Upcoming Events! Community Event Calendar

Around the ‘Verse – Episode 33 Written Thursday 26th of February 2015 at 10:56am by Erris

Hello ‘Verse! Check out my notes for Around the ‘Verse 33 below! Around the ‘Verse Episode 33: Orion is now available! Positive reception Designed by George Hull Gets across an ‘alien’ vibe. Turbulent’s mini-game goes...

Hello ‘Verse!

Check out my notes for Around the ‘Verse 33 below!

Around the ‘Verse Episode 33:

  • Orion is now available!
    • Positive reception
    • Designed by George Hull
    • Gets across an ‘alien’ vibe.
  • Turbulent’s mini-game goes live today!
    • Had some issues with it, but it’s working now, so it’ll be up later today.
  • Additional Orion art tomorrow
    • Part of a no-longer-secret surprise.
    • Feedback immediately about the placement of the cockpit, so the concept artist worked on that, and there’s some new concepts for us to check out tomorrow.
    • They mention there’s some kind of ‘secret surprise’ coming tomorrow.  No idea what though.
  • Play-test
    • Thanks to everyone who helped stress-test.  Lots of people were able to play, some people weren’t able.  It’s frustrating, but it really helps CIG get matchmaking fixed.
    • They’ll do another of these events in the future.
    • More people on the second test.
  • Deep dive about mining
    • Put together by Tony Zurovec in Austin.  Goes into incredible amounts of detail about how mining is different from the standard.
    • They’re trying to approach all systems in SC with the same kind of detail.  Never just going up to an asteroid and waiting for a progress bar to tell you there’re minerals.
  • Big weekend – jump point launch
    • Late night for some in the office, but they’re proud of the releases over the weekend.  Good fiction in the jump point for subscribers.
  • PAX East and SXSW tickets still available, and the #help the herald campaign is 50% to its mark.
    • The Relay speculates the photo is of the Starfarer bridge, but AtV make no mention of what it could be.
  • PAX East
    • First chance to get hands on experience with FPS module.  there will be demo stations up, first chance for anyone to try it.
    • Also going to be showing the battle sphere, and it’s not like any FPS you’ve played before
  • 73 million
    • No more Letters for signature milestones, but the Letters From The Chairman are just to inform us about what’s going on in development now.
    • Also a star citizen community show started, hosted by Disco Lando – Wonderful World of Star Citizen.  Monthly segment.
    • First episode is available now.
  • AtV incorrectly mention that 1hundredyears (years1hundred)’s video was in the episode.  Sadly, it was not.  But it should be.  #justiceforyears  (I don’t know how hashtags work, don’t hurt me)
    • *EDIT* they do mention years1hundred later, as the MVP for this week.
  • Been running a poll for the box-art
    • 24 hours left to choose the ship you want.
    • Bengal is winning.  Ben voted Retaliator.

News from Around the ‘Verse

  • Santa Monica with Darian and Travis
    • REC – Kalix is spearheading dev on that.  Making sure everything’s functioning, getting it ready to launch with 1.1
    • Actual implementation is straightforward, when it comes to the game, but there’s a lot of effort to get it ready server-wise.
    • Teams have been killing to get it ready.
  • Hull Series
    • Hull series is a ‘freighter’ line of ships, from a super tanker to a ‘personal transport’, a bit bigger than the Aurora.  A through E.  \
    • Cargo system, as part of this ship, is getting more detail and iteration.
  • Partnering closely with UK on damage tech
    • Gladius and Retaliator – they’ll make use of the new damage shader.  Retaliator will be hangar-ready for 1.1.0, Gladius will be flight ready and will premier the new damage system.
    • Most of the heavy lifting for the new damage tech was done in the UK
    • New buzzword – Squibs?
      • When you shoot the surface of the ship, little areas can explode based off the radius of the bullet.  If you had a fuel line running through the ship, when that line gets shot, you can have a ‘squib’ effect fwoosh out some fuel.
      • Each squib can have different particle effects.
  • That’s it for Santa Monica


  • Gordon McLean
    • Gameplay programmer – started 3 weeks ago.  From Scotland
      • Doing a lot about doors.  Securities, lockdown functionality, what happens when someone’s in the way of a door, etc…
        • Automatic doors.  walk up to it, if you have the security, it’ll open.  if you don’t, it won’t.
        • There’s a new security entity.  Security levels, so owner of a ship has all access, and other people can have less access to things.
      • Part of the features is a lockdown function
        • When you’ve got a fire or a hull breach, you can lockdown doors to force themselves closed and such.  Normally doors won’t close on players, but during a lockdown, they will.
        • Can get damaged from it.
      • Lockdown – cool manual override unit that’ll be added in.  ‘emergency open’
      • Yeah.  Doors.  Cool stuff on doors.  Neat things planned.
  • Phil from the Sound Team
    • Working on audio for the prototype of the mobiGlas
      • Might get our hands on that soon
    • Audio design process
      • Research.  RSI documentation, how the feature will function, how it’s physically made
      • Combine that with what currently exist in UI’s, phone, tablets, etc…
      • Look at pop-culture references.
      • mobiGlas
        • Brand identity.  When you open it up, you know that it’s made by Microtec
        • Trouble with that is creating audio that’s appropriate for every kind of situation.  Can’t be too aggressive when you’re shopping, can’t be too ‘flowery’ when in combat.
          • He’s looking forward to our feedback on things like this
        • Bring in a sound palette.
          • Looked at water, birds, insects, brought in a lot about Glass.
          • Wanted a glassy feel.
          • Created a library that will cover all of the actions of the mobiGlas.
        • Open it up to the audio team to suggestions to iterate and iterate till there’s a first pass that works.
        • If there’s stuff we don’t or do like, post it in the forums, because they check them daily.


