:07:42,160 --> 00:07:46,639 while know that january

236 00:07:44,080 --> 00:07:47,360 is planning season where developers get

237 00:07:46,639 --> 00:07:49,599 together

238 00:07:47,360 --> 00:07:51,599 review the lessons of the year before

239 00:07:49,599 --> 00:07:52,400 and plan out their efforts for the one

240 00:07:51,599 --> 00:07:54,639 ahead

241 00:07:52,400 --> 00:07:56,800 now by the time that this airs that

242 00:07:54,639 --> 00:07:57,520 process is still in full swing for many

243 00:07:56,800 --> 00:07:59,680 teams

244 00:07:57,520 --> 00:08:01,440 but we took the opportunity to chat with

245 00:07:59,680 --> 00:08:02,240 some of the folks that participated in

246 00:08:01,440 --> 00:08:05,120 this year's

247 00:08:02,240 --> 00:08:06,800 combat summit to get a sense of where

248 00:08:05,120 --> 00:08:09,680 their conversations went

249 00:08:06,800 --> 00:08:12,879 and check in before they go heads down

250 00:08:09,680 --> 00:08:14,319 and the process of prototyping begins

251 00:08:12,879 --> 00:08:16,879 so the theme of this year's combat

252 00:08:14,319 --> 00:08:19,360 summit was really how we give the player

253 00:08:16,879 --> 00:08:20,639 control over all the systemic features

254 00:08:19,360 --> 00:08:22,800 we have in the game

255 00:08:20,639 --> 00:08:24,639 what we want is an environment where

256 00:08:22,800 --> 00:08:26,960 things make sense

257 00:08:24,639 --> 00:08:28,080 that choice allows players to approach

258 00:08:26,960 --> 00:08:30,160 different missions and different

259 00:08:28,080 --> 00:08:32,240 scenarios in different ways and even the

260 00:08:30,160 --> 00:08:35,120 same scenario in different ways which

261 00:08:32,240 --> 00:08:37,360 really expands the feel and the options

262 00:08:35,120 --> 00:08:39,599 players have

263 00:08:37,360 --> 00:08:41,120 the main reason why we created a combat

264 00:08:39,599 --> 00:08:43,760 submit was to include

265 00:08:41,120 --> 00:08:44,480 more people from multiple departments of

266 00:08:43,760 --> 00:08:46,240 the company

267 00:08:44,480 --> 00:08:48,240 that have a stake or an interest in

268 00:08:46,240 --> 00:08:51,200 space combat

269 00:08:48,240 --> 00:08:52,640 it helps like gather outside data into

270 00:08:51,200 --> 00:08:55,600 one kind of

271 00:08:52,640 --> 00:08:56,000 focus point we can kind of figure out

272 00:08:55,600 --> 00:08:58,880 the

273 00:08:56,000 --> 00:08:59,200 core problems that we have and also you

274 00:08:58,880 --> 00:09:00,720 know

275 00:08:59,200 --> 00:09:02,399 to kind of come up with solutions for

276 00:09:00,720 --> 00:09:04,880 those problems

277 00:09:02,399 --> 00:09:05,760 it's very important to to go away and

278 00:09:04,880 --> 00:09:07,519 come up with

279 00:09:05,760 --> 00:09:09,279 different solutions test them out see

280 00:09:07,519 --> 00:09:10,720 which ones are fun see which ones play

281 00:09:09,279 --> 00:09:12,080 well with other features

282 00:09:10,720 --> 00:09:14,000 since last year's summit was so

283 00:09:12,080 --> 00:09:15,680 successful we're really we're in a good

284 00:09:14,000 --> 00:09:16,399 position to go forward into this year's

285 00:09:15,680 --> 00:09:18,000 summit

286 00:09:16,399 --> 00:09:19,839 building upon the work we did in the

287 00:09:18,000 --> 00:09:21,360 last one

288 00:09:19,839 --> 00:09:23,600 and this is combat summit we talked a

289 00:09:21,360 --> 00:09:25,680 lot about combat geometry

290 00:09:23,600 --> 00:09:27,279 which is how ships fly around each other

