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Star Citizen - Development Updates

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  • BabuinixBabuinix Member EpicPosts: 2,260

  • MaxBaconMaxBacon Member EpicPosts: 6,827
    The SQ42 last ATV in bullet points:

    Squadron 42 Project Update

    • Programming team has been looking at performance issues and ways to optimise the code for PU which also benefits S42
    • Developed a tool to highlight a number of issue with skeletons that were updating but not (or not needing to) animate

    • Feature team has been able to make items smarter about when/how they are updated

    • Working towards Object Container Streaming by ensuring Entity system code was thread safe so entities can spawn via background threads

    • Dialing in the look of the military version of the mobiGlas UI: referencing real world military and cinematic sci-fi

    • Continued working on animations for Duncan Chakma (Master of Arms) and polishing to release quality

    • Continued to develop the player's grab and inspect animations

    • Added several unique walk cycles for AI characters based on loops extracted from performance capture data

    • Focused on Subsumption stability updates for crew activities and setting up more scenes in other chapters

    • August Beck (Quartermaster) has her activities set up and is in-game, all AI usesables in the cargo bay are going in-game now

    • More ambient life moments are being implemented into other chapters and locations


    The Living Idris

    • The goal of the Idris is to make it more than just a ship a player uses throughout Squadron 42, but for what’s inside of it to also tell a story.
    • The AI within Squadron 42 will react to players differently between each playthrough, based off a players actions during the campaign.

    • However it’s more than pick choice A or B. With tech called SPOIL, Systemic Points Of Interest Look tech, it makes it so that the AI behave more like a regular person on a ship, enabling them to have a personality that reflects how they talk, what they do, and how they interact with players during the campaign.

    • Every AI on the Idris has a routine, but within that routine they can deviate depending on a number of circumstances such as emergencies, conflict, basic necessities such as eating, sleeping, etc.

    • When a player leaves the ship for a mission, the ship doesn’t stop working, it continues to function as if the player never existed in the first place, it’s a living breathing world just inside the Idris itself.

    • With SPOIL the AI are aware of a players presence and depending on the circumstances, may react positive or negative towards a player. The AI will also interact with each other not by script, but by what their sub activities dictate.

    • A good example of SPOIL tech is an NPC following objects outside of the immediate area such as through an unobstructed window

    • The Idris crew has increased from 30 or 50 people to 81 including the player
    • Wild lines are where certain NPCs have certain things to say to the players and will break out of their behavior and activity to engage them on that matter when provided the opportunity adding a lot life
    • Player responses and decisions can actually result in multiple branches of conversation options
    • Wild lines can be “busies” - too busy to talk, “be's” - don't you have somewhere to be, or even comments on recent missions
    • Once a greeting logic is setup it can be applied to any AI who has a greeting line
    • Scenes will not be baked as player choice and AI action will impact the cinematic scenes on the fly allowing the designers to freely experiment with the gameplay and bring forth more content with stability and robustness
    • The big challenge of Star Citizen is expanding functionality with the composition of so many elements without breaking others
    Nyctelios
  • BabuinixBabuinix Member EpicPosts: 2,260

    Bugsmashers! - Fuel Pipe Dream




  • BabuinixBabuinix Member EpicPosts: 2,260

    Star Citizen: Around the Verse - Los Angeles Studio Update




    Darkpigeon
  • MaxBaconMaxBacon Member EpicPosts: 6,827
    Character customization it is, at once no more generic space dude.
    Babuinix
  • BabuinixBabuinix Member EpicPosts: 2,260
    And the new Director Mode looks promising!



    The community already produces awesome content with what's currently available so this will only push the notch even further!
    DarkpigeonOdeezee
  • MaxBaconMaxBacon Member EpicPosts: 6,827
    Babuinix said:
    And the new Director Mode looks promising!



    The community already produces awesome content with what's currently available so this will only push the notch even further!
    If this works for higher control with the recording as well, it will be amazeballs for content creation.

    Also needs I think they won't specifically implement Nvidia Ansel, but that approach would be good.
    Babuinix
  • MaxBaconMaxBacon Member EpicPosts: 6,827
    Monthly Report: https://robertsspaceindustries.com/comm-link/transmission/16438-Monthly-Studio-Report-February-2018

    First footage of the emergency beacon contracts (player-created rescue missions):




    Constellation Phoenix (the luxury variant) is looking shiny:



    Ships have lost UI elements once everything was converted to Item 2.0, the new displays are coming:




    The new space stations under works, boosted in scale by procedural interiors and so:


    Lorville (I think):



    More improvements on lightning:




    It seems there will be trains in locations over just elevators, I think we've saw this type of vehicles in the Hurston Lorville demo last year.

