The Inside Star Citizen episode To Go or Not to Go - Winter 2020 was published on 27. February 2020 on the CIG YouTube channel.
Topics and timestamps[]
Topic | Timestamp |
---|---|
Actor Feature Team - Actor status, effects of temperature | |
What is the "Go/No-Go Meeting" |
Video[]
Transcript[]

1 00:00:05,839 --> 00:00:09,360 in the universe of star citizen
2 00:00:07,520 --> 00:00:11,360 we want the choices players make to
3 00:00:09,360 --> 00:00:12,639 matter what ship will you need for a
4 00:00:11,360 --> 00:00:14,559 particular mission
5 00:00:12,639 --> 00:00:16,960 what kit will you use to accomplish your
6 00:00:14,559 --> 00:00:18,960 goals what supplies must you have to
7 00:00:16,960 --> 00:00:20,560 survive the elements and duration found
8 00:00:18,960 --> 00:00:23,039 in your upcoming enterprise
9 00:00:20,560 --> 00:00:24,560 the adventurer that masters preparation
10 00:00:23,039 --> 00:00:25,359 will find themselves with an edge over
11 00:00:24,560 --> 00:00:27,279 those who
12 00:00:25,359 --> 00:00:29,199 tap themselves hazardly throughout the
13 00:00:27,279 --> 00:00:31,439 universe and that's where the upcoming
14 00:00:29,199 --> 00:00:33,520 actor status system comes into play
15 00:00:31,439 --> 00:00:35,280 now more than just putting on a jacket
16 00:00:33,520 --> 00:00:36,000 when it's cold or eating a ration when
17 00:00:35,280 --> 00:00:37,520 hungry
18 00:00:36,000 --> 00:00:40,079 the actor feature team are working to
19 00:00:37,520 --> 00:00:41,920 create a system that aims to avoid the
20 00:00:40,079 --> 00:00:44,000 treacherous traps of tedium and
21 00:00:41,920 --> 00:00:48,160 tiresomeness while providing a
22 00:00:44,000 --> 00:00:48,160 fun and rewarding experience to players
23 00:00:48,800 --> 00:00:52,079 star citizen is not really a survival
24 00:00:50,320 --> 00:00:54,399 game in the traditional sense
25 00:00:52,079 --> 00:00:56,800 survival games generally kind of pin
26 00:00:54,399 --> 00:00:58,480 eating and drinking and you know staying
27 00:00:56,800 --> 00:00:59,680 warm at the you know the forefront of
28 00:00:58,480 --> 00:01:01,520 the gameplay that's kind of
29 00:00:59,680 --> 00:01:02,800 their main game mechanics are to kind of
30 00:01:01,520 --> 00:01:04,799 keep yourself alive
31 00:01:02,800 --> 00:01:07,520 whereas the star citizen experience is
32 00:01:04,799 --> 00:01:08,799 so much more it's just another addition
33 00:01:07,520 --> 00:01:11,280 it's been very interesting working on
34 00:01:08,799 --> 00:01:13,200 actually actor status is essentially
35 00:01:11,280 --> 00:01:15,680 anything that can affect the status of
36 00:01:13,200 --> 00:01:16,799 the player it's been like a mini science
37 00:01:15,680 --> 00:01:19,360 lesson every day it's just because you
38 00:01:16,799 --> 00:01:21,439 want to ground this in reality
39 00:01:19,360 --> 00:01:24,000 we want the player to kind of like have
40 00:01:21,439 --> 00:01:24,640 a realistic response to the environment
41 00:01:24,000 --> 00:01:26,640 they're in
42 00:01:24,640 --> 00:01:28,240 and change the way they play around the
43 00:01:26,640 --> 00:01:30,320 places that they're visiting
44 00:01:28,240 --> 00:01:31,680 and we want to make it so it's not
45 00:01:30,320 --> 00:01:32,799 getting in the way of you doing anything
46 00:01:31,680 --> 00:01:33,680 but it's something that you have to
47 00:01:32,799 --> 00:01:36,320 consider
48 00:01:33,680 --> 00:01:37,600 depending on what you want to do one of
49 00:01:36,320 --> 00:01:39,360 the big things was like you
50 00:01:37,600 --> 00:01:41,119 don't think about it very much but you
51 00:01:39,360 --> 00:01:42,399 know people always just say hypothermia
