Citizens! Welcome to The Relay’s coverage of the 62nd episode of Around the ‘Verse!
– A shocking vid out of the Corel system of prisoner abuse.
– Can people be too happy? Crusader Industries introduces the new Exhubilant system.
– Settlement Day Festivities!
– Welcome to Episode 62!
– Avenger is on Free-Fly. Foundry 42 are working on various variants for the Avenger, including the 2-seat variant, and various combat variants. More on that in the near future.
– Work on SC continues. 1.2.1 is being put through its paces for release soon. 1.2.1 will contain balance changes, as well as initial updates to Social Module, making Arc Corp more interesting. PTU soon.
– Tickets for Cit Con will be printable 1 week before the event. 200 people will be able to take a tour of the Concord, and there will be other goodies and swag as well.
– First Subscriber Only livestream was held on Wednesday, with Chris Roberts. They’ll try to do shows like this once a month.
– For those who missed out on the Wall of Honour, it’s shown.
Santa Monica – Darian Vorlick
– Production / Design / Engineering – Kirk Tomay is working on the greyboxing of the Herald ship.
– Calix and Matt are working on balancing for the 1.3.0 patch that’s coming up soon. Getting lots of feedback from players for that.
– Also Calix has been working on new weapons, such as a Mass Driver, and a Ballistic Cannon. One s2 and one s4, should see them to PTU soon.
5:10 – Austin – Jake Ross
– Social Module v1.0
– Coming up on the milestone deadline. Things are coming together for the next edition.
– Working on props to flush out the area. A second section of Arc Corp will be opening up – a construction zone. Patrick Thomas has been working on that.
– Working on the Million Mile High club. Goes to the first 100 backers who gave 10k. Private lounge for them.
– Working on a prop for the character loadout selector. In the next release, we can pick from loadouts with an interface that will be in-fiction. Working on a prop for that interface.
– Working on female locomotion set. Male set is in, but they’re working on female model soon.
– Working on the Hurston whitebox.
7:50 – CIG UK – Ross Tregenza and Darren Lambourne
– Sound Designers in Audio dpt. of F42 UK.
– Darren’s been in the industry for 20+ years, 60+ titles. Working on ‘ship audio v2.0’, which will give each ship a signature sound. The resonances and such from the physics applied to the ships.
– Ross came from FPS background – composer on Timesplitters 2 and 3, did some work on an Alien title, and on Crysis 2 and 3, and on Homefrunt Revolution. Working on ambient sound design, making it feel like areas of space are vibrant and alive (or dead, as required)
9:55 – Frankfurt – Brian Chambers
– Engine prototype for procedural planet generation is done. They’ve settled on a solution they like that gets cool results, from far out to close in.
– Work on ragdoll animations. Now have going in and out of ragdoll to animation and every combo in between, as well as procedural hit reactions. It adds little details.
– Procedural hit reactions – less repetition. It’ll depend on trajectory and velocity and such.
– Working on a new gameplay mode for FPS right now as well. No details though.
– Cinematics are making good progress. We’ll see a snapshot of where they’re at at CitizenCon.
– Weapons – working on new ship weapons that’ll be released shortly.
– Also integrated some new CryEngine animation tools that have a new attachment feature, allows for faster setup and such.
12:00 – Stairway to ArcCorp – Fan video
JP: Thanks guys I’m here with CIG supervisor Forrest Stephan. Forest good to have you back man.
FS: Yeah man.
JP: Been awhile, your first repeat interview, are you stoked?
FS: yeah I am, I’m super stoked
JP: Yeah you looked pretty stoked
FS: I’m excited, what are we going to talk about?
JP: Alright man, well since you were last here you actually go a promotion, why don’t you tell everyone what you’re doing now
FS: Well it’s the same thing
JP: Same thing?
FS Yeah, do CG Supervisor I don’t know, a lot of the same stuff right, make sure that all the tech stuff is working, making sure that the artist have all the tools they need to make the awesome stuff we get to see and play everyday, make sure that the tech is as efficient as possible, that’s kind been a big part of it, is making sure the games runs well and stuff. But to make sure that in this case, you know, we’re working on characters, characters,characters,characters and so were trying to, we got a big Citizen Con demo coming up and it’s going to start having some characters in it, so we’re putting a lot of effort to make sure they look extra sweet
JP: Nice, So how are the characters looking? I know you’ve taken over that pipeline, trying to get it ready.
FS: It’s looking AMAZING, Of course
JP: is that because you took it over?
