Greeting Star Citizens! Welcome to The Relay’s coverage of Around the ‘Verse Episode 2.05!
It’s another week which means Around the ‘Verse with your favourite hosts Sandi Gardiner and Ben Lesnik! We have have a special treat for you folks today. We are doing a complete word for word transcript of today’s video above which will be later added into the video as CC. CIG and The Relay are looking into possibly partnering up by having their content CC’d by us. If you enjoy the transcript from today’s video please let us and CIG know, your feedback will determine if we do this more in the future.
Without further ado here is today’s transcript!
Sandi Gardiner – SG: Hey everybody, welcome to around the verse, I’m Sandi Gardiner,
Ben Lesnick – BL: I’m Ben Lesnick
SG: And this week on the ATV interview, Jared sits down with Pete Mackey and John Pritchett to discuss upcoming changes with star citizen’s flight model.
BL: And we take a look at the audio work that brought the Arc Star Map to life, But first!
SG: Star Citizen, Alpha patch 1.3 is live for everybody and I hear that people have been going nuts in their buggies!
BL: and buggies are a little buggy but it’s helping us test a lot of the collision mechanics and other interesting things. 1.3 is largely a behind the screens patch. It’s the post merge patch all the different development streams that have been disprit these past few months are finally together. There’s some other stuff for backers to play with in there though, we’ve expanded arc corp behind the original design. There’s a new area to explore, we’ve added the buggies of course, there’s two new guns available through voyager direct and mounts to use them with so folks seem to be having fun and were on the road to 2.0!
SG: We are on the road to 2.0 and look forward to giving you an update on that and star marine tomorrow. And yesterday we had our special October subscriber edition with members of the Santa Monica art team
BL: That was a lot of fun, if we could live stream 24/7 we would but we can’t
SG: I’m not sure if people would want to see that though
BL: People would want to see me getting ready for bed *laughs*
SG: Alright, you remember the first 24 hour or we did a couple 24 hour events
BL: That first one in November though that was something
SG: Is that the one where Fred showed up with the Disco light?
BL: Yes we all flew to austin
SG: yeah, Ben talks about how awesome that was, okay good[Sandi and Ben Laugh]
BL: We were doing so well!
SG: The community team is coming to Austin and I hope maybe I can come but I’m not sure yet. We will be filming an entire episode in Austin two weeks from now!
BL: Yeah we’re going to catch up with the guys in Austin. You folks see the Santa Monica team pretty much every week, we want to share the love, show you some of the work folks in Austin and eventually elsewhere doing Star Citizen
SG: And I hear there is a Bar Citizen group on November 8th at 7pm at Red’s Porch in Austin.
BL: Yes there is
Jared Huckaby in the background: NAILED IT[Sandi Laughs]
SG: Wow ben adds flavour, just don’t do too much
BL: Didn’t say what flavour
SG: Don’t oversell it
SG: Now let’s turn it over to the News from around the ‘Verse
Eric Kieron Davis – EKD: Hey and welcome back to Santa Monica, you’re here with Eric Kieron davis and I have a special guest with us for this around the verse, this is Vincent Sinatra he’s our QA lead in LA. Real quick before we get into our topic, I was going to ask what are you going to do for us now that you’re here?
Vincent Sinatra – VS: Well I’m pretty much here to help the studio in anyway I can, primary focus will be on you know ship design shipbuilding, making sure the performance is up to specs the way it’s supposed to be
EKD: Awesome, that’s great. The other couple things that are happening in the studio, we got a lot going on. Upstairs our own Elwin Bobchair, he’s working hard on the constellation merlin docking bay to get that thing all done. LOD’s are rocking and rolling as well, and we also have randy, he’s working on caterpillar tech design. That’s our quick update for around the verse from santa monica, you’ve met vince and we’ll see you next week.
Jake Ross – JR: Hey guys, Jack Ross here, associate producer of the persistent universe. I’m here with you this week to tell you what’s going on in PU.
Took a break, I was off for a week in the smoky mountains, that was fun so thank you Jack Hutchins for filling in. I’m here to today to talk to to you about shopping UI. We are kind of undergoing a revamp of the UI side of things for shopping, you know we have tony working with Zane and Carl Jones, designer in the UK to kind of revamp how the shopping interface works so as we work towards our shopping milestone you guys will be able to see previous of a little bit of that, you know the shopping user interface flows, how it looks, we kind of have a good idea how shopping is going to work from start to finish so we were there for a little while and then kind of broke down and now we’ve got new people coming in with some cool ideas so yeah that’s coming along nicely.
