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 | |
Combat summit |
Video[]
Transcript[]

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