FS: No no no, it’s a team effort, actually i’ve been really lucky, I’ve had omar, who you guys have met a couple times, he’s been helping a lot, and then allie also, obviously our graphics director has helped kind of define the initial steps for the character pipeline and then oaka has actually rigged the shader tech that is required for the new characters, so I’m very excited about the new characters because we’ve done ships, we’ve done environments, and we haven’t done characters yet. I mean we did some but they were more like test cases. So for citizen con, will be the first time we show off our new characters, and its gonna be awesome.
JP: Yeah it was almost in the beginning or previously, everything was focused on ships so there were character models but they weren’t what we expected the finished product to look like.
FS: that’s right, so everything we that we do, every discipline, we tend to take a stab at it, see where we’re at. then we build the tech we want to drive the game for the next 5 years or however long, and so in the case of the ships, you guys all like the damage tech right, we did a lot of efficiency things where we started using tiling textures and all this stuff right, and then make them more modular. For environments we used a modular of systems, everyone saw it first with the hangers they built out, and modulely builds out all of our levels, are this kind of modular structure, and uses a lot of the same shader/tile techniques that we learned with the ships, the VFX, you know, we take that to the next level and you know and instead of using just standard build boards and stuff we started pushing more more more more and starting getting very nice looking volumes in these 3D shapes, we kind of push the explosions and you know, just like in that not less 2D fill but more 3D cinematic feel, and it’s the characters turn and that’s what we’ve been working on the last 5 months and stuff. to make sure the characters live up to the standards of the rest of the game, but obviously with the persistant universe. Customizing your character is super important and we wanted to make sure that all character whether squadron 42, persistant universe, characters in arena commander, the overall quality of the characters, are very high triple A standard and efficient, So, kind of what we did, was we took the approach of going with the Tiling textures what we did for the ships, environments and it basically, kind of allowed us to create this very high quality pixel density so when you get close to the character you kind of have that, nice fabric look and it doesn’t break down with this blurry low res textures that you would normally be required for an MMO and then all of our textures are basically small like 256×256 textures and then we have these colour maps that allow us to break up where the different materials happen and started to become a more and more common technique. I think a lot more games will do it. but games have done it like the infiltrator did it in their demo but we actually do it in real time in a game environment that actually gets the frame rates required to do it in an MMO environment, and so were able to carry our colour mass and create like our prescenement materials and then we create all the warm materials and then we are able to blend in between them also with where masks and dirt masks and stuff like that
JP: So uh what characters are you working on right now.
FS: We’re currently working on characters that are going to be in the citizen con. So I can’t give away who’s going to be in the citizen con. what characters are going to be in the citizen con. It’s going to be very exciting, very exciting.
JP: There’s a salesman in you.
FS: But you know we’ve been working on it for awhile now and a lot of other people have been working on it for awhile and other people have been putting a lot of effort forth to make this demo pretty spectacular and it’s starting to shape up so you know, that’s whats kind of exciting, seeing the light at the end of the tunnel and we’re closing in to the end, So probably kind of like the show and what we’ve been saying is the deck crew in the BDU, so that’s a big role in the star citizen universe, for squadron 42, for the storyline so yeah basically it allowed us to take these two characters that we’re going to have in citizen con and really flesh out this tech with them. and it also allows us to do something what we call the item port system, which allows us to swap out different elements of the character so the way the characters actually work now, now that we kind of have it all figured out and wrote all the tech is you have a hand then you kind of got a half roll up on the sleeves.
JP: Almost up to the elbow or something?
FS: Yeah, up to the elbow for the roll up sleeves like a half and then you have the three quarter for the T-shirt then you have the tank top and it goes here. and it kind of swaps in and out depending on what clothes you’re wearing to make it efficient you know when it’s on top of other stuff. Legs, Same thing, then you got your feet, you got your legs so you can have shorts or short shorts or longer shorts. Pants and you can swap all this stuff out right, and you know different kind of T-shirts different kind of pants. Torso separate from the legs, arms are separate from the torso, the head separate from the torso, the Hats are separated from the heads, the shoes are separate from feet so you can swap out different shoes, swap your hats, swap your helmets in and out. And then obviously you would have these materials that drive each of these elements are separated and allows to do complete customization. Also because we kind of have this new tech, a lot of our colour information that comes into the textures isn’t baked all into the texture maps. So what that does is allows us to do massive colour variations for persistent universe customization and also it’s required for a lot of our game design, like the deck crew for example has multiple variants that all have their own specific job roles and so each one kind of like a real deck crew in real life has their own colour code per one and instead of having to build all these textures which is massively expensive, it allows us to do more code driven techniques to actually change the colours of these characters and then that falls in line with the persistent universe, where you want a T-shirt, there’s going to be different colours of the T-shirt, and obviously dresses,, shorts, pants, jackets, vests and whatever crazy costumes that we’ll come up with for these futuristic characters.
