Relayhttps://relay.sc/feed/articles/atom2017-04-25T02:55:39+00:00https://relay.sc/article/this-is-mineThis is Mine2017-04-04T16:00:00+00:002017-04-04T03:51:06+00:00FourthOraclehttps://relay.sc/contributor/FourthOracle
In a recent ATV, a very small section was dedicated to the Item 2.0 system, specifically showing off a personal scanner that required a battery and component parts to function. Though this piece seemed to fly under the radar (pun intended) it was easily the most exciting part for me, just as the room pressurization system excited me some months ago for one reason: it's a small view into the gameplay of Star Citizen, a view that has become rarer over the last two years. And let's get one thing straight here:GAMEPLAY WILL BE THE MOST IMPORTANT PART OF STAR CITIZEN.I love the ships, and I've lost hours wandering around the Starfarer to the point that I can navigate it with ease, but what I'm doing when I wander those cramped corridors is imagining the gameplay that will take place: managing fuel storage and refueling; monitoring scanners for potential threats; replacing old parts for new ones; closing the blast doors behind me in preparation for flight. Sure, Mister Tubbs is pretty, but it's in service to an experience, and it's this experience that will tie players to these imaginary things that they own, from the largest ships to the smallest tools.
Every glimpse of gameplay in Star Citizen has shown us the same pattern: players' avatars use tools to accomplish some task, be that mining, bounty hunting, or shipping, and each of these tasks is performed with a universal goal: to accrue capital. Though some games emphasize accruing capital as a social activity (see: EVE Online), Star Citizen promises that going a more solo route will be a fun and rewarding experience, as well. For this to come true, the interactions with items must be interesting and engaging themselves.
Most people are interested in Star Citizen for the careers that it will provide, but in practice, many games tend to be performed in ways that run counterintuitive to this. For example, in For Honor, my friend enjoys the combat itself, but he plays a mode he enjoys less that downplays the importance of the combat because it nets him more experience points. In a sense, he is denying himself the gameplay that he desires because the game has given him a different goal—the game is guiding him away from what he really wants to do.
So how can Star Citizen avoid this trap? It's not enough to say that “everything will be fun,” since some people simply won't enjoy certain aspects of gameplay; Cloud Imperium Games is designing an experience in which people with many different interests can come together in the same game world, not a theme park where it's expected that everyone must try everything whether they want to or not.
Instead, it's been implied that, no matter what, there will be certain zones where players can perform the gameplay that they desire, and the presence of the 9:1 ratio of NPCs ensures that there will always be room for the profession a player wants to pursue—all they have to do is go to the right place. In this case, the capital creates an extra layer of gameplay, giving players a sense of direction and place.
When these in-game incentives are used correctly, they can guide players in the direction that will give them the most fulfilling gameplay, and sometimes, merely its existence can be enough to help. By having some places offer better monetary rewards, it can narrow down a selection of locations that would otherwise seem daunting. For example, if someone is starting the game with a cargo hauler, they may have dozens of systems in which to begin. If, however, two of the planets in these systems offer much better pay for shipping services, then what was once an overwhelming number of choices becomes more manageable; even if none of those planets suit the player's needs, it gives them a place
The fact that money isn't an incidental thing in Star Citizen gives those items a player acquires a greater sense of worth, in theory. In a game like World of Warcraft, gold is often accrued simply by playing the game like normal, and acquiring more may mean simply doing a raid a couple more times or doing a couple more quests. In Star Citizen, however, money must be a part of every decision made: “Do I have enough money to repair my ship before the next outing?” “Will this job cover the maintenance costs for performing it?” “What's the risk vs. reward for this job?” etc. Therefore, those things on which a player spends that money becomes significantly more valuable.
Star Citizen takes it a step farther, however, by making these items require upkeep, everything from suits to ships to small devices. I mentioned already that in a recent episode of Around the Verse, CiG showcased a small handheld scanner that could be turned around by the character so it could be inspected. In the back of this scanner was a small slot for a battery, and I admit that when I saw this, I got a bit giddy. The player, in order to continue using the device, must replace its battery and make sure that its component parts remain operational through maintenance beyond the initial purchase cost. If we assume that the economy in Star Citizen is designed well, then the effort involved in maintaining an object can increase the perceived value of the object and create a sense of attachment, making decisions in Star Citizen immediately meaningful.
But if it's done poorly, then this kind of maintenance can become a chore. Take, for example, Ark: Survival Evolved. For everything it does well, the maintenance of each article of clothing and weapon becomes horribly tedious. There's no decision to be made with an object's maintenance—it simply must be done, and it slows down the gameplay. Games with weapon degradation suffer a similar problem. If these games made these valuable items require more materials, then it could become a truly interesting and thoughtful part of gameplay, as Star Citizen hopes to do.
This itty bitty scanner is also needy in that it will take up valuable space on the person's body. As far as we can tell, the inventory system in Star Citizen won't be like most other games where you can hold three pistols, 300 rounds of ammunition, and 20lbs of healing gear between your buttcheeks. This means that bringing that scanner will be a conscious and important choice, since it precludes so many other options. This doesn't include whether or not you'll want to bring spare batteries, either, giving over even more space to the device. Limited gameplay like this necessitates roles for players, so that on an exploration crew, it's entirely possible that you will have a “scanner guy,” a “medical guy,” and maybe even a “weapons guy,” creating defacto roles almost like in a standard roleplaying game.
Star Citizen, for all of the hype around multi-crew ships and interactive player experiences, is a materialistic game at heart—the motivating factor for players to group together won't just be because it's fun, but because it's an efficient use of resources. After all, nobody wants to feel like a burden when their friend drags them along in their Super Hornet. (I wrote another article about this specific topic here) This is another example of how limited money and space, if used correctly by Cloud Imperium, can be used to entice players into fun, engaging gameplay: by making these players feel useful.
Of course, all of this is contingent upon Cloud Imperium Games' ability to craft meaningful player experiences, but the foundation upon which Star Citizen is based provides ample opportunity, and since their team seems to consist of talented and experienced developers, I, for one, remain hopeful. https://relay.sc/article/question-boxThe Question Box2017-03-25T07:00:00+00:002017-03-28T16:14:16+00:00Errishttps://relay.sc/contributor/Erris Those of us there at the beginning all remember those halcyon days of free-flowing information, of regular design docs, etc…
This is not a complaint against CIG. A ballooning development staff, and a massive audience, have made the same kind of conversations as we had at the beginning of the project impossible. That said, we here at Relay believe we can help.
What this page will do is keep track of questions, good ones, that remain unanswered. We call it the Question Box.