52 00:01:41,119 --> 00:01:44,000 in reference to cold
53 00:01:42,399 --> 00:01:45,439 people don't think about it also being
54 00:01:44,000 --> 00:01:46,399 hyperthermia and it starts to get a
55 00:01:45,439 --> 00:01:48,240 little bit hot
56 00:01:46,399 --> 00:01:49,759 we also found out kind of like how much
57 00:01:48,240 --> 00:01:50,799 humidity and wind chill affect the
58 00:01:49,759 --> 00:01:52,960 temperature
59 00:01:50,799 --> 00:01:54,880 if it's humid you can't sweat and wick
60 00:01:52,960 --> 00:01:55,360 away temperature from your body and if
61 00:01:54,880 --> 00:01:57,360 it's
62 00:01:55,360 --> 00:01:58,560 if there's wind chill it affects you
63 00:01:57,360 --> 00:02:00,000 know the temperature a lot and makes
64 00:01:58,560 --> 00:02:01,280 things a lot colder so
65 00:02:00,000 --> 00:02:02,799 kind of like looking all of that up
66 00:02:01,280 --> 00:02:03,439 online and just kind of like reading
67 00:02:02,799 --> 00:02:05,040 some like
68 00:02:03,439 --> 00:02:06,960 scientific journals and whatnot just to
69 00:02:05,040 --> 00:02:10,319 kind of get a good basis
70 00:02:06,960 --> 00:02:11,599 of what we're doing here the way this
71 00:02:10,319 --> 00:02:13,280 works is um
72 00:02:11,599 --> 00:02:14,879 every kind of room or planet will have
73 00:02:13,280 --> 00:02:16,239 an apparent temperature which is
74 00:02:14,879 --> 00:02:17,920 the temperature of the planet that's
75 00:02:16,239 --> 00:02:20,160 then affected by
76 00:02:17,920 --> 00:02:21,520 humidity or wind chill and you'll have
77 00:02:20,160 --> 00:02:22,560 that kind of number present to you so
78 00:02:21,520 --> 00:02:24,239 you kind of know
79 00:02:22,560 --> 00:02:25,920 what the environment's like you're in
80 00:02:24,239 --> 00:02:26,640 that in turn then affects your body
81 00:02:25,920 --> 00:02:28,080 temperature
82 00:02:26,640 --> 00:02:29,520 and if it starts to go too far out of
83 00:02:28,080 --> 00:02:30,800 whack you'll either start to suffer the
84 00:02:29,520 --> 00:02:32,640 effects of something like
85 00:02:30,800 --> 00:02:33,840 hypothermia when you start getting too
86 00:02:32,640 --> 00:02:35,360 cold
87 00:02:33,840 --> 00:02:37,200 so you might start getting sensitive to
88 00:02:35,360 --> 00:02:38,400 light again start shivering
89 00:02:37,200 --> 00:02:40,400 all the stuff that you saw the good
90 00:02:38,400 --> 00:02:41,599 stuff you saw it sits and come and then
91 00:02:40,400 --> 00:02:41,959 on the other side you've got something
92 00:02:41,599 --> 00:02:43,440 like
93 00:02:41,959 --> 00:02:45,280 hyperthermia which is when you're
94 00:02:43,440 --> 00:02:46,879 getting too hot and you start like
95 00:02:45,280 --> 00:02:48,560 getting like raspy breath
96 00:02:46,879 --> 00:02:49,920 like your vision might start swimming a
97 00:02:48,560 --> 00:02:51,440 little bit
98 00:02:49,920 --> 00:02:53,280 and eventually both of those conditions
99 00:02:51,440 --> 00:02:55,040 will result in death if you get far too
100 00:02:53,280 --> 00:02:57,040 cold or far too hot
101 00:02:55,040 --> 00:02:58,879 not all active statuses are negative so
102 00:02:57,040 --> 00:02:59,760 like hypo and hypothermia there are no
103 00:02:58,879 --> 00:03:01,680 benefits from
104 00:02:59,760 --> 00:03:03,360 suffering from those two things we do
105 00:03:01,680 --> 00:03:05,360 have buffs and debuffs
106 00:03:03,360 --> 00:03:07,120 gained from the food they will have some
107 00:03:05,360 --> 00:03:08,959 positive effects as well
108 00:03:07,120 --> 00:03:10,319 so you might drink some water which will
109 00:03:08,959 --> 00:03:10,959 kind of keep your thirst at bay for