JP: yeah I’m personally very excited to see characters,I mean we’ve had ships for a long time, the ships are awesome but making the verse feel like home I think you need to have characters and character models out there so we can really feel like a huge world and really excited you guys have been doing some crazy work up there.
FS: yeah it’s very exciting. We always put a lot of effort, you know we’ve worked with prelateral and we have some great guys in the U.K. Vneet, John jones, Andy, Tilsy, that’s all been kind of really concentrating on making sure that our heads are coming in, because we’ve scanned 120 heads. and then you know those are shown to sean tracy in austin and he’s done an amazing job on making sure that’s setup and it’s a huge teamwork and concentrating on bodies and jumping on heads here and there and concentrating on tech as well. So we all kind of steering it, keeping it all together, keep that visual quality up. To see some real characters with real personality and acting and life, finally will be a first time you really feel the power of the story of star citizen and the power of the story of squadron 42 and it’s going to transition from this environment that you kind of playing in but not really know what you’re playing in and this will be the first time you’re getting that feeling you’re in something, apart of something.
JP: Exactly, you see the bigger picture,
FS: and there is a lore and we’ve read the lore and now we get to actually feel it and get the emotion from it and all that stuff.
JP: And man that’s awesome. Thank you so much for coming on. Pleasure having you. Go on, show them your hair though.
FS: oh because I cut it all?
FS: *Groans* I cut it all off.
JP: Back to you guys!
BL: Thank you very much Sandi. I’m sitting here with, the man everyone already knows, Chairman Roberts and we are celebrating 25 years of the original Wing Commander. Did you ever think you would still be making space games 25 years later?
CR: I’m not sure I’d thought about it, I mean, when you are like 21, 22 you don’t think about what you will be doing in your forties. I certainly know I love making games and I love space so I don’t think I was thinking of not making games. I’m not sure I was thinking of that I would make as many of the Wing Commanders and do as much space stuff as I did ‘cause I actually like fantasy and a whole bunch of other stuff as well. So no I wasn’t, I was just in the moment making Wing Commander at the time.
BL: Where did the idea come from? What was genesis of Wing Commanders?
CR: Well I think I’ve talked about this a lot. I think most of the people that have backed Star Citizen are science fiction fans, so I grew up as a big science fiction fan, obviously I’ve said that Star Wars was a big, eight years old I saw the first episode 4 and my father took me and my brother to go see it and I was like “wow that was a world” that first time I was like “okay I believe that world”, we went home and built like X-Wings and Tie Fighters out of Lego before Lego had X-Wings and Tie Fighters.
CR: And I love science fiction just in general as a genre. I’ve read, you know, a massive amount of books whether it’s Heinlein, to Asimov, to Ursula K Le Guin. Joe Haldeman’s The Forever War was actually one of the inspirations of part of like the idea of Wing Commander which was this war which was a big ongoing war that never seemed to end. And, so yeah, I just always wanted to create an experience on a game that put me in a universe or a world in the same way as when I first saw Star Wars and so that was one of the bigger inspirations.
CR: I also was a big military history fan so World War II was a big area of interest, I think it for a lot of boys growing up in England. I was kind of fascinated by the war in the Pacific and that was sort of the model which was the Kilrathi were the Imperial Japanese Navy and the Confederation was the US Navy and Marines. So I took some historical backdrop and combined it with the science fiction setup and universe to create this ongoing war in, in the future and against the backdrop of dashing space pilots.
CR: Things like Top Gun and all that are obviously other parts of inspiration of that time. Top Gun came out a few years before Wing Commander, and I was first over in America and I was working on Times of Lore and that was yet another, pretty cheesy now but back then it was pretty cool, movie that was all an inspiration for the pastiche of elements that made Wing Commander.
BL: How did you sell this game to Origin? Because everything they did before was much smaller scale; it was very roleplaying orientated and this, to those of us on the outside it seemed to come from nowhere.
CR: It was different. The first game I worked on at Origin was Times of Lore which was more sort of fantasy role playing. It was this top down game that had the look of Gauntlet but you could talk to people and you had conversation branches and trees. Which was actually one of the first times you saw that in an interface that way in a computer game with icons and stuff because I wanted to take the Gauntlet style of game play but make something that had a story and was deeper which is sort of a common theme.
