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Relay Replay: 21st - 25th May Written Sunday 27th of May 2018 at 07:38am by Shiver_Bathory

Erris and Shiver give a summary of the week's news in Star Citizen

Calling All Devs

  • Currently when entering a ship, the character will teleport to the animation start point, this is something that will be changed in the future as it is not what CIG want in the finished product. In 3.2 they will start to implement changes to the system. Starting with being able to cancel the animation and thus cancel the boarding of your ship by walking away. In the future they would like to implement a system so if a player is too far away from the animation start point you will walk to the point, during that walk the player should be able to cancel the animation at any point simply by inputting a different directional key

  • The eventual goal with quantum navigation and travelling over long paths that involve multiple jumps is for the system to create a dynamic path for the player(s) to follow, once that is in they hope to then add another layer wherein the player can change the course plotted for them, if the player wanted to avoid or visit a particular place.

  • There will be a navigator position for players, it is a role which scales up with the ship. The bigger the ships the more important the navigator role becomes. A player in an Aurora for instance will not have to be checking their nav screen constantly. Plotting courses for capital ships will be a full time job, that requires teamwork with other players and systems, will the ship physically fit in the area the course has plotted for instance. A player could use a parasite ship to scout ahead, quantum link with its mother ship and also assist in navigation in that way as well.

  • Starting in the next patch VTol thrusters orientation has to be considered in atmosphere and gravity. For instance a Reclaimer will need to have its thrusters properly orientated to achieve lift off and this will also be the same for other large and heavy ships. This is only the first iteration and CIG will be paying attention to player feedback on the system

AtV

 

  • Character Teams working on helmet HUDs and testing different helmet visor glass effects

  • Animations are being improved for several NPCs and mission givers, team working on more diverse NPC personalities

  • Quantum linking is receiving attention: UI for calibrating for QT, play testing linking, quantum spline jumps to help ship alignment

  • Branding and visual variation for shopping kiosks is being added

  • Grouping system is going through wireframe mockups

  • Visuals for the mining lasers and tractor beam being refined

  • Working on power allocation: adjusting the prioritisation system and how it is reflected in the cockpit

  • Scanning system is progressing: fine tuning logistics of searching for minable entities, visual elements/VFXs being added

  • Props Team has added more items to the Utilitarian Set and added wear and tear VFX to increase visual diversity and grittiness

  • Environment Art Team continues to refine Hurston and Loreville for debut in alpha 3.3, doing visual development into Biome Asset Packs

  • Finally ready to release the Legacy Armours in alpha 3.2

  • Legacy Armour redesign was necessary to make them fit with the modularity and the customisation systems

  • Modularity was the biggest challenge as “The more modular you make something the less different they become.”

  • They wanted to write the Legacy Marines back into the lore as an older version to the CDS Marines in 3.1

  • They wanted to redesign Legacy Outlaws but keep the same themes, mix and match of all different kinds of things

  • Modularity gives players control to customise but also allows Designers to swap things in/out instead of creating new assets

  • The created concept art for Heavy Marine and Light Outlaw but the others were done by the Character Artists

  • Each armour set now has 21 variants

  • Volume specifications (for modularity) were difficult for light armour because it was so tight fitting

  • There are basically four regions: helmet, arms, torso and legs

  • JLee says good design flows, like water, from top to bottom

  • With Legacy Armour they're telling a story of evolution in the SC universe

  • Six new armour sets for 3.2 that will work with all the existing armour sets

Shiver_Bathory

Director of EU Operations

The consummate English gentleman, Shiver Bathory can be found posting news to The Relay, when not making puns that is.When not typing furiously at his keyboard he enjoys hanging in chat with The Relay community and every once in awhile can be found playing some game or another. Every Wednesday on The Base he hosts Dead Air - An alternative and extreme metal music show