291 00:09:25,680 --> 00:09:28,880 during combat how they're going to fight

292 00:09:27,279 --> 00:09:31,120 each other

293 00:09:28,880 --> 00:09:32,480 one of the ways we wanted to improve the

294 00:09:31,120 --> 00:09:34,320 current flight model

295 00:09:32,480 --> 00:09:36,880 was with the addition of capacitors

296 00:09:34,320 --> 00:09:38,320 which will make the actions players take

297 00:09:36,880 --> 00:09:41,519 during a dogfight

298 00:09:38,320 --> 00:09:43,680 more meaningful and uh have more of an

299 00:09:41,519 --> 00:09:44,720 impact on what they see and what they do

300 00:09:43,680 --> 00:09:47,120 and capacitors

301 00:09:44,720 --> 00:09:49,200 really do that by sort of capping some

302 00:09:47,120 --> 00:09:51,680 of the behaviors as well as

303 00:09:49,200 --> 00:09:54,800 giving you an instant visual result and

304 00:09:51,680 --> 00:09:54,800 instant flight result

305 00:09:55,440 --> 00:09:59,040 we went into weapons and the different

306 00:09:57,680 --> 00:10:00,720 behaviors of weapons and how they

307 00:09:59,040 --> 00:10:01,680 interact with shields and ballistic

308 00:10:00,720 --> 00:10:03,519 armor

309 00:10:01,680 --> 00:10:04,800 we're not aiming for like a meter build

310 00:10:03,519 --> 00:10:07,680 gameplay right we want

311 00:10:04,800 --> 00:10:09,519 each weapon to feel different and to

312 00:10:07,680 --> 00:10:11,040 have a different role in space combat

313 00:10:09,519 --> 00:10:11,839 and then to add to this we're discussing

314 00:10:11,040 --> 00:10:13,680 how we kind of

315 00:10:11,839 --> 00:10:15,200 move the roles forward on the ships and

316 00:10:13,680 --> 00:10:17,279 make the most of the features that we

317 00:10:15,200 --> 00:10:18,320 have to you know kind of realize the

318 00:10:17,279 --> 00:10:21,120 rules on ships

319 00:10:18,320 --> 00:10:23,120 and for those to mean more in the pu you

320 00:10:21,120 --> 00:10:24,240 know as far as what choices you make of

321 00:10:23,120 --> 00:10:26,480 what ship you want

322 00:10:24,240 --> 00:10:28,000 i'm very excited to get some of those

323 00:10:26,480 --> 00:10:29,760 sort of ironed out and to

324 00:10:28,000 --> 00:10:31,200 get those feelings of those ships so

325 00:10:29,760 --> 00:10:33,120 that you know

326 00:10:31,200 --> 00:10:34,240 without looking at the label of the ship

327 00:10:33,120 --> 00:10:36,160 that you're definitely in

328 00:10:34,240 --> 00:10:37,839 something like a light fighter we're

329 00:10:36,160 --> 00:10:40,480 just focusing on

330 00:10:37,839 --> 00:10:41,600 how to make those roles mean more to the

331 00:10:40,480 --> 00:10:44,240 players so they can make

332 00:10:41,600 --> 00:10:45,360 more meaningful informed decisions so it

333 00:10:44,240 --> 00:10:46,560 was a really important discussion on

334 00:10:45,360 --> 00:10:47,680 those things and they all kind of relate

335 00:10:46,560 --> 00:10:49,040 to one another

336 00:10:47,680 --> 00:10:51,839 and we have to move them together

337 00:10:49,040 --> 00:10:53,360 forward um in one kind of

338 00:10:51,839 --> 00:10:55,200 you know line really because that gives

339 00:10:53,360 --> 00:10:56,880 us the best kind of maneuverability

340 00:10:55,200 --> 00:11:00,240 moving forward to understand really

341 00:10:56,880 --> 00:11:02,480 the impact of these changes as well

342 00:11:00,240 --> 00:11:03,920 so now we have a big bunch of work in

343 00:11:02,480 --> 00:11:04,959 front of us right we have action points

