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The Inside Star Citizen episode Sky High - Winter 2021 was published on 18. February 2021 on the CIG YouTube channel.

Topics and timestamps[]

Topic Timestamp
Orison commercial platform - Cloud View Center
0:00
Systematic vehicle visual degradation
5:50

Video[]

Transcript[]

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

1 00:00:02,550 --> 00:00:06,080 [Music]

2 00:00:04,720 --> 00:00:08,000 one of the main things that we wanted to

3 00:00:06,080 --> 00:00:09,920 do with arson is create a place that's

4 00:00:08,000 --> 00:00:11,200 visually distinct from anything else

5 00:00:09,920 --> 00:00:13,120 we've done before

6 00:00:11,200 --> 00:00:14,400 as someone in the universe it's kind of

7 00:00:13,120 --> 00:00:17,039 a destination

8 00:00:14,400 --> 00:00:17,760 it has this like unique open space and

9 00:00:17,039 --> 00:00:19,199 feeling

10 00:00:17,760 --> 00:00:20,800 which separates it out from a lot of the

11 00:00:19,199 --> 00:00:22,800 other landing zones

12 00:00:20,800 --> 00:00:24,260 it's becoming quickly one of the best

13 00:00:22,800 --> 00:00:27,359 places we've ever made

14 00:00:24,260 --> 00:00:29,359 [Music]