We’ve started the box with a seed of a few questions we ourselves have for CIG, you can read them below. But this isn't just about us. This is about everyone. If you have a question, send it to us: email@example.com
We’ll look over your questions, categorize them, and do the research. If we can’t find a recent answer from CIG, they’ll go in the Box.
At the bottom of the Box is the answer portion. It’s where questions we’ve got answers to will go. These can be answers that we ourselves have gotten from CIG, or ones you have. If you get an interview, or go on a tour, or happen across a CIG dev at a Bar Citizen, you can use our list for some well-curated questions, then let us know the answers. We’ll put them on the page, and we’ll credit you.
We hope that this can be a tool for the whole community to help better understand where Star Citizen is, and where it’s going.
That said, welcome to the Question Box. Question Box
What is currently holding back Squadron 42? What is currently holding back 3.0? What will be sold for cash post-launch? What is the minimum # of players per instance you will accept at the launch of Star Citizen? What is the minimum # of systems you will accept at the launch of Star Citizen? How will entire planets be filled with interesting, unique content? (i.e. the No Man’s Sky dilemma) At what point will Concept Ships stop being sold? How many weapons (ship and personal) will there be at launch of SQ42? Star Citizen?Are there plans for an in-game browser, so pilots can distract themselves on long trips?For long voyages, could you take public transport, log out, and log-in the next day at your destination?Has there been any further discussion about how food / drink will be used in the game?Will there be fishing? We know that SQ42 is likely to have sequels. Will decisions made in S42 transfer over to those sequels? Will characters opinions of you persist? If you have a larger ship (Endeavour, Idris, etc...) is there any likelihood of calling down supply drops, for ammo, food, equipment, etc...? We haven't had a Design Doc in a long while. When is the next one expected, and will the old ones be reviewed anytime soon? Will there be a traditional MMO style colour-coding of rarity of items? Are there any plans for the ability to move your character from the companion app? i.e. organize during the day to play with friends, choose a meeting point, everyone uses their app to take public transportation to that location, possibly also to ship a ship there. Will we be able to import our own music library into the game, or allow the game to access either our own local libraries, or a cloud-based service such as Google / Amazon music? We know previous technical hurdles at times put the future of the game in doubt, i.e. 64-bit implementation. Are there any of those large technical hurdles left, or has the tech or the game mostly been sorted? How will alien communication work? We know the alien languages are being created for the game, but how will we interact with aliens who speak them? Subtitles? Babelfish? Can we hire translators?From Omnidon - 'Will Star Citizen still get some sort of PvP Slider? (The feature that allows players to select their PvP preference - a low PvP setting would reduce the likelihood of running into players instead of NPCs and might even replace a player pirate with an NPC pirate using phased instancing when you're attacked)' (Referenced initially in this transmission)From SC_TheBursar - 'Is 'Agent Smithing' into NPCs still a part of the design?'From SC_TheBursar - 'What is the view on 'progression pace' - will people be able to go from Aurora to Polaris in 2 weeks or is the journey the priority and it will take quite some time if the economy is tuned the way they want?'From SC_TheBursar - When should we expect to see a design document on insurance?From SC_TheBursar - When should we expect to see a design document on science/research?From SC_TheBursar - 'Can you elaborate on 'day in the life' target pacing of the game. Can a player log in and do 4 missions in an hour, or will it take 30 minutes just to put a well planned mission together, load up materials, etc. How much will this scale with ship sizes?' As each of the questions above gets answered, they will be moved below, with the answer and the source. As more questions get added, they will be added to the list above. Answer Box https://relay.sc/article/the-importance-of-being-surprised-in-gamingThe Importance of Being Surprised in Gaming2017-03-10T16:42:22+00:002017-03-10T16:42:22+00:00Errishttps://relay.sc/contributor/Erris And I’m going to talk about exactly why shortly.
First, I’m going to take a brief aside while I look at a couple games that have either just come out or are about to. Zelda: Breath of the Wild and Mass Effect: Andromeda. The exploration that they include and tout is fantastic. There’s more I could talk about, certainly, other aspects of gameplay that I love, but for now I’m going to talk exploration.
Zelda breaks it into zones, each large and open, each vastly different, but each an absolute delight to explore and solve. Zelda used to be about dungeons – the Water dungeon of the Zora, the fire dungeon of the Gorons, etc… And yes, there were explorable lands around those dungeons, with towns and side quests and the like, but the main focus was always on the dungeons themselves. In Breath of the Wild though, that’s changed, with each of the areas essentially serving as a dungeon, each of the shrines therein its puzzle, each ‘divine beast’ its boss battle.
And it works phenomenally well. Breath of the Wild is arguably the best Zelda game yet, and therefore arguably one of the best games ever made. So much that it does just works that it’s incredible, and it’s brought back a sense of wonder and astonishment in games that I honestly thought I’d lost decades ago. The exploration it includes is a large reason why. There’s something viscerally exciting about having to climb a large mountain and look around you to find points of interest, or having to talk to NPCs to find out about a secret hidden over the next hill. It’s lovely.
Mass Effect: Andromeda isn’t out yet, but it also has me excited. And I wasn’t excited until very recently, when they released their exploration trailer. 100s of unique planets (though not all explorable) just sounds… it sounds wonderful. After Mass Effect 3 I honestly thought I had lost all interest in the series, and while the core gameplay looks very much like more of the same, it’s the exploration that’s brought me back into the fold. The idea of exploring unique worlds, interacting with their citizens, having a measurable effect on their world, etc… With Andromeda launching in a few weeks, now is the first time I’m looking at it in any depth.
And that’s the beginning of the point I’m trying to make. With Zelda, I had no information about the game until I booted it up for the first time. I knew it was a Zelda game, and I love Zelda games, but it turned out to be so much more, so much more that I wasn’t expecting. Mass Effect as well, because I hadn’t followed it intensely, I’m now excited about it, only a few weeks out.
I remember Fallout 4 did the same when it launched. It was announced months before release, with almost no information floating around about it.
Star Citizen on the other hand, we know so much. We know the names of most systems and planets, thanks to the phenomenal Star Map, but also thanks just to the constant interaction with the devs. We know the status of ship development, the status of weapons, we get honestly pretty frequent updates about planet status…
I think that’s a double-edged sword. On the one hand, the promise that we’re seeing out of Star Citizen is incredible. Due to the advent of Star Citizen’s procedural planet tech, we’ll eventually be getting 1000s of worlds (planets, dwarf planets, moons, etc) in over 100 star systems and each of those worlds will be FULLY explorable, not just a large open-world map akin to something from Andromeda or Zelda. To say that the depth of exploration possible in Star Citizen is many multitudes larger than either of the other two games is no exaggeration. It very well may end up as the largest game ever. And I can’t wait.