We’ve also got Casaba outlet, new clothing store in the works, you guys I think have seen some concepts of that space in. Now we are actually to the point where we have it all laid out nicely, it’s white boxed and can take it through to final art. We need to make sure that players have enough room to move around, to actually access the clothing on the racks, there wasn’t enough like really tiny spaces where you couldn’t get around people so we needed to make sure everything was laid out really nicely, Rob Reiniger here in Austin handled that so that’s now off to behavior, they’re going to art is up and make it look all pretty and you guys will be able to experience that and the shopping user interface all in the same go in the near future.
Last but not least we’re working on camera dampening, First person camera damping for the emotes you guys have already have out in the social module. We’ve heard some complaints of, some rocking first person camera motion as you guys dance and salute and a little bit more of the crazier animations, the camera goes a little crazy, so were dampening some of that so you don’t barf every time you dance on the dance floor, there’s that so look forward to that. Yeah that’s all I got for you this week, thanks guys!
Tom Kewell – TK: Hi I’m tom
Simon Vickers – SV: And I’m Simon
TK: And we’ve been working on Star Citizen for 2.0. You might have seen it at Citizencon when chris demoed it on stage. Simon what have you been working on?
SV: So I’ve been working on the first pass of the repair systems that we have in place, you may have seen little, gyroscopic robot guys that kind of pop up out and come along and fix up your ship. So it’s very much important to us that we get the first pass of these guys in, so this isn’t what will eventually be in for repair it will be a much more involved process, much more physical, you getting your hands dirty with the bits and pieces of your ship and making sure you are fixing it yourself.
TK: I think for now it adds to the continuity, the experience of having the ability to go out and get in a load of trouble and visit the stations and get repaired you know, as part of the game
SV: Yeah exactly, we’re doing something really new for us here, we’re delivering something to you and we want to get you back in the game and exploring as quickly as possible. So it’s important we get something in but not something that will take huge amounts of time when it’s not the final thing
TK: I’ve been been working on creating background events that helps show the players the state of the system they’re in. So when you visit certain locations like these refueling and repair stations. There’s a chance that something will spawn in the background that sort of some AI ships or something that helps show you, you know what kind of traffic happens normally through that part of the world or part of the galaxy I should say.
So for example in the map that we’ve been making for 2.0, there’s a sort of conflict going between the pirates in the system and the UEE forces, so there’s quite a lot of scenarios that can spawn that will be a UEE patrol moving through the area or perhaps a pirate ambush or it just you know a normal independent traders trying to get on with their lives. All the ships will react, all AI’s will react systematically with each other so if a patrol ship sees a pirate it’ll try and attack it and take it down, if a pirate sees a trader it’ll try and pirate it and steal its cargo.
The really nice thing about it as well you know if a ship takes damage and it’s coming into land at one of the refueling and repair platforms, you know it will refuel as normal but simon’s little drones will come out and repair AI ships just the same as they would player ships so it really is sort of a fully functioning diorama what the game will eventually become.
SV: Yup, certainly and these as you say these systems are going to be fancy they’re going to be iterating on and expanding on and kind of just making the world just much more complex and rich and for you guys to explore and we can’t wait for you to be able to do that
TK: Yeah can’t wait to have it in your hands
SV: Cool, right then, see you in the verse
Brian Chambers – BC: Hey guys brian chambers from the frankfurt office, This week instead of sitting down and talking to you in front of the camera, we’ll run you around the new office real quick because we only have a few minutes so here we go.
Entrance way, hey Asinas, say hi
BC: Large conference room, outside the lobby down here’s the main corridor, just got some art work hung up on the walls the other day.
Here is our Kitchen slash lounge and I’d say hi to marco but he probably wouldn’t like that. I’ll follow him around, say hi marco
Marco: [laughs] Hi
BC: Alright, restroom, restroom, boring, A couple more images.
Here’s the engineers I have to be quiet.
This is the IT room. Say hi Morris!
So server room in there, can’t show you that if that gets locked right now, yeah it’s locked.
and here is the main floor with everybody,
It’s kind of a good view, outside area here too where we can eat if we want for lunch and have BBQ’s we can pull out.
There’s my office, we have meetings, some of the guys you’ve seen, some guys, some new faces.
The meeting room, this is where we usually shoot the AtV every week.
More dudes over here I’ll go quick so we can see everything, more dudes, there’s Jason and frank, there’s Autrie, new senior tech artist, Caleb hiding in the corner.