15 00:00:27,359 --> 00:00:31,199 what's really so unique about orson is

16 00:00:29,359 --> 00:00:33,280 that it is a floating city

17 00:00:31,199 --> 00:00:34,399 that crusader uses to manufacture all

18 00:00:33,280 --> 00:00:36,160 their ships

19 00:00:34,399 --> 00:00:38,960 it's just a really great place where

20 00:00:36,160 --> 00:00:41,360 this company set up their entire network

21 00:00:38,960 --> 00:00:42,640 including places for the people that

22 00:00:41,360 --> 00:00:45,039 work for them to live

23 00:00:42,640 --> 00:00:45,760 to shop all that kind of stuff one thing

24 00:00:45,039 --> 00:00:47,280 that we

25 00:00:45,760 --> 00:00:49,440 have learned from previous landing zones

26 00:00:47,280 --> 00:00:52,800 that we were able to apply to orson

27 00:00:49,440 --> 00:00:53,680 was this idea of focus on places to

28 00:00:52,800 --> 00:00:55,280 visit

29 00:00:53,680 --> 00:00:56,800 so with that in mind we already knew

30 00:00:55,280 --> 00:00:58,399 that it had to be this just

31 00:00:56,800 --> 00:00:59,920 really outstanding place where

32 00:00:58,399 --> 00:01:03,120 everything is

33 00:00:59,920 --> 00:01:05,519 gorgeous to look at everything is scenic

34 00:01:03,120 --> 00:01:07,040 in comparison to the other locations we

35 00:01:05,519 --> 00:01:08,799 try to improve the

36 00:01:07,040 --> 00:01:10,240 navigation for the player and have

37 00:01:08,799 --> 00:01:13,600 everything a bit more

38 00:01:10,240 --> 00:01:14,799 easy to read and to navigate to we have

39 00:01:13,600 --> 00:01:16,240 you know all kinds of assets that are

40 00:01:14,799 --> 00:01:16,799 just adding a lot more movement to the

41 00:01:16,240 --> 00:01:18,640 scene

42 00:01:16,799 --> 00:01:19,920 and that's something that i think will

43 00:01:18,640 --> 00:01:23,520 really bring a lot of life

44 00:01:19,920 --> 00:01:23,520 that we've not quite done before

45 00:01:24,799 --> 00:01:29,600 so the commercial platform or as people

46 00:01:27,680 --> 00:01:33,280 in orson know it cloud view center

47 00:01:29,600 --> 00:01:37,200 is kind of the main hub of orisen

48 00:01:33,280 --> 00:01:39,520 it should really give the feel of almost

49 00:01:37,200 --> 00:01:41,680 not quite a theme park but have that

50 00:01:39,520 --> 00:01:43,200 sense of pageantry that you would expect

51 00:01:41,680 --> 00:01:44,320 from there

52 00:01:43,200 --> 00:01:45,920 when the player arrives at the

53 00:01:44,320 --> 00:01:46,240 commercial platform right in front of

54 00:01:45,920 --> 00:01:48,240 you

55 00:01:46,240 --> 00:01:49,280 after leaving the train station you have

56 00:01:48,240 --> 00:01:52,560 a nice

57 00:01:49,280 --> 00:01:53,520 rest and relax area with some some fancy

58 00:01:52,560 --> 00:01:54,960 little trees

59 00:01:53,520 --> 00:01:56,320 a lot of the time our living zones are

60 00:01:54,960 --> 00:01:57,439 quite still there's not a lot of things

61 00:01:56,320 --> 00:01:59,119 moving around

62 00:01:57,439 --> 00:02:00,880 but what we wanted to do with arson

63 00:01:59,119 --> 00:02:02,000 since it's essentially a lot of gardens

64 00:02:00,880 --> 00:02:04,399 floating around

65 00:02:02,000 --> 00:02:06,159 in a gas giant is that we have an

66 00:02:04,399 --> 00:02:07,520 opportunity to play with wind

67 00:02:06,159 --> 00:02:10,239 and we had a couple different ideas but

68 00:02:07,520 --> 00:02:10,640 the cherry blossom kind of style of tree

69 00:02:10,239 --> 00:02:13,360 stuck

70 00:02:10,640 --> 00:02:14,160 out because they could do the effect of

71 00:02:13,360 --> 00:02:15,920 having

72 00:02:14,160 --> 00:02:17,520 stuff blowing in the wind which i think

73 00:02:15,920 --> 00:02:20,080 is going to be quite beautiful