110 00:03:10,319 --> 00:03:13,280 longer
111 00:03:10,959 --> 00:03:14,640 um you might eat a chocolate bar that
112 00:03:13,280 --> 00:03:16,480 kind of gives you a bit more energy and
113 00:03:14,640 --> 00:03:18,159 increases your stamina regeneration
114 00:03:16,480 --> 00:03:20,159 there might even be something medicinal
115 00:03:18,159 --> 00:03:23,760 that you can eat to you know give you a
116 00:03:20,159 --> 00:03:23,760 small amount of health regeneration
117 00:03:23,920 --> 00:03:27,120 it's fun in the same way that you have
118 00:03:25,680 --> 00:03:28,480 to pick the right ship for the right job
119 00:03:27,120 --> 00:03:29,840 in the pu like if you want to go and
120 00:03:28,480 --> 00:03:31,519 kill some pirates you want to take a
121 00:03:29,840 --> 00:03:33,840 combat ship if you want to go mine
122 00:03:31,519 --> 00:03:34,720 you want to go and take a mining ship in
123 00:03:33,840 --> 00:03:36,080 the same way
124 00:03:34,720 --> 00:03:37,920 you want your choice to matter when you
125 00:03:36,080 --> 00:03:38,400 go to a planet we want you to consider
126 00:03:37,920 --> 00:03:40,159 ahead
127 00:03:38,400 --> 00:03:42,000 you know what you want to do when you're
128 00:03:40,159 --> 00:03:42,319 there like you you're going to go there
129 00:03:42,000 --> 00:03:44,400 to
130 00:03:42,319 --> 00:03:45,840 go and explore outside your ship then
131 00:03:44,400 --> 00:03:48,239 yeah you'll probably want to you know
132 00:03:45,840 --> 00:03:49,760 take a cold suit with you in some food
133 00:03:48,239 --> 00:03:51,040 if you want to go to a hot planet for
134 00:03:49,760 --> 00:03:52,400 example as well you might want to take
135 00:03:51,040 --> 00:03:53,760 the hot suit with you and you might want
136 00:03:52,400 --> 00:03:55,680 to take a lot of drink with you
137 00:03:53,760 --> 00:03:58,000 and you know make your decisions really
138 00:03:55,680 --> 00:03:59,840 matter it just kind of rounds out the
139 00:03:58,000 --> 00:04:02,560 starters and experience that people
140 00:03:59,840 --> 00:04:04,959 expect with all of these varied massive
141 00:04:02,560 --> 00:04:06,959 environments to explore
142 00:04:04,959 --> 00:04:09,599 the process of developing star citizen
143 00:04:06,959 --> 00:04:11,599 is a continuously evolving operation
144 00:04:09,599 --> 00:04:12,640 constantly evaluating where things can
145 00:04:11,599 --> 00:04:14,560 be improved and
146 00:04:12,640 --> 00:04:16,880 how the way we make video games can grow
147 00:04:14,560 --> 00:04:18,639 and mature from the move to a quarterly
148 00:04:16,880 --> 00:04:20,400 release schedule with 3.1
149 00:04:18,639 --> 00:04:22,639 to the switch to a staggered development
150 00:04:20,400 --> 00:04:24,639 cadence one of the ways we improve the
151 00:04:22,639 --> 00:04:26,880 process towards the middle of last year
152 00:04:24,639 --> 00:04:27,759 was the implementation of the go no go
153 00:04:26,880 --> 00:04:30,080 meeting an
154 00:04:27,759 --> 00:04:31,440 effort to better identify not only when
155 00:04:30,080 --> 00:04:33,280 features and development were ready to
156 00:04:31,440 --> 00:04:35,440 be included in a quarterly patch
157 00:04:33,280 --> 00:04:37,040 but to find those which would be better
158 00:04:35,440 --> 00:04:40,840 served by hanging back
159 00:04:37,040 --> 00:04:43,759 and staying in incubation a little while
160 00:04:40,840 --> 00:04:45,600 longer
161 00:04:43,759 --> 00:04:47,600 the go no goes are where we make a
162 00:04:45,600 --> 00:04:48,400 decision on whether or not features and
163 00:04:47,600 --> 00:04:51,120 content