Todd, toby, Alex in the corner, you remember alex, he refuses to do all these videos with me. There’s steve.
Cool so, short and sweet but that’s our new space, we’re up to 30 people now, space can hold 49 right now so got a bunch of good applicants still coming through, yeah, cool! Hope to show you more next week, Cheers!
Jared Huckaby (JH)
Pete Mackay (PM)
John Pritchett (JP)
JH – Hey everybody, there’s been a lot of talk lately about upcoming changes to the flight model so with me today are game designer Pete Mackay and physics programmer John Pritchett. We’re going to talk a little bit about the upcoming flight post, we hope to have out later today and basically give you kind of a top level summary of what you can expect and what we’re going to do going forward. So, Pete, John, how you guys doing?
JP/PM – Good. How are you?
JH – Good. All right, let’s start off by talking about the flight model as it is now. How did we come up with the flight model as it exists in the game today?
JP – OK, the two main goals that I had from the very beginning for our flight model were basically to make sure our flight behaviour was nice and smooth, you know, for space flight you want that really feel like the ships have a lot of inertia and then the second thing is for it to be highly dynamic and adaptable to a lot of variations and errors, you know, unexpected conditions you might encounter. From the very beginning we expected to have thruster damage and things like that that kind of feed into the system and I didn’t want to have to micromanage that. So, it seemed pretty obvious to me from the beginning to develop this as a real feedback control type system, so that’s what I did. The feedback control algorithm is basically an exponential of a type of acceleration control or motion control so that gives us something better than instantaneous acceleration change you would have with normal second order motion. Our accelerations don’t jump from zero to maximum in an instant, they actually change more gradually. The downside of that is that the exponential settle time can be very long and players have definitely noticed that in the long settle times for the ship is you go from maximum velocity down to zero, that’s something I wanted to improve on.
JH – Gotcha. Pete, what do you think about the current flight model?
PM – Yeah, mainly what players have reported in some cases that it feels sloppy and that’s kind of the side effect you get from the exponential curve is that it’s just a bit of extra slop at the tail.
JH – All right. It’s been awhile, we’ve had this flight model for well over a year now, what makes now the time to change it?
JP – You want me to answer that?
PM – Yeah, go for it.
JP – All right, well, it took a little time to get it out there in front of people and start getting the feedback and realize what it was we did need to change. But then having realized that, I didn’t want to take a step back in terms of the quality of the motion and the adaptability of it as well. It took awhile to come up with the proper solution, what I came up with was to use third order motion so we have the change in acceleration that doesn’t assume that the acceleration can change instantaneously. Just took a little time to get that functioning fully with the complex system we have.
JH – (laughs) The very complex system we have. This was something that was going to happen, this isn’t like a new idea we had a couple weeks ago. The game development is iterative, this was always going to be the next step at some point.
JP – Right. Well actually, going back from the beginning I had hoped that could just use the system as a feedback system so whenever your input changes velocity we would set a new set point for velocity and then the feedback control system would just smooth out the error between your current velocity and your new velocity but that’s what introduced that lag time and sloppiness in the behaviour. Having recognized that, the goal was to go ahead and introduce some more optimal motion profile to take full advantage of the acceleration and velocity the ship has available to it, so that it can change from one state to the other in the least amount of time and optimize for the what ship can do.
PM – As far as the time it’s taken..this is something me and John have been talking about. We’ve had initial conversations about it going back to December or so of last year and then we officially pitched it to Chris in, I think, April or May and then we got the green light to start working on it. So, it’s really been since May that we’ve been full on developing this..not just the start order motion we’re talking about now but the whole package that we’re calling IFCS 2.0.
JH – Gotcha. great segue. So, let’s talk about what’s coming with 2.0. Who want’s to start?
PM – So, on top of the work that John’s been doing on the motion control algorithms, we’re also doing a bunch of other gameplay improvements. We’re adding three new flight modes to IFCS and what that gives us is a lot more control in various circumstances so the three that we have are: Precision flight mode, which puts a cap on your maximum velocity and then scales your acceleration based on throttle input so give you a lot more control when you’re near a landing pad or mining an asteroid or performing salvage. Like any of those scenarios would be where you might want to use precision control mode.
Then we have SCM mode, which is called space combat maneuvering mode and on the surface it’s pretty similar to the space flight mode that we have in the current release game. It basically is your normal combat mode but the main difference is that whereas before your top speed was statically defined, now top speed is dynamically determined by your accelerations. So, anything that alters your capability to accelerate can potentially alter your maximum speed.