344 00:11:03,920 --> 00:11:07,680 what we want to do

345 00:11:04,959 --> 00:11:09,120 so the next step for us is prototyping a

346 00:11:07,680 --> 00:11:10,560 big risk when you're protecting several

347 00:11:09,120 --> 00:11:13,040 solutions is the fact that

348 00:11:10,560 --> 00:11:14,560 one might not fit with another solution

349 00:11:13,040 --> 00:11:15,920 but we cannot tell right away

350 00:11:14,560 --> 00:11:18,079 which of these measures are going to

351 00:11:15,920 --> 00:11:19,440 work and which won't so when we're

352 00:11:18,079 --> 00:11:20,880 testing it's very important that we're

353 00:11:19,440 --> 00:11:22,160 testing all these features together to

354 00:11:20,880 --> 00:11:23,200 make sure that we're picking the right

355 00:11:22,160 --> 00:11:26,839 solution

356 00:11:23,200 --> 00:11:28,480 and that fits together as a package for

357 00:11:26,839 --> 00:11:30,240 us

358 00:11:28,480 --> 00:11:32,240 now we'll learn more about the resulting

359 00:11:30,240 --> 00:11:33,839 new features that arise from the combat

360 00:11:32,240 --> 00:11:34,320 summit throughout the remainder of this

361 00:11:33,839 --> 00:11:36,880 year

362 00:11:34,320 --> 00:11:37,360 as they're being developed can i show

363 00:11:36,880 --> 00:11:38,720 you

364 00:11:37,360 --> 00:11:41,040 one more thing that i've been messing

365 00:11:38,720 --> 00:11:44,000 around with uh sure will

366 00:11:41,040 --> 00:11:45,920 just uh don't get me in trouble uh so

367 00:11:44,000 --> 00:11:49,440 here i've put together our

368 00:11:45,920 --> 00:11:51,920 grenade launcher with a crater

369 00:11:49,440 --> 00:11:52,800 modifier just to see what we could do

370 00:11:51,920 --> 00:11:56,560 with this

371 00:11:52,800 --> 00:11:59,600 and now when i fire a grenade launcher

372 00:11:56,560 --> 00:12:01,760 we get a nice little dent in the terrain

373 00:11:59,600 --> 00:12:03,440 where i fired it we can essentially go

374 00:12:01,760 --> 00:12:05,040 and create some craters

375 00:12:03,440 --> 00:12:06,959 obviously this is this is me messing

376 00:12:05,040 --> 00:12:08,079 around this isn't something that's in

377 00:12:06,959 --> 00:12:09,839 game

378 00:12:08,079 --> 00:12:11,440 but just something that i've been having

379 00:12:09,839 --> 00:12:13,120 a little bit of fun with and

380 00:12:11,440 --> 00:12:14,639 hopefully we'll be able to use something

381 00:12:13,120 --> 00:12:17,680 like this in the future but no

382 00:12:14,639 --> 00:12:19,360 no promises this is just a bit of fun

383 00:12:17,680 --> 00:12:20,959 so what did we learn about this week

384 00:12:19,360 --> 00:12:22,800 well we learned the plateaus can be a

385 00:12:20,959 --> 00:12:25,120 good thing when they allow designers to

386 00:12:22,800 --> 00:12:27,200 place outposts anywhere they want

387 00:12:25,120 --> 00:12:28,800 that a river may run through it but the

388 00:12:27,200 --> 00:12:31,040 next step is to always

389 00:12:28,800 --> 00:12:33,200 always always replace that programmer

390 00:12:31,040 --> 00:12:34,560 art that each summit builds upon the

391 00:12:33,200 --> 00:12:36,320 successes of the last

392 00:12:34,560 --> 00:12:38,079 and that the work of honing star

393 00:12:36,320 --> 00:12:40,880 citizen's combat experience

394 00:12:38,079 --> 00:12:41,839 continues for inside star citizen i'm

395 00:12:40,880 --> 00:12:53,839 jared huckaby

396 00:12:41,839 --> 00:12:53,839 we'll see you all next week

397 00:13:01,680 --> 00:13:03,760 you

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