However, as I find myself more and more interested in exploration, part of me wonders if we, as an effect of all the information we get from CIG themselves, are going to miss out on some of the wonder when the game finally releases.
They’ve kept Squadron 42 secret from us. Not just the story, but almost every detail about the actual development has remained hidden, and I’m honestly thankful for that. I want to boot it up with no idea where I’ll be taken to in the story, no idea what’s coming next. I want to be surprised. When it comes to Star Citizen itself, I’m starting to think of exploration AS its story, as something that we need to create for ourselves, our own story written as we explore the hills and valleys of each planet. I want to be just as surprised exploring the worlds that CIG create as I will by being a part of the story Squadron 42 tells.
As I find myself more and more interested in games that I knew nothing about, more and more interested in being surprised, part of me wishes I could lose some of the intense interest I have in Star Citizen. Wishes I could let it play out, let it be developed, and just let myself be surprised in the end when it launches.
I also hope that CIG can instill the same sort of wonder in their planets that I’m getting from Zelda, that I’m hoping for from Mass Effect. Other procedurally generated space games have failed dramatically to provide that sense of scope and life; that sense of something unique and interesting just around the corner. That’s a feeling that Star Citizen really needs to provide. Interest in Star Citizen, to me, is very much like a hill in Zelda. I have to not just be excited to get to the other side of the hill; I have to KNOW there will be something exciting on the other side of that hill.
One way they can do that? Don’t tell us when things get added, especially exploration. Or at least, don’t tell us exactly what they are. In patch notes, just say ‘new area to explore’ or something along those lines. Make us search for things. Maybe tell us how big or how small they are, but make us find them. Make us go over each and every hill, looking, scanning, searching. Make us climb the highest mountains and scan the blackest voids of space. Make us BE explorers. GIve us that element of surprise and wonder that Zelda is doing for me now, and that braver people than I used to spend their lives doing, going out and actually exploring the unknown, before things like the internet and video games taught us it’s much more comfortable to stay inside.
I know that Star Citizen is going to be great. I just hope that it still is capable of surprising me when it becomes so. https://relay.sc/article/dissecting-stanton-system-mapDissecting the Stanton System Map2017-02-18T15:00:00+00:002017-02-18T15:27:32+00:00Nehkarahttps://relay.sc/contributor/Nehkara Yesterday on Around the 'Verse, Foundry 42 UK showed off a map of Stanton they have been using as an internal tool.
I've taken a long, hard look at this map and there are some interesting features.
I think the first thing to point out is that the scale is impressive, zooming out from microTech:
to the local microTech system (planet and moons):
and then to the entire system:
Once you can see the whole system you can hardly see where you started off.
The second major topic is that I believe this map is entirely focused around mobiGlas production (indicated with a green circle) on microTech.
Visible in yellow pentagons on the map we have:
Optical ProcessorsQuantum HyperconductorsThermoplasticsSynthetic Gems?????? (There is a resource represented by a yellow pentagon that is illegible)These are factories or facilities producing intermediate products, components, for the mobiGlas. Some of these facilities seem to be located on space stations while others are based on moons or planets. Large space stations seem to be indicated by white circles indicating Hubs.
Red squares seem to indicate an ore hub or refinery, with red triangles representing the sources of the ores, and the red lines showing the flow of ore throughout the system to the various factories. The source here is obviously asteroids.
Blue squares seem to indicate a liquid hub or refinery, with blue triangles representing the sources of the liquids, and the blue lines show the flow of liquids throughout the system to various locations. I would guess the sources would be nebulas or comets.
Similarly with gases, orange squares for gas hub or refinery, with orange triangles for the gas sources, and the orange lines showing the flow of gases around the system. For gases in this instance I believe the source is likely nebulas.
I suspect some of these liquids and gases are fuels while others may be raw materials.
You can clearly see the lines from all of these materials flowing to stations and factories.
In addition, the teal circles are jump points to other various systems (Magnus, Pyro, Terra).
From looking at the map I also believe that it is showing the nearest sources of the required items.
What this shows us is the complexity of the underlying economy in Star Citizen. For every product such as mobiGlas in the game, there are components that go into producing it which are themselves created from raw materials.
Raw materials are mined, transported, refined, possibly transported again, and then used to make components (such as Optical Processors). Those components are manufactured and then transported to another factory to be combined with other components to create a product.
This type of complex economy should create a dynamic game universe as disruption of any of these processes would have a rippling effect through the economy and spawn missions to resolve the disruption. Beyond missions, this ripple would also affect the availability and pricing of the raw materials, components, and final product itself.
- A MISC Prospector pilot takes a mission to provide platinum ore to an ore refinery, as the refinery is running low on its finished product. The Prospector finds a platinum ore field nearby the refinery and begins mining. Once full of ore, the miner flies to the refining station.
- The ore refinery pays the Prospector pilot for delivering the unrefined ore and produces pure platinum from the ore.
- Component factory aboard a space station contracts a MISC Hull B to deliver pure platinum from the refinery.
- Hull B pilot picks up platinum shipment from Refinery and transports it to the component factory.
- Component factory aboard the space station pays the Hull B pilot for delivery of the refined platinum and uses it, along with other raw materials similarly sourced, to manufacture Optical Processors.
- Factory on microTech contracts Freelancer pilot to deliver Optical Processors to be used in production of mobiGlas.
- Freelancer pilot picks up shipment from Optical Processor component factory. However, before he departs he visits the local bar and contracts a Sabre pilot to defend him as the Optical Processors are very valuable cargo. Bartender overhears conversation and informs local pirate group.
- While trying to deliver the cargo to microTech, the Freelancer and Sabre are interdicted and attacked by a pirate fleet consisting of 3 Cutlass Blacks, an Avenger Warlock, and a Caterpillar. Unfortunately despite a valiant effort the Sabre is quickly destroyed, although the pilot escapes in time. The Freelancer is disabled and boarded, its cargo stolen by the pirates.
- The Freelancer pilot initiates call for help and then EVAs and recovers the injured Sabre pilot, providing first aid once back aboard.
- Freelancer messages factory on microTech about pirate attack.
- mobiGlas factory issues missions to:1) Find and destroy pirate fleet.2) Deliver new shipment of Optical Processors- New order for Optical Processors initiates new missions for:1) Platinum ore at Refinery2) Pure platinum at Component Factory
- Crucible pilot receives distress call and quantum jumps to the disabled Freelancer. Crucible repairs the Freelancer rapidly. Freelancer pilot pays Crucible pilot for repairs.
- Rescued Sabre pilot agrees to serve as gunner aboard Freelancer until his new Sabre is ready.
Thank you for reading! Keep in mind this article contains a lot of inference based on the available information. It should not be taken as fact.