So, anything that changes your mass, like through loadouts or adding cargo, upgrading your thrusters, these will now potentially change the maximum speed that you’re allowed to fly at. So it’s fully dynamic. And then the third mode is cruise mode, which basically we say, for SCM mode, it really is about what, how much speed you can control with the thrusters that you have. With Cruise mode, it’s about velocity at the expense of that control. We basically say, okay, you realise that you know, going these velocities near any other object is hazardous to your health, but here you go. You can do it.
So, in Cruise mode, the maximum velocities are significantly higher than SCM mode. Right now, all the ships are right around 1000 meters a second in Cruise mode. We’re still, you know, fine-tuning that, trying to figure out what’s actually really going to work for the PU, but right now they’re all around 1000, and at that velocity it’s really easy to blackout, and it’s really hard to recover from a slide. So what we do is we enforce turn rate limiting, which means that your ship rotation is locked to your velocity vector. So maneuvering at Cruise mode is less about turning, and more about just making course corrections. Yeah, so, that’s definitely you don’t want to use it in an asteroid field or near a place where there’s a ton of other ships flying around.
JH: Challenge accepted!
PM: Another thing that I did forget to mention is, along with SCM mode we have afterburner. Yeah, we get that with the way the SCM is calculated. So, because SCM your speed will dynamically raise in relation to your available acceleration, and because boost raises your available acceleration, now your top speed will also dynamically raise. So the way that that works is, in afterburner mode, you’ll get a boost of speed and maintain the same relative control of your ship at that new speed. But we also know that boost itself is very useful, because it gives you a lot of control, slide control, near asteroids and what have you. So we didn’t want to lose that functionality.
So we actually now have both of these modes, afterburner mode and boost mode, where in the boost mode we don’t allow, we give you the acceleration boost without raising the cap on your velocity, so you get more acceleration but the same speed, which results in better control, and then in afterburner you get the same control at a higher velocity, so now you actually have this choice of how you can spend your boost fuel. Do you want to spend it in afterburner or do you want to spend it in boost, and both of them are available with the press of a button at any time.
JH: That’s cool. So I guess this means there’s going to be some UI changes for the new systems, I would imagine.
PM: Yeah, we have some new changes that Zane and the UI department’s been working on, that will kind of help along with that, they’ll show your current flight mode, they’ll show you the flight mode that you’ll be switching into next when you use the flight mode button, but I think, and I don’t want to speak for Zane, but I think he has some more long-term plans.
JH: Zane is full of long-term plans
PM: Yeah, to make this to fully display all the capabilities of the system.
JH: I’m going to try to hunt down some screenshots. If we don’t have them ready by the time the post or this video go up guys, you’ll see them when 2.0 drops.
PM: They’re really cool!
JH: They’re really cool. The post is very long, we’re not going to cover everything in the post, leave something to read. John, I wanted to get some words about errors before we turn in for the night here. What can you tell us about the error system?
JP: Ah, okay, Well, I mean one of the issues we have to this point with this system is really just, it’s too perfect, you know. The motion can be so mechanical looking that it just, it obviously seems like a computer game. So a major you know goal of the system from the beginning was to have the ability to deal with unexpected conditions and error conditions and so you know, we’re starting to kind of really take advantage of that now, where you have the third order motion profile that I said, that I’m using now, that tells you how the ship should move, but there’s no expectation that the ship will actually move that way for a number of reasons.
So one of those things would be imperfections in thruster response, and that can increase as thrusters become damaged, so you may tell the thruster to thrust on a certain vector at a certain level, but it’s not going to do that perfectly, so that kind of comes back as turbulence in the motion of the ship, and we’re kind of working on that as being more or less just a cosmetic thing, just kind of a nuance, we don’t really want it to be a major impact on how the flight, you know the flight control works for players, so that’s something we need to tune over time, but that’s the goal with it. We just, we want the ship to kind of have a little bit of movement, and just not seem so stiff.
JH: Yeah, and we want every ship to have its own personality, not just in its look but in its flight characteristics as well.
JH: Cool. So, going forward, this is not the end of flight balance changes, this is just the beginning of the next phase. So, we’re going to throw up a forum post on the forums where folks can give their feedback on the new flight model experience that they have when 2.0 drops, and you guys have graciously agreed to pop in from time to time and answer some folks concerns, get the feedback directly from them, you know, find out what’s relevant and what you can incorporate and what goes along with your design direction. What can folks do to help you, going forward?