164 00:04:48,400 --> 00:04:51,520 are ready for the releases the feature
165 00:04:51,120 --> 00:04:53,440 team
166 00:04:51,520 --> 00:04:55,680 get together with the directors and
167 00:04:53,440 --> 00:04:57,840 production some members of the executive
168 00:04:55,680 --> 00:04:59,040 and with all of the other directors from
169 00:04:57,840 --> 00:05:01,039 the other teams as well
170 00:04:59,040 --> 00:05:02,080 to collectively review the feature
171 00:05:01,039 --> 00:05:03,440 they've been working on
172 00:05:02,080 --> 00:05:05,039 actually one of the reasons why we
173 00:05:03,440 --> 00:05:06,240 started this process was before we
174 00:05:05,039 --> 00:05:08,479 didn't have those gates
175 00:05:06,240 --> 00:05:09,520 to actually really control what was
176 00:05:08,479 --> 00:05:10,960 going into the game
177 00:05:09,520 --> 00:05:13,600 sometimes people will do things in
178 00:05:10,960 --> 00:05:14,320 isolation and then they won't see how it
179 00:05:13,600 --> 00:05:17,280 works together
180 00:05:14,320 --> 00:05:19,039 as a whole thing it really makes a point
181 00:05:17,280 --> 00:05:21,759 in time the development schedule
182 00:05:19,039 --> 00:05:23,680 to say actually guys let's pause let's
183 00:05:21,759 --> 00:05:26,800 evaluate let's really look at this
184 00:05:23,680 --> 00:05:29,440 play it through i think as directors we
185 00:05:26,800 --> 00:05:31,360 we basically had to create a list of hey
186 00:05:29,440 --> 00:05:32,240 this is our criteria this is what we
187 00:05:31,360 --> 00:05:33,840 expect from the
188 00:05:32,240 --> 00:05:35,759 from the product owner this is what we
189 00:05:33,840 --> 00:05:38,160 expect from the team
190 00:05:35,759 --> 00:05:40,000 and so the real important thing is that
191 00:05:38,160 --> 00:05:42,000 we actually as a group are able to make
192 00:05:40,000 --> 00:05:44,479 those decisions to say
193 00:05:42,000 --> 00:05:45,360 this is ready and it hits a certain
194 00:05:44,479 --> 00:05:47,039 quality bar
195 00:05:45,360 --> 00:05:48,960 that we want to be able to push forward
196 00:05:47,039 --> 00:05:50,479 with
197 00:05:48,960 --> 00:05:52,560 the determination of whether something
198 00:05:50,479 --> 00:05:54,080 goes live or not is basically dependent
199 00:05:52,560 --> 00:05:56,720 on the quality of that experience
200 00:05:54,080 --> 00:05:58,240 for instance when we have a typical
201 00:05:56,720 --> 00:06:00,240 feature or a game loop
202 00:05:58,240 --> 00:06:02,080 we want to make sure that a lot of what
203 00:06:00,240 --> 00:06:03,039 is needed to prime the player to perform
204 00:06:02,080 --> 00:06:05,680 a certain action
205 00:06:03,039 --> 00:06:07,039 take fps mining for example you can
206 00:06:05,680 --> 00:06:08,960 actually go to
207 00:06:07,039 --> 00:06:10,240 the store buying in buy the mining
208 00:06:08,960 --> 00:06:13,120 equipment
209 00:06:10,240 --> 00:06:13,759 go out find the mining mineable rock
210 00:06:13,120 --> 00:06:16,319 mine it
211 00:06:13,759 --> 00:06:16,880 take it back sell it you know and that
212 00:06:16,319 --> 00:06:19,680 would
213 00:06:16,880 --> 00:06:21,199 be a complete game loop so if the
214 00:06:19,680 --> 00:06:23,120 experience is something that we think
215 00:06:21,199 --> 00:06:24,639 enhances the game and something we want
216 00:06:23,120 --> 00:06:26,720 to get into the public's hands
217 00:06:24,639 --> 00:06:28,560 and get feedback on then obviously it's
218 00:06:26,720 --> 00:06:30,720 a go in terms of
219 00:06:28,560 --> 00:06:32,639 decisions we've made there's been times
220 00:06:30,720 --> 00:06:34,319 where things have been a bit 50 50.