74 00:02:17,520 --> 00:02:20,560 and i think it's really going to create

75 00:02:20,080 --> 00:02:23,920 a very

76 00:02:20,560 --> 00:02:25,920 calming space for the player to relax in

77 00:02:23,920 --> 00:02:28,080 you have one of the main attractions is

78 00:02:25,920 --> 00:02:29,599 this unique creature the storm wall or

79 00:02:28,080 --> 00:02:31,440 as it's commonly known the space whale

80 00:02:29,599 --> 00:02:33,519 that lives amongst the clouds there and

81 00:02:31,440 --> 00:02:34,560 it's it's a big draw and they do tours

82 00:02:33,519 --> 00:02:36,080 for it and so they really want to

83 00:02:34,560 --> 00:02:38,800 highlight that in a dramatic

84 00:02:36,080 --> 00:02:40,000 way and then they developed really

85 00:02:38,800 --> 00:02:42,560 stunning kind of

86 00:02:40,000 --> 00:02:43,760 flowing sculpture to back end and this

87 00:02:42,560 --> 00:02:44,879 wind sculptures

88 00:02:43,760 --> 00:02:47,120 kind of feels like the whale is

89 00:02:44,879 --> 00:02:50,160 splashing a big wave behind it

90 00:02:47,120 --> 00:02:50,959 which again ties into the sense of wind

91 00:02:50,160 --> 00:02:54,000 and movement

92 00:02:50,959 --> 00:02:57,200 that's across the platform

93 00:02:54,000 --> 00:02:58,480 green circle are the main habs on orson

94 00:02:57,200 --> 00:03:00,319 they're kind of like a

95 00:02:58,480 --> 00:03:02,080 split between a hotel and apartments

96 00:03:00,319 --> 00:03:03,280 that's the main place people stay when

97 00:03:02,080 --> 00:03:05,599 they're visiting oresen

98 00:03:03,280 --> 00:03:07,360 and it's got a really gorgeous lobby

99 00:03:05,599 --> 00:03:08,720 that you can come into with a new feel

100 00:03:07,360 --> 00:03:11,040 and one of my favorite features

101 00:03:08,720 --> 00:03:12,800 is this hot tub sauna area that

102 00:03:11,040 --> 00:03:13,840 overlooks the vista from cloud view

103 00:03:12,800 --> 00:03:15,440 center and it's stunning

104 00:03:13,840 --> 00:03:18,480 and a really great addition so i thank

105 00:03:15,440 --> 00:03:18,959 the art team for adding that the habs

106 00:03:18,480 --> 00:03:21,360 are

107 00:03:18,959 --> 00:03:23,120 a lot like what we've done before the

108 00:03:21,360 --> 00:03:24,879 difference here being that we're kind of

109 00:03:23,120 --> 00:03:26,480 bringing in a lot of the look and feel

110 00:03:24,879 --> 00:03:27,920 of arson into the habs

111 00:03:26,480 --> 00:03:31,120 and it's going to have a little bit more

112 00:03:27,920 --> 00:03:33,040 of you know organic materials like wood

113 00:03:31,120 --> 00:03:34,400 a few more plants and it's just kind of

114 00:03:33,040 --> 00:03:37,040 going to feel a little bit more homely

115 00:03:34,400 --> 00:03:40,080 rather than cold and high-tech

116 00:03:37,040 --> 00:03:41,360 stratus at cloud view center is the main

117 00:03:40,080 --> 00:03:42,879 shopping building

118 00:03:41,360 --> 00:03:44,560 and i think in general it's going to be

119 00:03:42,879 --> 00:03:46,159 very different from a lot of other

120 00:03:44,560 --> 00:03:46,799 shopping areas we've done because it has

121 00:03:46,159 --> 00:03:49,840 a lot of

122 00:03:46,799 --> 00:03:52,159 sort of you know character and feel and

123 00:03:49,840 --> 00:03:54,640 one of the main features is voyager bar

124 00:03:52,159 --> 00:03:56,799 on the roof voyager bar is going to have

125 00:03:54,640 --> 00:03:59,360 some really really incredible views

126 00:03:56,799 --> 00:04:01,519 towards the rest of orison i can imagine

127 00:03:59,360 --> 00:04:03,920 going up there having a drink at sunset

128 00:04:01,519 --> 00:04:05,280 and just enjoying my day there as we