PM: Ah, well, we’ll be looking at all the feedback, whether it’s specifically directed to us, or just maybe offhanded comments people make, but basically one we, let me back up a little bit. The change from the current exponential model to the third order model is quite significant in terms of feel. Even giving the ship the exact same performance in terms of how much time it takes to complete an action, the feel of that, it’s not even really possible to make them mimic each other, because it’s so different, so, the feel of the ships is definitely going to change, and so we definitely want to use that to give each ship their own personality. So, we’ll be looking at, you know, really on two different vectors.
One, does the gameplay balance work for the ships, and two, do the ships feel like, does, if you have two ships that are tuned to be identical in terms of flight performance, do they still have their own personalities? Can you tell, just by sitting down at the controls, that it feels like you’re flying two different ships? So those are the two main things that we’re going to be looking at. So, you know, any feedback that we get on that is gold.
JH: So, be sure you include what ship you’re flying, once the item is in you can start swapping out components like thrusters, be sure you include your loadouts, and yeah, we’re always reading.
PM: Yeah, definitely.
JH: I know I am. Alright guys, thanks a lot, the post will go up later today, and this video should be embedded in that post, in case you didn’t watch it in AtV today. John, Pete, thank you so much for taking the time to arrange this video conference call to do this. It’s not always the easiest thing to do across the country, but I’m glad we made it work. And, thanks guys.
PM: You’re welcome
JP: Thank you.
JH: We’re just going to end it here cause I’m done talking. Take care everybody.
SG: Thanks guys, I guess with changes to the flight model maybe Ben will stand a chance when we play.
BL: [reading] “Ben retorts, talks up the flight model post later today.”
SG: mm hmm! Talk it up Ben!
BL: This is one we know a lot of folks out there have been waiting for. The great big “Star Citizen Flight Model” post is talking about some of the changes that have gone into 1.3; some of the changes you see in 2.0 and our hopes and dreams for the future in terms of Star Citizen’s flight model. I know Calix and Pete and John put a whole lot of work into this. Please check and tear it apart on the forums.
SG: Next up the ARK Starmap has been nominated for web awards across the internet including winning the CSS Design Award.
BL: This week AtV Behind the Scenes takes a the audio work that went into that from the folks in the UK.
Philip Smallwood – PS: Hey I’m Phil Smallwood, one of the Junior Sound Designers here at Foundry 42. When we were tasked up with designing sound for the Starmap me and Matt sat down, we were both brought onboard, and we divvied up the assets half-and-half. Happy to combine our forces.
PS: One of the first things I was tasked with was one of the jump points. What that is, is like a worm hole that you travel from one place through to another. So that came out like this.[plays jump point sound]
PS: Cool. So the way I went about designing that to start with, is pulling in a bunch of sounds from our copious amounts of libraries that we’ve got. Laying them all in a row here. So you can see the markers we’ve got some wind, some rumbles, thunder and stuff like that. I actually got some sounds from the Rosetta Stone comet that sound pretty cool but couldn’t use them because of copyright reasons.
PS: So what I wanted to achieve was have an elemental aspect to it as well as a more digital aspect because it is a digital representation of space and these connections between these galaxies; but I needed to give it some weight but also some sci-fi to it as well. So very much elemental with like a UI element to it.
Matteo Cerquone – MC: The first thing I did obviously was listening to the sound that Phil already created.
PS: So what I do typically, is just drag in a bunch of assets and then just process them a touch to bring out some different, almost sci-fi elements of them. So typically I bring an explosion here …[plays explosion sound]
PS: That’s cool. And then I’d just bring up a processing chain. I’m a big fan of Crystallizer and the FabFilter plugins, they’re great, especially Volcano, that’s a great plugin, just to add some extra texture to the sound. I’m on Matteo’s machine, he hasn’t got my R’Verb so I can’t even activate that one.
MC: I’ve got less plugins than everyone else.
PS: That’s alright we’ll sort you out. We’ll sort you out. That’s fine. So after I started messing with them. Let’s see if I can find some of the cooler sounding explosions that I’ve got. Is that one of them there …[plays explosion sound]
PS: That’s just processed …[plays thunder sound]
PS: That’s thunder. Where are they? Let’s try that one …[plays cool explosions sound]
PS: So that’s got a bit of chorus on that. I think that came from the volcano. And then “old school” just started making some “wooshes” …[plays woosh sound]
PS: Old school trick of getting an explosions and duplicating it and reversing it.