Stanton Map in ATV
Album of Images from Stanton Map https://relay.sc/article/january-2017-monthly-report-summaryJanuary 2017 Monthly Report Summary2017-02-11T04:04:38+00:002017-02-11T04:04:38+00:00CanadianSyruphttps://relay.sc/contributor/CanadianSyrup January 2017 Monthly Report
CIG Los Angeles
Engineering has been busy with the new Modular Character Customisation screen.Working on bringing the core systems online that allow Solar system sized mapsThese include reimagining entities, fundamental components such as lights, radar system and level hierarchies.First technical application of node-based controller managers was introduced which enables improved networking of item components that also benefits Multi-crew gameplayNew damage controller for explosive props and destroyable objects to the Item System framework.Tech Design
Buccaneer and Cutlass black have entered greybox phase.Aurora update coming along well.Prototype by Calix on players interacting with the world and items.Kirk worked on ingame pricing, ship balance and underlining systems.Art
Elwin Bachiller, Daniel Kamentsky, and Byungjin Hyun worked on the Buccaneer which has moved to the final art stage and the Aurora rework.Justin Wentz is creating concept art for a new Anvil ship.Explorer suit has been created for the PU as well as Heavy Marine Armour for Star Marine.Continued work on more clothes for shops and NPCsTech Content
Sean Tracy has been working with 3lateral and other outsources on R&D projects that will be revealed soonFps weapon optimisation to ensure universal compatibility with male and females.R&D on foot anchoring that adapts leg IK and ground alignment based on whether characters are on their feet or heels.Alex Remotti recently joined the team and has taken initiative on procedural environments for planets and has integrated the initial system into the planet editor which allows for outposts and buildings to be spawned using splatter maps for ecosystemsUpdates to older ships such as the Mustang, Super Hornet and others.Improvements made to animation tools such as prop rigging, health tests, bone influence reduction tools, automated LOD creation for facial assets, and an improved tool for managing the Database of Animations.Updates to the facial and head assets which is over 120 currently.Updates to the Female Rig: Gripping of weapons, skinning tools for the rest of the team.Facial idles for pilots has been added to 2.6.1Narrative
Fleshing out mission stories for 3.0Building a database of text needs for SQ42: Terminals, Galactapedia entries.Continued work on building out the Xi’An language.Quality Assurance
Ship self-destruction, damage states, missile functionality, character loadouts and early iterations of Item 2.0.CIG Austin
Busy with defining details for PU shop Archetypes and making design doc outlining specifics. This helps in the long run with having shops having universal requirements.Work on the foundations for the first iteration of the PU economy.Final approval for the Shopping Kiosk feature and has been given the go ahead to start developmentArt
Emre Switzer Wrapped up work on lighting for Star Marine and moved onto SQ42Chris Smith finished his work on the Super Hornet and is now working on a new vehicle.Josh Coons is working on the Cutlass Black which is in the greybox phase.Animation
Work on usable interaction animations for Sq42: Pushups, stretches, leaning on a table and polished some of the useables to work for use by players in first person.Ship animation team has finished work on ship enter/exit combat speed animations and await approval.Work on animations for the Prospector and Buccaneer have begun.Backend Services
Refactoring the backend infrastructure to new architecture being labelled as Diffusion which improves scalability.Quality Assurance
Network Message Queue, Serialized Variables, Particle Preloading, Megamap, and AI balance tests.Also focused on issues with Gamedev steam to ensure stability of SQ42 and 3.0 development.Player Relations
Caught up with backer’s support requests from the holidays. Last years holiday requests took till April to get caught up.IT/Operations
General housekeeping.Focus on expanding bandwidth between offices.LiveOps/DevOps
Multi-region support and efforts towards network and server side of services which will be a boon that will be explained why soon.FOUNDRY 42 UK
Focus on lighting improvements: Shadow quality and performance within interiors.Cubemap capturing is almost complete and begun writing systems to maximise the tech for truly dynamic lighting on planets and stations.Work on area lights have begun.Early stages of planning for a new and more efficient particle system.Programming
Leaderboards and MegaMap implementation.Networking: Serialized Variables, message queue rewrite.FPS actor code refactor for reliability and robustnessMission system, item pickup and drop improvements, 3d minimap, etc.VFX
Internal data cleanup using Asset Manager.Improving particle streaming for better dynamic loading.Pipeline documentation updatesPlanning breakdowns of Atmospheric Flight Model EffectsExperiments with new assets to blow upQA
SQ42 testing, weapon balance, Star Marine bug fixes.Shoutout to Evocati and frequent PTU testers.Art
New to be announced ships entering concept and wrapping up a new Anvil designReclaimer is in production with two teams working on exterior and interior.Prospector has received polish for LOD’s and preparing it to be be made flight ready.MISC Razor has been adapted to work within the constraints set by animation and resulted in a sleeker technical design.Technical and sanity pass over SQ42 interior sections.Props for medium ship components and dressing sets.Destructible props were added to 2.6.0, further will be added on a larger scale.Narrative assets have been added to certain environments for 2.6.1Allocating more resources to universe development including moons, nebulas and space stations.R&D on improving the planet's material systems to keep the same fidelity and realism from space to the ground.R&D on what space will look like visually.Audio
Housekeeping: Bugfixes, cleanup of assets for older ships.First pass of the Mix System which means SQ42 will have a full music logic set.UI
Leaderboards for 2.6 and a new pause menu.Planning and scheduling large scale UI features for upcoming releases such as purchasing and selling through the kiosk interfaces.Animation
Two new additions to the team.Improvements to animations for 2.6.1 such as fps assets, and grenade throwing.Ongoing improvements for weapon animations that will be used for new weapons in the pipeline.Improvements to Prone Locomotion assets.Female mocap data implementation for subsumption.Design
Preparing for the new, more robust Mission System that will replace elements previously done in Flowgraph.Maximising the performance of the Object Contain Stream System by splitting chapters into logical object containersFixing bugs and implementing a scoring rebalance for Arena Commander and Star Marine.Moving ship functionality to Item System 2.0Adding lots of detail to the multi-crew Seat Actions frameworkFOUNDRY 42 FRANKFURT