129 00:04:03,920 --> 00:04:07,120 lead towards final art

130 00:04:05,280 --> 00:04:08,319 in the commercial platform there's a lot

131 00:04:07,120 --> 00:04:09,519 of little things we need to sort of

132 00:04:08,319 --> 00:04:11,519 figure out

133 00:04:09,519 --> 00:04:12,560 mostly to do with tidying up a lot of

134 00:04:11,519 --> 00:04:14,400 the geometry

135 00:04:12,560 --> 00:04:16,959 and you know making sure that the place

136 00:04:14,400 --> 00:04:18,639 is playable to the best extent

137 00:04:16,959 --> 00:04:20,000 we're building arson with room to grow

138 00:04:18,639 --> 00:04:21,759 so of course later on in

139 00:04:20,000 --> 00:04:23,759 future releases we're going to be adding

140 00:04:21,759 --> 00:04:25,199 orris in general and the main crusader

141 00:04:23,759 --> 00:04:26,160 showroom the showroom will show off all

142 00:04:25,199 --> 00:04:27,840 the ships

143 00:04:26,160 --> 00:04:30,639 that crusader makes and artists in

144 00:04:27,840 --> 00:04:33,280 general will start featuring our new

145 00:04:30,639 --> 00:04:34,560 kind of life and death cycle healing

146 00:04:33,280 --> 00:04:35,919 mechanics and all that kind of stuff

147 00:04:34,560 --> 00:04:38,080 when that comes online

148 00:04:35,919 --> 00:04:38,960 we also need a whole new loadout sets

149 00:04:38,080 --> 00:04:41,840 for characters

150 00:04:38,960 --> 00:04:42,479 currently we are using placeholder ai

151 00:04:41,840 --> 00:04:43,840 and

152 00:04:42,479 --> 00:04:45,600 something we're setting up for future

153 00:04:43,840 --> 00:04:46,160 releases are the maintenance access

154 00:04:45,600 --> 00:04:48,560 points

155 00:04:46,160 --> 00:04:49,360 with the idea that these doorways can

156 00:04:48,560 --> 00:04:51,120 lead into

157 00:04:49,360 --> 00:04:53,120 mission areas where players will be

158 00:04:51,120 --> 00:04:55,120 assigned to do repairs or

159 00:04:53,120 --> 00:04:56,320 sneak into an area and there's a lot of

160 00:04:55,120 --> 00:04:58,000 possibilities that we can put

161 00:04:56,320 --> 00:04:59,680 behind those doors but by building in

162 00:04:58,000 --> 00:05:00,639 those access points now for future

163 00:04:59,680 --> 00:05:03,120 mission content it

164 00:05:00,639 --> 00:05:03,840 gives us a lot of leeway to design stuff

165 00:05:03,120 --> 00:05:05,199 i think

166 00:05:03,840 --> 00:05:07,360 once we're done it's really going to

167 00:05:05,199 --> 00:05:10,720 create one of the best spaces in

168 00:05:07,360 --> 00:05:12,080 star citizen i really hope that players

169 00:05:10,720 --> 00:05:15,199 visiting orson get a

170 00:05:12,080 --> 00:05:16,560 sense of really being a visitor we have

171 00:05:15,199 --> 00:05:18,479 this sense of exploration

172 00:05:16,560 --> 00:05:20,160 a lot of times in visiting our really

173 00:05:18,479 --> 00:05:22,800 cool moons and other places

174 00:05:20,160 --> 00:05:24,800 but here is this kind of really curated

175 00:05:22,800 --> 00:05:28,240 experience to

176 00:05:24,800 --> 00:05:29,919 come look learn and see at orson so i i

177 00:05:28,240 --> 00:05:31,199 hope they get to take a mini vacation

178 00:05:29,919 --> 00:05:33,039 within our game

179 00:05:31,199 --> 00:05:35,039 this early look at the progress of

180 00:05:33,039 --> 00:05:36,560 orizon's commercial platform is just the

181 00:05:35,039 --> 00:05:37,520 first we'll be making over the next

182 00:05:36,560 --> 00:05:40,240 several months

183 00:05:37,520 --> 00:05:41,520 as stanton's fourth and most ambitious

184 00:05:40,240 --> 00:05:43,440 landing zone to date

185 00:05:41,520 --> 00:05:45,600 continues its journey from from

186 00:05:43,440 --> 00:05:47,039 tropospheric dream to persistent