    In SQ42, the Shubin station also shows to have a monorail:

    ErillionOctagon7711NycteliosBabuinix
  • MaxBaconMaxBacon Member EpicPosts: 6,827


    The continued armor sets being added to the game are quite cool, would have never expected capes but they added capes, customization shall be fun.
    BabuinixOdeezee
  • MaxBaconMaxBacon Member EpicPosts: 6,827
    edited March 2018
    As Procedural tech continues to develop, the given sneak peak of Yela's on 3.1 is showing off its continuous improvement:




    "DE Environment Art Team continued to update the look of procedural planets. With recent tech improvements in place, they updated some of the existing content to make the best use of the advancements, which includes more intelligent color and material breakup, overall improved terrain, and better orbit to ground transitioning. They applied a large amount of these changes to Yela, and will use what they learned in the process on other locations moving forward."
    Babuinix
  • BabuinixBabuinix Member EpicPosts: 2,260

    Reverse the Verse LIVE - Production and the RSI Roadmap

  • MaxBaconMaxBacon Member EpicPosts: 6,827
    Interesting bit on new mission givers from the report:



    Not sure if the description of the mission givers is defining of the type of missions they will give you, having it laid like that would sure be cool tho.
  • BabuinixBabuinix Member EpicPosts: 2,260

  • BabuinixBabuinix Member EpicPosts: 2,260
    edited March 2018
    Newest ATV (Full Version)


    (Dopamine Edit)


  • TheocritusTheocritus Member EpicPosts: 6,999
    They're prbably investing your money in Bitcoin......
    Babuinix
  • BabuinixBabuinix Member EpicPosts: 2,260
    Patch 3.1 Released to the Evocati Test Group -

    Patch notes : https://pastebin.com/vXmzmWs0

    Reclaimer is now the New Biggest Ship in Town:




    ErillionOdeezee
  • DurzaxDurzax Member UncommonPosts: 87
    Love how the human pilot IS the banana for scale in those screen shots.
    BabuinixOdeezee
  • BabuinixBabuinix Member EpicPosts: 2,260
    edited March 2018
    Durzax said:
    Love how the human pilot IS the banana for scale in those screen shots.
    Yeap the Reclaimer is one huge sexy beast of a ship alright!


    Reverse The Verse aka Q&A about Performance & Optimization (Q's start @ 7m)


    DarkpigeonOctagon7711
  • MaxBaconMaxBacon Member EpicPosts: 6,827
    edited March 2018
    In one Alpha 3.1'ish Leak, is reported the new tech for walking showcased last citcon is going to be on the build, this mostly is the character animation adapting to obstacles, slopes and all sorts of terrain correctly.


    DarkpigeonOctagon7711Babuinix
  • Turrican187Turrican187 Member UncommonPosts: 779
    edited March 2018
    MaxBacon said:
    In one Alpha 3.1'ish Leak, is reported the new tech for walking showcased last citcon is going to be on the build, this mostly is the character animation adapting to obstacles, slopes and all sorts of terrain correctly.


    Well they discovered IK ... 2018 ... Sorry but this is not new tech, its 20 years old ...
    BabuinixOdeezee

    When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
    The cake is a lie.

  • ErillionErillion Member EpicPosts: 9,686
    Well they discovered IK ... 2018 ... Sorry but this is not new tech, its 20 years old ...
    And still not implemented in most games.


    Have fun
    MaxBacon
  • KefoKefo Member EpicPosts: 3,862
    MaxBacon said:
    In one Alpha 3.1'ish Leak, is reported the new tech for walking showcased last citcon is going to be on the build, this mostly is the character animation adapting to obstacles, slopes and all sorts of terrain correctly.


    Well they discovered IK ... 2018 ... Sorry but this is not new tech, its 20 years old ...
    Shh don't you know SC invented everything?
    Odeezee
  • ErillionErillion Member EpicPosts: 9,686
    Kefo said:
    Well they discovered IK ... 2018 ... Sorry but this is not new tech, its 20 years old ...
    Shh don't you know SC invented everything?
    Star Wars Galaxies "invented everything".  ;-)

    15 years ago.


    Have fun
  • MaxBaconMaxBacon Member EpicPosts: 6,827
    edited March 2018
    Well they discovered IK ... 2018 ... Sorry but this is not new tech, its 20 years old ...
    What is there to be sorry about? They develop their own solutions as they need them, they don't need to invent something.

    And as we can see many games still do not have such a "20 years old tech" implemented, what kinda makes me cringe to still see games coming out where your character model "floats" in several types of geometry or is unable to cross small obstacles without jumping or clipping.
  • gervaise1gervaise1 Member EpicPosts: 6,175
    Doesn't matter whether a something is brand new or 100 years old; what matters is: is it in the game or not. All games at the end of the day can be considered a collection of features.

    Dismissing a feature because its 20 years old is churlish. Especially as it still isn't in alpha!

    The key point is that 3.1 has been released to Evocati. Which suggests that the alpha should get the 3.1 update at the end of the first quarter.


    Odeezee
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