  • Illfonic – Creative director (missed his name), and Rodney Houle (lead designer)
    • Marching towards PAX
    • Lots of stuff going on.  Lots of people want controller support.
      • There will be controller support, but it will not be as good as a mouse.
      • Not possible to be as good with a controller as you can be with a mouse.
    • Spending lots of time getting the sniper rifle in game
      • Energy-based weapons.  There will be attachments in the future.
      • Not in PAX, but we’ll see it shortly after PAX
    • More bug fixing for PAX, and they’re ready to show it off next week.


  • Jake Ross – associate producer and Ken Fairclough, concept artist
    • Working on bringing FPS characters up to speed for the FPS release.
      • Increasing character quality.
    • Doing look development and concept work on character clothing sets
      • White collar set for Terra location.  Meghan Cheever is working with Rob McKinnan on that.
  • Ken
    • Mining!
      • Ken worked closely with Tony coming up with some early concepts for what the UI and HUD could look like for the players.
        • Subject to change, but they want to communicate the idea that there’s definitely an idea of skill that surrounds the mining.
        • Challenge of finding a way to make technical readouts that read pretty easily from a glance.
        • Have to be able to understand them, and know what they’re saying quickly.
        • Needs to be in a way that you can balance all sorts of readouts.
      • Definitely a very large importance placed on challenge and skill.


  • Back from the academy awards.  Just, you know, didn’t win it this year.  next year, Mark, next year.
  • Avenger bug – when you sit down, the rear door should close.  The door closes, but won’t open again when you try to get out again.
    • Cargo door has an ‘animation’ state, and the button has a ‘button’ state.
    • The door’s state changes when you sit down, but the buttons state doesn’t change, so the button gets confused.


  • years1hundred (WOOT WOOT)
  • Organization highlight – Valinor Aerospace, dedicated to Carl Sagan.
  • Personal shout-out to Disco Lando.
    • Comes up with no new ideas, and steals all the spotlights everyone else has done.  *shots fired*
  • One of the most important things the Team is working on is balancing AC.
    • People argue things are too powerful, so there’s a new segment starting.
  • Matt Sherman
    • Technical designer at LA
    • Weapon changes to ballistic weapons
      • Update to the Sledge II Mass Driver
      • Tiegerstriek on the Avenger.
    • Sledge has a new ammo type – 60mm rail
      • Faster moving, more damage per shot, should give the Sledge a bit more punch.
    • Tigerstriek
      • To get the Avenger feeling more in line with what it should be
      • 25mm round (40 dmg, vs 15 before), and a higher ammo box (1600 rounds total now)
    • Especially on the 325a, the Sledge II feels unpowered, which motivated them to make the change.
    • Same with the Avenger – Tigerstriek was a bit too weak, and as the signature gun on the avenger, it wasn’t living up to expectations.
    • Many more balance changes to come in 1.1
      • Great updates coming, and another balance update will come once 1.1’s out.

Ben talking with the team that designed the Orion

  • Dan Tracy, lead technical designer
  • Lance Powell, art direct
  • Travis Day.
    • First step to designing a ship starts with… pretty much these people.
    • Identify the design need for the game – the roll that needs filling.
      • Backtrack, discuss what it’ll look like, what behaviors it’ll have, how many people will fulfill the roll, etc…
    • When they start looking at a new ship design, they look at what’s in the game already, and what other future gaps need to be filled
      • For mining, the biggest question was how does mining work across the game, and how will high-end mining work?
      • Looked at PU for cargo management and how they’ll be taking on bigger asteroids.
      • Needed to come up with a larger ship to fulfill the role.
        • How will they take on large asteroids?
        • Need a ship that can handle a large beam to blast asteroids apart, grab the pieces, and refine them.
    • The Orion needed to
      • Mine
      • Have a tractor component
      • Have a refining component
      • Needs to be a level feel to the ship, so PC’s can walk around
      • Visual design comes after deciding what the needs are.
    • Lots of reference pictures to make sure the interior works, make sure the ore flows through the ship to get deposited where it needs to and such.
      • Individual tractor beams that pull in smaller sections of ore, churn through the front, deposit them in the back after they go through the ship.  Sounds incredibly complex.  And awesome.
    • The ship is a level.  Player needs to have things to see, things to engage with.
      • Wanted it to feel like a refinery on the inside, dirty, mechanical, lots of heat.
      • But the player needs the ability to watch the whole process.
      • Kind of like a car-wash.  You can walk along and watch while your car goes through.
    • Heard it here first!  Star Citizen.  All the fun of a car wash.
  • Teases!
    • Next ships they can talk about
      • Hull Series
      • Starliner
      • Espera Prowler
      • Endeavour
      • Crucible
      • Reliant

Art sneak peek!

  • Doors and… modular designs for a cutlass it looks like.  Toilets, showers, weapon racks again, lots of images.
  • First concept art from Foundry 42 for the Modular cutlass.
  • Cutlass is available as a fry-flee ship this week.  Cutlass Black can be flown
    • Cutlass blue can be picked up in the store too.
  • Tarantula gun will be available for purchase.
  • Team is hunkering down for 1.1, so send them happy thoughts
    • ‘Busy couple of weeks here’
    • It’s ‘on the horizon’.  Next big AC release, and there’s a push to get it done.



Erris is Canadian. He does some random things for Relay, no-one really knows what, but still they're stuck with him. He’s also written one Young Adult novel that he can’t stand, which can be found here.

You can find him on Twitter too, if you want.