187 00:05:45,600 --> 00:05:49,280 universe reality

188 00:05:47,039 --> 00:05:50,400 but up next from teams leaving their

189 00:05:49,280 --> 00:05:52,400 marks on the universe

190 00:05:50,400 --> 00:05:54,720 to the universe leaving its marks on our

191 00:05:52,400 --> 00:05:56,400 ships systemic vehicle visual

192 00:05:54,720 --> 00:05:58,160 degradation has been in the sights of

193 00:05:56,400 --> 00:06:00,319 our developers for a while now

194 00:05:58,160 --> 00:06:01,280 and the first major steps in delivering

195 00:06:00,319 --> 00:06:04,840 a world of

196 00:06:01,280 --> 00:06:06,080 wear dirt and car washes is currently

197 00:06:04,840 --> 00:06:07,440 underway

198 00:06:06,080 --> 00:06:08,960 we want our ships to feel like they're

199 00:06:07,440 --> 00:06:11,440 grounded in the universe that the

200 00:06:08,960 --> 00:06:15,199 universe leaves its mark on our ships

201 00:06:11,440 --> 00:06:16,160 and that where you've been tells a tale

202 00:06:15,199 --> 00:06:17,199 on your ship

203 00:06:16,160 --> 00:06:18,960 when you've used your ship and you've

204 00:06:17,199 --> 00:06:20,160 taken it down to a planet or you've

205 00:06:18,960 --> 00:06:21,759 flown through an asteroid belt or

206 00:06:20,160 --> 00:06:22,240 whatever it is that you've done in your

207 00:06:21,759 --> 00:06:23,840 ship

208 00:06:22,240 --> 00:06:25,280 we want you to be able the next time you

209 00:06:23,840 --> 00:06:26,000 come to your landing pad and you see

210 00:06:25,280 --> 00:06:28,400 your ship

211 00:06:26,000 --> 00:06:29,280 be able to go yeah yeah it looks like

212 00:06:28,400 --> 00:06:32,400 this

213 00:06:29,280 --> 00:06:32,400 because of something i've done

214 00:06:33,600 --> 00:06:36,639 so right now we're working on our first

215 00:06:35,039 --> 00:06:37,360 version of visual degradation for the

216 00:06:36,639 --> 00:06:38,880 vehicles

217 00:06:37,360 --> 00:06:40,479 there's lots of things that we want to

218 00:06:38,880 --> 00:06:42,319 explore um

219 00:06:40,479 --> 00:06:44,080 with with this feature and right now

220 00:06:42,319 --> 00:06:46,720 we're kind of looking into

221 00:06:44,080 --> 00:06:48,639 what where really means across the board

222 00:06:46,720 --> 00:06:52,160 a lot of our assets in game already

223 00:06:48,639 --> 00:06:53,840 do wear and um do get dirty we want the

224 00:06:52,160 --> 00:06:56,240 ships to loot like they've edged

225 00:06:53,840 --> 00:06:57,919 to get to that end frame we need to

226 00:06:56,240 --> 00:07:01,199 break that down into

227 00:06:57,919 --> 00:07:02,240 different elements like dirt which is

228 00:07:01,199 --> 00:07:03,840 the build-up

229 00:07:02,240 --> 00:07:05,759 there's kind of two concepts of dirt

230 00:07:03,840 --> 00:07:06,319 that we're we're throwing around there's

231 00:07:05,759 --> 00:07:09,440 the

232 00:07:06,319 --> 00:07:10,639 um environmental buildup which which we

233 00:07:09,440 --> 00:07:12,560 we already have in terms of our

234 00:07:10,639 --> 00:07:14,880 characters and the snow biomes and and

235 00:07:12,560 --> 00:07:16,400 you know you go and fly into a muddy

236 00:07:14,880 --> 00:07:18,160 swamp you would expect there to be

237 00:07:16,400 --> 00:07:20,240 mud on your landing gear but there's

238 00:07:18,160 --> 00:07:21,039 also the kind of concept of dirt which i

239 00:07:20,240 --> 00:07:23,120 think

240 00:07:21,039 --> 00:07:24,240 we already you already see in a lot of

241 00:07:23,120 --> 00:07:28,160 our wear maps

242 00:07:24,240 --> 00:07:30,240 is um the build-up of grime and it's the

243 00:07:28,160 --> 00:07:31,199 it's an additive process it's layers

244 00:07:30,240 --> 00:07:34,160 that are being built