The team started with a week long summit in Los Angeles.Subsumption core functionalities being put into the Subsumption Mission SystemThese are being integrated into existing Crusader missionsContinuing work on changes to the Cover System and Posture Manager to allow the AI to be able to make use of the environment and work within the Object Containers systemRefactor work on flight control towards removing some of the complexity involved from an AI perspectiveQA
The month of January has been spent catching up with test requests that were low priority A time was spent revamping Editor checklists and documentation and providing additional training for testers in the UKCommunity feedback for Star Marine was addressed and test cases done to provide more information for the Design TeamsLiaised with Production over bug tracking procedures to ensure the process is smooth as possibleAdditional debugging was implemented to the Game-Dev branch to track down a bug in the ZoneSystem, that lead to a crash introduced in 2.6 release and is now fixedCinematics
Part of the team is working towards a more final look and feel for the conversation system for player to NPC communicationUI text placement and animation for dialogue choices.Solving if, how, and when to slow a player down running towards and NPCHow to make gentle collisions between charactersAdjusting performances based off where the player is or changes positionDynamic camera effects for when a conversation starts.Conversations should feel as a film, but giving player freedom.Steps were taken to gradually tune the FOV so that it doesn’t cause distortion issues if the player is too close and brings it to a wide angle lens.Engine
Work started on the Solar System Editor to create a top/down universe view for better customisation.Continued work on procedural object distribution on planets,moons, etc.Initial passes on object containers such as small outposts and also adapting them to adjust to the parts of the terrain and coloursZone system fixes and optimisations.Work on new Pak system for patcher updates (Delta Launcher).Tech Art
Support from technical artists in frankfurt on FPS features and weapons for 2.6.Improvements to the weapon IK grip setup.New cVars for previsualizing and testing new weapons in engine with their functionality.R&D on improving foot planting.Design
Prototyping the modularity system for Satellites, Surface Outposts and Space Station Interiors is almost complete.Continuing work on the Truck Stop, Refinery and Cargo Station in preparation for when that gameplay becomes available.Refactoring the Useable System to allow both AI and players to make use of objects (e.g. tables) at the same time.Adding support for multiple actions (e.g. eating, talking) to be performed inside a useable state.Started implementing the Oxygen, Breathing & Stamina systems.Started implementing the Landing and Take-off systems and unifying the S42 and PU mechanics; implementing an air traffic control system.Making small additions to the designs for the Mercenary and Bounty Hunter careers, and Customs.VFX
Working with programming on tools required to spawn particles across planets.Rewritten the planetary wind system to account for the spherical nature of planets.Environment Art
Two new people have joined the team.Building assets for individual moonsRefining procedural tech and tools for moons, planets and full systems.Focusing on the procedural scattering system to enable rule-based scattering of rocks, plants, trees, etc.TURBULENT
To release alongside of 2.6.1 and to be used by the community’s many orgsIncludes web version of private and public chat, forums, search functions, member presence and a decent mobile experienceEvocati reports helped to focus our fixes on the most important of these toolsImprovement will continue upon release with continued feedbackCustomization and dedicated mobile apps will be added past this introduction and stabilization phaseMore to comeSales
A revamped Vanduul Swarm and Pirate Swarm competition awarded an aggressor badge upon successful completion as well as the opportunity to purchase a Vanduul Glaive and Pirate Caterpillar respectivelyAlso new were the Dragonfly Posters and Squadron 42 hoodies that won’t last longCOMMUNITY
Continue to balance Around the Verse showcasing progress versus monopolizing developer’s timeA rare inclusion of Chris & Erin Roberts, Tony Zurovec and Todd Papy happened in the Subscriber’s Town Hall of JanuaryA new show, Star Citizen Happy Hour, was introduced that focuses on fan streamers, CIG developers and gameplay while hanging out with the communityAnother introduced new show is Citizens of the Stars highlighting the community contributions to the game and includes Quantum Questions, a two minute quickfire Q&A session from the community to the devsIteration continues Events
Tyler Witkin and Jared Huckaby a stellar Bar Citizen in San Antonio and attended Pax SouthBeing 100% fan organized Bar Citizens for your area can be found at barcitizen.scThis Week in Star Citizen
A weekly front page post that has replaced the old Community Manager’s Log and Schedule highlights the week’s events and points out community content that you may missYou can join the testing of Spectrum that will replace our current forum and chat systems at ptu.cloudimperiumgames.com/spectrum.Builds are released each week and will be iterated based on your feedback https://relay.sc/article/image-and-wallpaper-showcase-january-2017Image and Wallpaper Showcase2017-01-20T19:55:00+00:002017-01-20T21:36:56+00:00Nehkarahttps://relay.sc/contributor/Nehkara This is a gorgeous winter wallpaper of one of my favourite ships, the Carrack, done by Ungineer:
Wallpaper by Ungineer
Source: Wallpapers Central @ RSI Forums
Next up we have a lovely view looking up at a passing Polaris at night by Foy AKA OHDFoxy:
Wallpaper by Foy aka OHDFoxy. Beware, full version of image is very large (5K, 19 mb).
Source: OHDFoxy @ DeviantArt
Here we have an astonishingly gorgeous, if haunting, wallpaper of the Gladius, by GarfieldICHI:
Wallpaper by GarfieldICHI.
Source: Wallpapers Central @ RSI Forums
Following the Gladius we have a pair of wallpapers by SpoofGhost! The first really caught my interest because of the intricate details. The second fueled my imagination and made me eager to race through planetary terrain.
Wallpaper by [ACESHI]SpoofGhost.
Source: Wallpapers Central @ RSI Forums
Wallpaper by [ACESHI]SpoofGhost
Source: Wallpapers Central @ RSI Forums
This next one is by icemaneli186, featuring a beautiful environment and a crashed Buccaneer:
Wallpaper by icemaneli186.
Source: Wallpapers Central @ RSI Forums
STARMEDIC is famous for creating gorgeous Star Citizen wallpapers for years. Here are two great entries from him, the first featuring the Reclaimer and a crashed Polaris, and the second featuring a scene from the Big Guns of the UEE trailer that STARMEDIC recreated for a wallpaper:
Wallpaper by STARMEDIC.
Source: Wallpapers Central @ RSI Forums
Wallpaper by STARMEDIC.
Source: Wallpapers Central @ RSI Forums
The next contestant in our parade of stunning wallpapers is a piece done by Martin Vlas:
Wallpaper by Martin Vlas.
Source: Martin Vlas @ ArtStation
Last entry for wallpapers is an incredible piece by Tom607. This one is titled "The Fall of UEES Olympus":
Wallpaper by Tom607.