221 00:06:32,639 --> 00:06:36,319 with those kind of decisions there's
222 00:06:34,319 --> 00:06:37,600 been a fair few times where we've said
223 00:06:36,319 --> 00:06:39,919 well actually we think that it'll be
224 00:06:37,600 --> 00:06:41,039 good to get out to the backers
225 00:06:39,919 --> 00:06:43,280 and that means they're not always going
226 00:06:41,039 --> 00:06:44,319 to be 100 perfect but that's why we want
227 00:06:43,280 --> 00:06:45,840 to push them out there
228 00:06:44,319 --> 00:06:48,400 we want to gather feedback we want to
229 00:06:45,840 --> 00:06:49,520 look at analytics we want to talk to the
230 00:06:48,400 --> 00:06:51,199 community and discuss
231 00:06:49,520 --> 00:06:52,560 how can we progress this how can we move
232 00:06:51,199 --> 00:06:54,479 this on to the next level
233 00:06:52,560 --> 00:06:55,599 in some circumstances clearly the
234 00:06:54,479 --> 00:06:57,840 feature isn't ready
235 00:06:55,599 --> 00:06:59,840 and then it's easy to say actually let's
236 00:06:57,840 --> 00:07:01,759 relieve the pressure it's a no go
237 00:06:59,840 --> 00:07:03,520 and then let's give the team more chance
238 00:07:01,759 --> 00:07:05,120 and opportunity to make it better
239 00:07:03,520 --> 00:07:07,039 i think you anytime you work on a
240 00:07:05,120 --> 00:07:08,720 project or or anything
241 00:07:07,039 --> 00:07:10,400 you're expecting it to be done by a
242 00:07:08,720 --> 00:07:12,400 certain deadline um
243 00:07:10,400 --> 00:07:14,080 if it doesn't hit that deadline you know
244 00:07:12,400 --> 00:07:16,639 then you have questions of why
245 00:07:14,080 --> 00:07:17,280 what held us back but at the same time i
246 00:07:16,639 --> 00:07:19,360 would rather
247 00:07:17,280 --> 00:07:21,840 hold something back if it's not right
248 00:07:19,360 --> 00:07:23,520 than put it out into the public
249 00:07:21,840 --> 00:07:25,360 in terms of how these things affect the
250 00:07:23,520 --> 00:07:27,599 roadmap i always feel that
251 00:07:25,360 --> 00:07:28,639 on a personal level can feel a bit
252 00:07:27,599 --> 00:07:30,240 disappointed that
253 00:07:28,639 --> 00:07:31,680 we were really close to delivering
254 00:07:30,240 --> 00:07:33,520 something but
255 00:07:31,680 --> 00:07:34,960 it may need to be pushed out that's kind
256 00:07:33,520 --> 00:07:36,960 of why we've started doing the roadmap
257 00:07:34,960 --> 00:07:39,440 roundup is that so that we can
258 00:07:36,960 --> 00:07:40,800 try and convey the reasons behind why
259 00:07:39,440 --> 00:07:42,639 something that was on the roadmap for a
260 00:07:40,800 --> 00:07:44,720 little while has then got moved
261 00:07:42,639 --> 00:07:45,919 if we let a feature in that maybe isn't
262 00:07:44,720 --> 00:07:49,039 ready
263 00:07:45,919 --> 00:07:51,440 there will be delays there will be other
264 00:07:49,039 --> 00:07:53,440 bugs that it might create and you know
265 00:07:51,440 --> 00:07:54,639 therefore it affects our quarterly
266 00:07:53,440 --> 00:07:58,240 releases that's why we
267 00:07:54,639 --> 00:07:59,599 we need to be so harsh on these things
268 00:07:58,240 --> 00:08:01,759 an example of something that we've held
269 00:07:59,599 --> 00:08:05,120 back from releasing actually is
270 00:08:01,759 --> 00:08:06,639 in this quarter we have a
271 00:08:05,120 --> 00:08:08,160 a new targeting system that's been
272 00:08:06,639 --> 00:08:10,080 worked on from the
273 00:08:08,160 --> 00:08:11,440 vehicle team they're working to update
274 00:08:10,080 --> 00:08:12,479 and overhaul the targeting system for
275 00:08:11,440 --> 00:08:14,160 the ships