245 00:07:31,199 --> 00:07:35,280 um on top of whatever the ship came like

246 00:07:34,160 --> 00:07:37,039 out of the factory

247 00:07:35,280 --> 00:07:38,479 and of course with ships getting dirty

248 00:07:37,039 --> 00:07:40,160 there's also going to be the concept of

249 00:07:38,479 --> 00:07:41,840 cleaning your ships um for the initial

250 00:07:40,160 --> 00:07:42,479 release we're simply looking at when you

251 00:07:41,840 --> 00:07:45,280 go

252 00:07:42,479 --> 00:07:47,599 go to repair terminal your ship gets

253 00:07:45,280 --> 00:07:47,599 cleaned

254 00:07:49,520 --> 00:07:54,160 and then were which is more of the

255 00:07:52,160 --> 00:07:55,039 subtractive if you will so we're taking

256 00:07:54,160 --> 00:07:57,199 things away

257 00:07:55,039 --> 00:07:58,160 it's the paint fade that you get if you

258 00:07:57,199 --> 00:08:00,080 leave your

259 00:07:58,160 --> 00:08:01,680 yo your car in the sun it's the

260 00:08:00,080 --> 00:08:03,680 scratches it's the

261 00:08:01,680 --> 00:08:05,919 the lac appealing the layers being

262 00:08:03,680 --> 00:08:07,680 peeled away as you

263 00:08:05,919 --> 00:08:08,960 rub up against something or as you go

264 00:08:07,680 --> 00:08:11,680 through atmosphere or

265 00:08:08,960 --> 00:08:13,039 whatever we decide will be the kind of

266 00:08:11,680 --> 00:08:13,759 controlling element and i expect

267 00:08:13,039 --> 00:08:15,360 there'll be

268 00:08:13,759 --> 00:08:17,280 lots of controlling elements the first

269 00:08:15,360 --> 00:08:19,120 version of vehicle degradation is

270 00:08:17,280 --> 00:08:21,280 cosmetic only so

271 00:08:19,120 --> 00:08:22,319 to get that what we're looking at is is

272 00:08:21,280 --> 00:08:25,520 thinking about it in

273 00:08:22,319 --> 00:08:26,160 two levels the macro where we're looking

274 00:08:25,520 --> 00:08:28,800 at the

275 00:08:26,160 --> 00:08:30,479 ship as a whole and we're masking it and

276 00:08:28,800 --> 00:08:33,279 doing a curvature bake

277 00:08:30,479 --> 00:08:34,000 so that we can tell the engine which

278 00:08:33,279 --> 00:08:36,080 areas

279 00:08:34,000 --> 00:08:38,000 are exposed to the the elements if you

280 00:08:36,080 --> 00:08:40,159 will and those are the areas that will

281 00:08:38,000 --> 00:08:42,320 start to see the where first as the ship

282 00:08:40,159 --> 00:08:44,959 ages taking it down to more of a macro

283 00:08:42,320 --> 00:08:46,959 level we're looking at the textures that

284 00:08:44,959 --> 00:08:48,480 describe the panels that make up the

285 00:08:46,959 --> 00:08:51,200 exterior of the ship and we're thinking

286 00:08:48,480 --> 00:08:52,800 of the panels the panel lines the edges

287 00:08:51,200 --> 00:08:54,480 there this this they're going to be

288 00:08:52,800 --> 00:08:56,560 slightly more prominent and

289 00:08:54,480 --> 00:08:58,399 in these areas that's where the wear

290 00:08:56,560 --> 00:08:59,440 will come in there's other things that

291 00:08:58,399 --> 00:09:01,120 we need to consider as well

292 00:08:59,440 --> 00:09:03,440 when we're looking at the where we need

293 00:09:01,120 --> 00:09:04,320 to establish really exactly what where

294 00:09:03,440 --> 00:09:06,560 means versus

295 00:09:04,320 --> 00:09:07,680 the versus damage versus aging they're

296 00:09:06,560 --> 00:09:08,959 separate

297 00:09:07,680 --> 00:09:10,399 systems and separate features that we

298 00:09:08,959 --> 00:09:11,760 want to be able to support so when they

299 00:09:10,399 --> 00:09:12,399 come together we get this really kind of

300 00:09:11,760 --> 00:09:15,120 beautiful

301 00:09:12,399 --> 00:09:15,839 consistent visually appealing end