Source: The Fall of UEES Olympus - Reddit Thread
The big development on fan content of late has been the introduction of "Director Mode" into Star Citizen, vastly improving the tools that players have to create gorgeous screenshots. Below are some great examples:
Screenshot by Recon_NL
Source: Album of Screenshots by Recon_NL
Screenshot by Berdu
Source: Album of Screenshots by Berdu
Screenshot by mr.hasgaha
Source: mr.hasgaha's Flickr Photostream
Of course the last image above is from the legendary mr.hasgaha, as is the featured image at the top of this article. If you haven't visited his Flickr to check out his incredible collection of Star Citizen screenshots, please do immediately:
mr.hasgaha on Flickr
I hope you enjoyed this highlight of incredible fan artwork and screenshots, let me know in the comments below if you'd like to see features like this in the future! https://relay.sc/article/lets-talk-about-the-nature-of-community-updatesLet's talk about the nature of community updates2017-01-17T17:09:00+00:002017-01-18T04:20:46+00:00Dolvakhttps://relay.sc/contributor/Dolvak In this article we got what I would describe as the biggest look at the 3.0 update that there has been since Citizencon 2016 in October. There are many exclusive images in the GameStar article that happen to be behind a paywall. These images, and a translation of the article, were posted nearly instantly to Reddit so access isn’t a big issue, but the point remains that this content exists nowhere else but inside a German gaming magazine behind a paywall.
You’ve pledged your money to earn your Citizenship. Now it’s our turn. We, the Star Citizen team at Cloud Imperium, hereby promise to deliver the game you expect. You, the tens of thousands of pledgers, have allowed us to cut out the big publisher and build the game on our terms. To let us focus on quality free of the pressure to deliver by a certain financial quarter. To nurture a new original IP. To put fun ahead of shareholder profits.
Chris Roberts, The Pledge
When the Star Citizen project started we were promised consistent updates moving forward, and in my opinion CIG, in general, has done a fantastic job. They are shockingly open with the work they do. Currently there is one weekly news show (ATV) and the weekly live show (RTV) is looking to be replaced. This matter is still up in the air so honestly who knows what the future of community updates will be like. Returning soon is a special edition of 10 for the Chairman, a now-defunct show where the man himself, Chris Roberts, would address community questions and issues, and sometime today we are supposed to get a Town Hall, with the likes of Chris, Erin, and Tony answering questions.
2016 has shown that CIG is willing to change up the formula when it comes to keeping their community in the loop as well. ATV was overhauled and shows were canceled and replaced to try and improve communication overall, and I applaud that. There is, however, a fundamental issue with communication between CIG and the community that I feel needs to be addressed.
The trend of outlet-exclusive content bothers me greatly, and I recognize that it might sound odd coming from someone who runs a news outlet about Star Citizen. However, the trend of major project updates not coming through official channels is, well... not exactly anti consumer but anti backer? Yeah that term works for now. Don't get me wrong though, marketing is very important. Bringing in new money and new fans is critical to the game's future, and the truth is that this community is going to change and expand greatly as the game grows and gets closer to release. I am in no way against interviews, that would be ridiculous and hypocritical as there are quite a few interviews with CIG personnel right here on this website.
We, the Developer, intend to treat you with the same respect we would give a publisher. You will receive regular updates about the progress of the game. We will do a show and tell for each major milestone. Your voice will be heard and represented in our development docs and our feature wish list. You will see art and video and learn about how we intend to implement gameplay mechanics well before the rest of the world. The website will be updated and the community will be maintained. Though the limitations of technology may slow us, we will always do the best for you: if it breaks, we will fix it. There may be delays and there may be changes; we recognize that such things are inevitable and would be lying to you if we claimed otherwise. But when this happens, we will treat you with the respect you deserve rather than spending your money on public relations. When we need to change a mechanic or alter something you believe should be in the game, we will tell you exactly why.
Chris Roberts, The Pledge
The problem is, over the past year, CIG updates have been very unclear about the status of the project itself and oftentimes relegated critical information to 3rd party interviews. Take for example the interview with Dan Truffin that was recorded at a recent BarCitizen. Amazing information, but it had to come from a 3rd party.
Instead of the critical updates to the project that we should be getting, Star Citizen focused outlets and Reddit have been scraping together pieces of the puzzle that is the Star Citizen project for months. Many times very important information and status updates are released on personal twitter accounts such as Sandi Gardiner's and other CIG developers. The majority of the time these images are not featured on the official website or on any official outlet for Star Citizen or the company. This means we have to hunt for information instead of it being readily available as we have been promised multiple times.
I feel it necessary to clear the air before my words are taken out of context by various parties. I am in no way bashing one person or a group of people here. I feel this criticism is important so we, the community of backers, can push for the level of communication we find satisfactory. There are several easy ways to address these issues.
When it comes to various personal sources publishing images, I have no desire for this to stop. If a talented artist wants to show what he or she worked on that day that should be encouraged by us and by CIG. However, having a formal outlet for these types of showings would greatly improve the scattered nature of production images. I suggest a section of the website similar in nature to the Subscribers Vault. If someone is going to post an image externally to their choice of social media then publish it to that feed on the website as well so there is a easy and concise list of all media coming out of the company.
Exclusive content is a big deal to many news outlets and a big deal to many developers. I don’t want CIG to stop their marketing with these outlets. It’s good for the company, good for the community, and generally having good, accurate information is beneficial for the project as a whole. Like the proposed official outlet for media on the RSI website I suggest that all media given exclusively to outlets be posted to the offical site within a reasonable amount of time. I’m not saying have someone sitting waiting for the article to go live to press a button but simply within a day or two have that media available to backers, rather than stuck behind a paywall.
Now, information that comes out of interviews is a bit tricky; CIG is a bit notorious for having critical bits of information slip out casually in interviews that the community then has a large reaction to. While these events are usually positive, they highlight a critical failure in communication when it comes to getting core information to backers.
We have been seeing buildings on planets for the last several months in images, and in the GameStar article mentioned Chris finally talks quite a bit about player housing and building on planets. This is something that has never been formally talked about, and only small tidbits and mentions have ever been public. If this information has been around for months, why exactly was it not mentioned on one of the weekly shows? Did the design for player housing jump into Chris’s head while he was being interviewed?
It sounds like i'm frustrated with Chris here but I'm not. I’m frustrated with the apparent gap of what the community wants to know and what CIG wants to tell us. I hope that the backer community can together figure out a solution to these issues and advocate for a positive way by which CIG can address these issues, now, and in the future.
Your support over the past month has been incredible. You’ve done your part, and we will now do our utmost to live up to your expectations. We will build you the game you are dreaming about.
Chris Roberts, The Pledge
Cheers to that Chris, See ya in the 'Verse. https://relay.sc/article/saitek-x56-rhino-review-by-errisSaitek X56 Rhino Review By Erris2017-01-10T17:16:42+00:002017-01-10T17:16:42+00:00Errishttps://relay.sc/contributor/Erris
The Saitek X56 Rhino is
the most recent HOTAS offering from Saitek, one of the larger
Joystick manufacturers around. A larger controller setup, the Rhino
retails for around 330$ Canadian. It has switches, toggles, buttons,
triggers, LED lights, the works.