MC: I try not to think too much about it and just create some sounds and see how well it goes with the actual images. One problem we had at the beginning, is when we create the sounds and spatially, like when Phil created the jump points and the zooming and the zoom out of the solar system, they were way too powerful after we put the music in. Which again the music is so droney and ambient when we put the sounds in it sounded like it was a bit too powerful so we actually had to go back and tweak them out.
MC: What we have here is a combination of different sounds. I usually on the free time I try to create my own sounds and just, like, bounce them out and reuse them whenever I needed. So that the case for this sound over here, which actually been renamed “Sci-fi Weapon”, I designed this sound specifically for drawing up a weapon, so you have that sci-fi element but when I went back, when I went to look back to the sound design I did previously, like a few days ago, I liked this one and I just wanted for it to be there.[plays sci-fi weapon sound]
MC: The other layers, usually it’s a combinations of different synthesizers, basically, mostly I used Massive more than anyone else …[plays synthesizer sound]
PS: When we start a design sound for the Starmap we were given a list of placeholder assets which be had to start replacing. There wasn’t really a priority order in which we had to do it but what we did was went through and found the coolest visual things in the map and we’re were like “well I’ll do that first!”. So I got the jump point: so I did that; a couple of the zooms in and zoom out; and between me and Matteo we just divvied up the rest of the assets, but yeah we dealt with the coolest ones first.
MC: And again there is no, um, it’s kind of difficult to go back to what we actually did because basically what we do most of the time was just hit the recording button and start glitching stuff and so that you just come up with really long regions and you just go back and listen to it and start cutting it up. So you chose all the cool elements and start piling them.
PS: There’s an element of performance in it really. Letting Reaper record and then just change the parameters and plugins and stuff like that.
PS: A lot of it is happy accidents but a lot of it is really trying to perform what you want.
PS: But the difficulty is when you want to try and recreate it, it’s like “what was I doing, what frame of mind was I in?”
MC: Yeah, exactly.
PS: “What setting was I manipulating?”
PS: We want to push it into almost like a new direction. Some things you pull back on: some pop-culture references and stuff like that.
MC: Again, it’s not rules and since we’re talking about sound in space you just want to make it a beautiful artistic piece that goes well with the music rather than trying to go too specific.
PS: To marry up in the middle and create something special.
Alan Nuevo – AN: This is Alan Nuevo from Empire Report with some Breaking News. We’ve just begun receiving reports that a large industrial explosion has occurred on Mars. We now go to Victoria Hutchins who was on another assignment when the explosion occurred. Victoria?
Victoria Hutchins – VH: That’s right Alan, it was about an hour ago that I was awoken, along with many others in Port Renatus, by a large explosion. While details are still unconfirmed, a large plume of smoke appears to be rising from Shubin Interstellar Refinery, who runs a very busy geological operation here. Again, no further details about the extend of the damage or injuries have been made public yet. Back to you Alan.
AN: Thank you Victoria. Keep it here for further details as they come in, and expect a full update on Tonight’s Empire Report, 22:00 SET.
SG: I hope everyone is okay on Port Retainus.
BL: Retainus? I just met us. No?
SG: No. And now, it’s time for this week’s MVP. Come on Ben, give us the Envelope.
BL: Here you go.
SG: Here we go. Who is it it’s The Stargazer, who flew as part of the France Space Agency, and brought along his Constellation model to fly in 0g. Check it out.
BL: She took my line, check it out.
SG: That’s not your line, where does it say that’s your line?
BL: It says Ben: Colour. Orange!
SG: We’d also like to thank the members of Operation Pitchfork for sending in signed copies of their Operations Manual.
BL: Why, that’s the operations manual right here! They sent us a whole bunch of copies to our writers and Chris and everybody, ti’s a really cool manual, it even has the different patches that they’ve created. Pitchfork is a pretty cool project that we look forward to slaughtering mercilessly.
SG: THey are a very organized organization. I got a pin at CitizenCon, and we all have t-shirts in the office, they’re on it. Ben say something. Say something Ben.
BL: I did say something!
SG: I think he did say something. And finally, here’s your art sneak peek.
BL: Be sure to tune into Reverse the ‘Verse tomorrow at 11am pacific on Twitch. We’ll be talking about that art sneak peek and all sorts of other stuff you can peek at.
SG: Of course, thank you as always to subscribers for making this show possible, we will see you next week on Around the ‘Verse.
BL: Around the ‘Verse.
SG: With Ben’s new haircut.
BL: My sporty new haircut.