276 00:08:12,479 --> 00:08:15,599 which currently does work and we could
277 00:08:14,160 --> 00:08:16,960 actually release at this point in time
278 00:08:15,599 --> 00:08:21,280 right now however
279 00:08:16,960 --> 00:08:21,280 the dui that comes along with it is
280 00:08:21,919 --> 00:08:26,000 not the best way of us showing this
281 00:08:24,400 --> 00:08:27,120 feature off for the first time
282 00:08:26,000 --> 00:08:28,960 this is actually going to make a lot
283 00:08:27,120 --> 00:08:30,000 better use of the new building blocks ui
284 00:08:28,960 --> 00:08:32,719 so we're going to
285 00:08:30,000 --> 00:08:33,760 be holding the new targeting system back
286 00:08:32,719 --> 00:08:36,000 until the building block
287 00:08:33,760 --> 00:08:37,680 ui is at a position that we can release
288 00:08:36,000 --> 00:08:39,200 that to the public and these two things
289 00:08:37,680 --> 00:08:40,880 can come together and be a really good
290 00:08:39,200 --> 00:08:44,640 first example of this
291 00:08:40,880 --> 00:08:46,320 new targeting system sometimes when you
292 00:08:44,640 --> 00:08:47,680 do get a no-go you know it can be
293 00:08:46,320 --> 00:08:49,200 disheartening because you
294 00:08:47,680 --> 00:08:50,800 really work and you put some effort in
295 00:08:49,200 --> 00:08:53,760 to actually get it up to that point
296 00:08:50,800 --> 00:08:54,240 our job is to try and hopefully convey
297 00:08:53,760 --> 00:08:55,360 that
298 00:08:54,240 --> 00:08:56,880 it's not because we don't think what
299 00:08:55,360 --> 00:08:58,080 they've done isn't good enough it's just
300 00:08:56,880 --> 00:09:00,399 simply that
301 00:08:58,080 --> 00:09:01,600 in the review meeting uh we're addressed
302 00:09:00,399 --> 00:09:03,279 to just give it the
303 00:09:01,600 --> 00:09:04,880 the best impact that it could do so the
304 00:09:03,279 --> 00:09:06,720 community can feel
305 00:09:04,880 --> 00:09:08,880 uh really impressed with it all so while
306 00:09:06,720 --> 00:09:10,640 it might be a moment of disappointment
307 00:09:08,880 --> 00:09:12,240 in the long run it's a much greater
308 00:09:10,640 --> 00:09:12,880 feeling when you release that feature to
309 00:09:12,240 --> 00:09:15,040 the public
310 00:09:12,880 --> 00:09:16,240 and they really enjoy it so what we
311 00:09:15,040 --> 00:09:17,839 learned this week
312 00:09:16,240 --> 00:09:19,760 well we learned that in star citizen's
313 00:09:17,839 --> 00:09:21,440 first person universe it's not just the
314 00:09:19,760 --> 00:09:22,800 spaceships you'll need to maintain to
315 00:09:21,440 --> 00:09:24,720 achieve your goals
316 00:09:22,800 --> 00:09:26,240 that delaying an anticipated feature can
317 00:09:24,720 --> 00:09:27,760 be disappointing to developers and
318 00:09:26,240 --> 00:09:30,080 players alike and a decision
319 00:09:27,760 --> 00:09:32,320 never made casually or lightly but that
320 00:09:30,080 --> 00:09:33,839 a no-go is an important firewall against
321 00:09:32,320 --> 00:09:34,640 allowing a feature to go live before
322 00:09:33,839 --> 00:09:36,240 it's ready
323 00:09:34,640 --> 00:09:37,920 in just one more way we're working to
324 00:09:36,240 --> 00:09:39,680 ensure all features get the time and
325 00:09:37,920 --> 00:09:41,120 resources they need to maintain and
326 00:09:39,680 --> 00:09:43,680 improve the gameplay experience
327 00:09:41,120 --> 00:09:45,600 for star citizens everywhere for inside
328 00:09:43,680 --> 00:09:51,839 star citizen i'm jared huckaby
329 00:09:45,600 --> 00:09:51,839 we'll see you next week
330 00:10:06,720 --> 00:10:08,800 you