The fate of Saitek is
currently up in the air though. Formerly a subsidiary of MadCatz, Saitek
were recently bought out by Logitech. The Rhino was designed and
manufactured while Saitek were still with MadCatz. This review was performed before Logitech bought Saitek, and the joystick was provided for review by Saitek.
How does it feel:
Let’s start with how
the Rhino feels. The stick portion feels solid enough, and while
constructed of plastic, it feels sturdy, it doesn’t have much give,
and even during my most frantic, flailing attempts at flight, it
stays upright. The stick is large as well; even with a riser on the
wrist-rest, my hand didn’t rest on it. Not that its size is too
much of an issue; all the triggers, buttons, and hats are easily
Unfortunately, one of
the triggers on the stick, the pinky trigger, feels… weak. And it
is weak, as I’ll detail later in this piece. It just doesn’t feel
On the other hand, the
Rhino’s throttle feels even better than the stick. It feels somehow
more solid, while still sporting the same plastic
construction. It feels weighty in a way, and all the switches, hats,
and toggles on the throttle just feel… right. The only issue with
the throttle is a very minor one; the throttle is a ‘split’
throttle, and when it’s in its split configuration, the two halves
rub against each other slightly. It’s so minor a complaint I’m
almost hesitant to mention it, but it does appear to be a strange,
and intentional, design decision. I just don’t get it.
Inputs on a joystick
are important, we all know this. Your hands are more or less glued to
the controller, and having to move to press shortcuts on a keyboard
is pretty much out of the question, so a lot of inputs on the HOTAS
itself are pretty key.
Thankfully, the Rhino
has plenty of switches, toggles, triggers, hats, and buttons.
Seriously, they’re everywhere. The throttle itself is the best
example of this, with two hats, two swivelly things, an analog
thumbstick, 7 switches, two dials, and more. It’s got a lot.
Seriously. And most of those switches are pretty easily reachable.
Remembering what you’ve bound each one to is a different matter,
but that’s more an issue with me being a horrible pilot; nothing
the stick can do to remedy that, sadly. Needless to say, I’m a huge
fan of the throttle.
The joystick on the
other hand, has the aforementioned flimsy pinky trigger as its main
standout problem, and then it has three hats at the top of the stick
that just… they don’t feel right, personally. Neither does the
thumbstick. I feel like in including so many hats, the joystick
misses out on things like triggers, or a missile toggle, that I feel would feel better.
Sure, the hats provide a lot
of customization options, but I don’t feel like the stick needs
three at the top. One hat, and some other buttons, would likely serve
That said, aside from
the pinky trigger, all the hats, triggers, and buttons on both the
stick and the throttle feel good. I don’t like the
thumbsticks yet, but I might get more used to them with time. All in
all, the stick does fairly well, input-wise.
First off, what is the
plural of axis? Weird word.
Aside from that, not
really much to say on the axis question. The Rhino is standard. The
throttle provides forward and back (or just forward, if you’re
simple like me), pitch, yaw, and roll. Anything else you’d have to
bind to hats, thumbsticks, or dials. No fancy six degrees of flight
Axes: 5/10? 7/10?
How do you rate ‘standard’?
Profile software is an
important part of any advanced joystick solution. Unfortunately, I
have almost no experience using profile software, and I sometimes get
confused when using internet browsers, much less complicated HOTAS
That said, the software
appears to be very detailed, with both basic options for plebs like
me (I’ll pick a standard acceleration curve, thank you), and with
more advanced options for people who can actually fly.
Confusing, but clearly
regular games (War Thunder)
So, lets talk about how
the Rhino performs in actual games. Here it gets a bit more difficult
to figure out what to talk about. Things are less concrete, and even
more of a personal opinion.
Still. The ‘regular
game’ (read – not space game) that I played most often was War
Thunder, because I like the game, I put a lot of time into it with
keyboard and mouse, and it has a fairly detailed ‘realistic’
In War Thunder,
atmospheric flight seemed to work really well, and the joystick
didn’t reduce my skill too much. It was definitely more difficult
to fly and be accurate with, but flying just felt better. I did have
some issues with keybindings; anytime I used the pinky trigger the
game would open the ‘pause’ menu, and I still have no idea why
that was happening, but overall the stick just… worked like you’d
expect a stick to, really.
Regular games: 8/10
Performance in VR
(War Thunder, Elite: Dangerous)
In VR, I tried out two
games, War Thunder and Elite: Dangerous. Both games, in VR, looked
amazing, and flying with a throttle and stick while looking around
just felt… it felt amazing. Dizzying, exciting, thrilling, and
really just a whole lot of fun.
But that’s down to
VR, and to the games. The Rhino felt good in VR, its sturdiness
lending a bit of credence to the VR illusion, but it was also plain
hard to work.
The stick and the main
portion of the throttle are easily accessed; you know where your
hands are on them, and you can find all the input options they offer.
The base of the throttle though is virtually impossible to use. All
the switches feel the same, and trying to put down landing gear
rather than abandoning ship proved…
Lets just say I ended
up suiciding more times than I would normally prefer to.
Now, this isn’t
necessarily a problem with the Rhino exclusively. Any current HOTAS
will have the problem. But it’s a space that joysticks could use a
lot of improvement.
VR is great for flying
games. Where VR suffers in FPS games, due to inducing dizziness when
moving. In driving and flying games, you’re stuck in your seat, and
can fully enjoy some truly jawdropping visuals. I will want to play
any and all flying games in VR from now on. And honestly, I’ll want
to play them with a HOTAS. The extra immersion added is perfect for
VR, since that’s what it’s all about.
For serious VR
implementation, though, next generation HOTAS’ might need to start
considering ‘trackers’, so with a system like the Vive, a vague,
shadowy overlay of the HOTAS could be displayed to you. So that you
can move your hands from the joysticks and still have awareness of
where they are.
It’s a complicated
suggestion, and might not make sense if you’ve never played a game
in VR, but… if Star Citizen ever becomes a VR game, this is
something that joysticks will need.
VR performance: 5/10
Performance in Star
Again, the Rhino feels
pretty solid in Star Citizen. While the thumbsticks on the throttle
and stick don’t control gimbals too well, they’re better than
nothing. In Star Citizen, the stick really suffers from the same
drawbacks it did in other games. The stick itself has too many hats,
making it impossible to bind all weapon groups and missiles to
That said, Star Citizen
has a lot of control options, and all of the toggles and
switches on the throttle give a lot of options for things like
ejecting, self destructing, turning on lights, power management, etc…
Overall the stick
performs well for Star Citizen, but as the probable predecessor to
the Star Citizen HOTAS, there’s a lot about its design that should
probably be improved.