302 00:09:15,120 --> 00:09:17,680 product

303 00:09:15,839 --> 00:09:18,959 we need to look at how our materials how

304 00:09:17,680 --> 00:09:21,839 our paints scratch and

305 00:09:18,959 --> 00:09:23,279 how different brands would coat their

306 00:09:21,839 --> 00:09:25,360 paints to allow them to scratch

307 00:09:23,279 --> 00:09:27,120 and behave differently if you take some

308 00:09:25,360 --> 00:09:28,720 of our kind of like our high-end ship

309 00:09:27,120 --> 00:09:29,519 manufacturers you'd expect them to be

310 00:09:28,720 --> 00:09:31,839 using

311 00:09:29,519 --> 00:09:32,880 much um more expensive materials in

312 00:09:31,839 --> 00:09:34,160 their manufacturing

313 00:09:32,880 --> 00:09:36,800 and how they wear is gonna be very

314 00:09:34,160 --> 00:09:38,480 different to how some of our lower end

315 00:09:36,800 --> 00:09:40,160 you know manufacturers kind of build

316 00:09:38,480 --> 00:09:41,360 their ships and and how their materials

317 00:09:40,160 --> 00:09:42,640 were

318 00:09:41,360 --> 00:09:44,720 so once we've released this initial

319 00:09:42,640 --> 00:09:45,920 version of visual degradation

320 00:09:44,720 --> 00:09:48,640 there's still a lot of work to be done

321 00:09:45,920 --> 00:09:51,279 in in to get us to where we want to be

322 00:09:48,640 --> 00:09:52,800 going forward we're taking this and

323 00:09:51,279 --> 00:09:54,000 we're doing it on a limited number of

324 00:09:52,800 --> 00:09:56,800 ships to start with

325 00:09:54,000 --> 00:09:58,640 because we we want to dial in what these

326 00:09:56,800 --> 00:10:00,160 values are and how they behave and just

327 00:09:58,640 --> 00:10:02,160 verify everything's

328 00:10:00,160 --> 00:10:03,600 working as we should and then we get the

329 00:10:02,160 --> 00:10:04,959 pipeline established

330 00:10:03,600 --> 00:10:06,880 and there's there's still a lot of work

331 00:10:04,959 --> 00:10:07,279 to do especially on the dirt side of

332 00:10:06,880 --> 00:10:10,079 things

333 00:10:07,279 --> 00:10:11,200 but it's a good it allows us to kind of

334 00:10:10,079 --> 00:10:12,800 test the waters

335 00:10:11,200 --> 00:10:14,640 see what people think of the way we're

336 00:10:12,800 --> 00:10:16,399 going now we're going to have this

337 00:10:14,640 --> 00:10:19,279 dynamic system in place

338 00:10:16,399 --> 00:10:20,959 we we want to be able to have all ships

339 00:10:19,279 --> 00:10:24,160 start from a new place

340 00:10:20,959 --> 00:10:27,279 and then tell the story of the universe

341 00:10:24,160 --> 00:10:29,120 as they travel through it

342 00:10:27,279 --> 00:10:30,560 so what we learned this week well we

343 00:10:29,120 --> 00:10:32,480 learned that with orzon the team's

344 00:10:30,560 --> 00:10:35,440 building a landing zone that will look

345 00:10:32,480 --> 00:10:36,320 feel and play unlike any other that with

346 00:10:35,440 --> 00:10:38,399 wear and dirt

347 00:10:36,320 --> 00:10:40,800 your ship will feel more an integrated

348 00:10:38,399 --> 00:10:43,120 part of the universe than ever before

349 00:10:40,800 --> 00:10:45,519 and that with wear and dirt also comes

350 00:10:43,120 --> 00:10:47,120 newly cleaned versions of spacecraft

351 00:10:45,519 --> 00:10:49,680 so what's a what's a newly clean

352 00:10:47,120 --> 00:10:51,760 reclaimer look like

353 00:10:49,680 --> 00:10:53,120 we're all going to find out together for

354 00:10:51,760 --> 00:10:54,880 inside star citizen

355 00:10:53,120 --> 00:11:01,839 i'm jared huckabee we'll see you all

356 00:10:54,880 --> 00:11:01,839 next week

357 00:11:09,090 --> 00:11:12,899 [Music]

358 00:11:15,360 --> 00:11:17,440 you

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