Star Citizen: 7/10
Here’s where we get
to the fun part. A while ago, when the Star Citizen HOTAS was first
announced, I wrote an article theorizing that Saitek’s QA might
have improved, based on recent improvements by Madcatz, and based on
the knowledge that Star Citizen would probably be a huge market.
The first stick broke
within the first two days. The pinky trigger, the one I’ve said a
few times before is very wonky, simply stopped working. That pinky
trigger, to me, is the worst feeling and most worrisome part of the
whole stick. I don’t know why it’s there, and I don’t really
think it should be.
On the other hand,
aside from that pinky trigger, the joystick, while plastic, feels
solid, and the throttle honestly feels amazing.
acquired Saitek from MadCatz. Now, Logitech hasn’t made joysticks
in a while, not since they tried to create a force-feedback joystick
that failed miserably, but before that ill-fated attempt, Logitech’s
sticks were a standard for superior quality. That’s all to say
that, with some luck, Logitech’s QA process (fun fact; my most
recent mouse, a Logitech G700, has lasted me longer than any other
mouse I’ve ever owned. I normally go through two a year. It’s a
problem) will bleed over to Saitek’s, improving the quality of
Logitech’s acquisition of Saitek, it’s unclear who will be making
the Star Citizen HOTAS. We don’t know if the contract for it was
with Saitek or with Madcatz, or even if the contract will carry over.
What does this all
It all means that,
overall, the Rhino is an okay stick. Its QA is worrisome, and some of
its design decisions don’t make too much sense, and don’t bode
too well for the Star Citizen HOTAS, but the recent acquisition of
Saitek by Logitech throws a shadow of doubt on, well, everything.
I haven’t tried other high-end sticks yet. The Thrustmaster Warthog
is supposed to be the pinnacle of HOTAS excellence, but it’s also a
fair bit more expensive. If you’re looking for an all-around decent
HOTAS, and can come to terms with possibly having to RMA it a few
times, then the Rhino will serve you well.
Overall Score: 6/10
Oh hello, I’m glad to see you all today
Stay a while, and listen, just… don’t go away.
Before our show starts, I’ve a story to tell
Of a cold night in Space, and some ne’er do-wells.
‘Twas the night before Chris-mas, and all through my ship
Not a Vanduul was stirring, not even a bit.
The shotguns were stacked up by the door with care
In the knowledge that Pirates might soon appear.
My crewmates were nestled, all snug in their bunks
With visions of shore-leave, keeping them up.
And I in my Captain’s chair, wearing my cap
Staring out at the void, and loving the black.
When from all the sensors, there arose such a clatter
I sprang from my chair to see what was the matter.
And so to the comm-suite, I flew like a flash
Twisting some buttons, tapping the dash
The silence and darkness of deep, empty space
Shone off of the monitor, and lit up my face.
When what to my wondering eyes should appear,
But a small radar blip, sounding quite near.
I punched on more knobs, dreading the quiet
Till the Radar confirmed my worst fear: pirates.
More rapid than Hornets, the Cutlass it came
My intercom buzzing a frightful refrain
You’ll die, oh you’ll die, painful and slow
We’ll rip off your limbs, and break all your bones
We’ll take all your cargo, but leave you alive
Then blow up your ship, with you still inside.
I dry-heaved several times, then woke up my crew
And we all gathered our shotguns, plus a pistol or two
The silence, interminable, the wait it seemed endless
The anticipation, cruel. Our fear left us breathless.
And then, in a burst, I heard from the hold
The sealed docking collar, being ripped from its post
As I stuck out my shotgun, and aimed down the corridor,
The first of the Pirates, like a madman, came closer
He was dressed all in red, from his head to his foot,
And his clothes were all tarnished, with ashes and blood
A brown burlap sack, he held clenched in one fist
A sawn-off double-barrel in the other, no less.
His eyes how they steamed, his scars, how angry
His cheeks were all pitted, his teeth were quite lacking
His sharp, angry mouth, was drawn up in a sneer
In his beard, bits of food, weeks old I fear.
The blade of a knife he held tight in his gums
And his feet they were bare, his toes withered like plums
A squint of his eyes, and a crack of his neck
Made me sure one of us soon would be dead
He said not a word, he just roared, and then charged
So I blew off one arm, and his charge faltered hard
Blood slowly pooling, he collapsed to the floor,
As two more bloody pirates, leaped through the door
We said not a word, just went straight to our work
The shotgun shells flying, body parts piling up
And then without warning, without word, without hint
The last of the pirates turned and ran, at a sprint.
He sprang to his ship, to his crew gave a cry
And away they all flew, or at least they tried.
For I dialed up his comms, ere they were all gone
Saying ‘Missiles locked and away; Merry Chris-Mas you scum’ https://relay.sc/article/relay-argAlternate Reality - The Past, Present, and Future of Relay's Community2016-12-22T02:04:41+00:002016-12-22T02:04:41+00:00JakeAcappellahttps://relay.sc/contributor/JakeAcappella Now, this is a very unimportant, somewhat personal blog post, so if you're not into that stop reading now. But I wanted to talk about the events leading up to Relay’s launch, as well as what we're going to be doing going forward on the community side.
Everyone is now likely aware of the viral marketing leading up to Relay’s launch. But for those unaware, on Monday, November 28th, I made this tweet:
Slowly but surely, more and more people shared it and it spread like wildfire across twitter, and eventually Reddit. A lot of people were confused, thinking it was CIG doing this, but one thing was sure: All eyes were on it. From there, more images popped up, along with twitch glitches:
CLICK HERE FOR GRAYHEADEDGAMER'S CLIP
All of this eventually culminated into the unveiling of Relay, with this video from our new Twitter account. As we planned out our new site, our team worked tirelessly for weeks preparing, coding, and writing. While they did that, they gave me one task: Make sure people see. And I think, with all the good and bad, it was a success. But I'm not here to pat myself on the back. The real reason I wanted to bring all this to your attention is because of the enormous support from people in the Star Citizen community. Including our team, nearly 30 content creators worked together to make this happen, and it wouldn't have happened without them. Please follow every last one of them if you aren't already.
The true significance of this group of people is that they're from all corners of this community. From YouTube to Twitch, from TEST to Redacted, from Bad News Gaming to the Base, thank you all. We all came together and did something awesome.
And that’s going to be the philosophy of the community front of Relay going forward. We want to showcase as many people as possible. All the amazing things the Star Citizen community does every single day. We want to bring creators together to collaborate on amazing new things, just like we were able to do with the ARG. So if you're doing something awesome, throw me a ping. Tag me or Relay in your posts. I want to see it all, and share it with everyone. And that's only the beginning. We will never stop finding ways to bring us all together. That's what you can expect from Relay.
Thank you all for your overwhelming support. We wouldn't be able to do any of this without you. See you in the ‘Verse.