CR: And then I was just got Times of Lore out which was well reviewed and did well but it didn’t do as well as I would have hoped it was going to do, partly because I’d made a game for the Commodore 64 and built it to fit inside the memory and load. In the UK people didn’t have hard drives so you had to load of tapes so you couldn’t just go back to the hard drive to bring in new data. And so I made it all, did a bunch of technical tricks to make the resolution appear higher than it was and compress and fill the data. So I was quite proud of the technical tricks but the people over in America with Commodore 64s with floppy drives were like “Ah you know” because they were just putting in floppy drives streaming in whatever data fairly quickly, I mean not now but back then it seemed like it was pretty quick.
CR: I felt like, at that point I was playing around with, I wanted to do a science fiction game because that was one of my big loves. And back in the old Origin days I wasn’t an employee so, Origin, this was before EA bought us, Origin even included Richard, Richard was treated as a developer that was a published by Origin and so that’s what happened with Times of Lore, they would advance you some money that you could spend on your game or hiring someone to work on your game but you had a publishing contract with you weren’t an employee with them. So I had an office in Origins but I wasn’t an employee. So me working on what I wanted to work on was up to me, what I wanted to work on.
CR: I started to research science fiction game I was going to do which originally I was calling Squadron. And originally it wasn’t going to be first person 3D which is what Wing Commander came out, it was a more tactical, top-down, bigger ship combat. I was sort of going through reading books, looking at boardgames and just looking for general inspiration. And I decided that I wanted to create a game that was more visceral that put me in the cockpit. The work that Larry Holland had done on Battlehawks ‘42 had shown a way to do it in 3D, to deliver detail in a 3D ship, in this case an aircraft from 1942 fighting in the Pacific Theatre, in a way that you couldn’t do at that time in 3D. 3D, straight polygon 3D, was very simple and basic back then so I didn’t feel like it had the detail I wanted to render ships in but looking at what Larry had done on Battlehawks ‘42 I said, “Well I can take this” and I had a routine I had written for scaling and rotating sprites very quickly and fast, and so combining that if you rendered out all these different views of a ship, you could take these sprites that were essentially much more complicated, compared to what we use now nothing, but back then, you could only render offline and I think we used one of the very first Amiga 3D programs which I think eventually came out with the toaster and all that stuff which I guess became Lightwave.
CR: So we built these ships in 3D and pre-rendered out the different views and it afforded to have this higher level of detail that at the time you didn’t really see in 3D, and you know put the cockpit there it was a big thing for me to have the point of view and see your hand on the joystick and your knees, you know, and the cockpit around you and see damage when the ship’s getting damaged and stuff like that.
CR: But no one at Origin was interested at all but I worked on this project myself as a skunk project and begged, borrowed and stole some time from people like Dennis Lubay to help do some graphics and if you see the running in Wing Commander that’s basically shooting video, I think that was Paul Isaac who was the programmer who worked with me back on Times of Lore and then eventually he came across to help work on Wing Commander, running on a treadmill filmed and we rotoscoped that into the graphics, I can’t remember it may have been my hand on the joystick and in the cockpit but I can’t remember which we did there.
CR: I basically put a prototype together where you could be in the cockpit flying around showing how the 3D, how it would look and feel, shooting some ships and stuff and then I showed that to Robert and I showed it to Fred Schmidt and I showed it to Martin Davis to show what I was working on. And they got very excited by that because it was very different from what Origin had done before. So that was the point that I started to get some traction for the game. And then it went from there. It was in the early stages it was all about Ultimate this and Savage Empire that, and then when Wing Commander became a hit it sort of became the second Origin franchise.
CR: But at the beginning it was mostly because I had this idea and I wanted to prove it out, and I put together a proof of concept that I think is a way that I work. I like to see how it all comes together and play with it visually rather than just pitch an overall design that’s a bunch of words, I want to put something on a screen so you can get a feel of the emotional reaction . Which is kind of the same thing I did for the Star Citizen crowdfunding campaign where I put this prototype together to show this is what the space ships can look like and this is what the scale can feel and look like using all these tools we’re going to use now and actually if you go back to the 2012 presentation it looks pretty primitive to what we’ve got now but back then I think it was pretty impressive. But that’s kind of how Wing Commander sort of came to be at Origin.
BL: You mentioned Star Citizen, how does working on Star Citizen differ from Wing Commander back then?
Well there’s a different scale of the project, obviously Star Citizen is spread between multiple locations, so you know we’re here in Los Angles, were in Austin, were in Manchester, were in Frankfurt, we got partners in other areas like Montreal and Illfonic’s finishing up FPS in Denver so we’re pretty spread and we have well over 200 people, actually more like 300 if you include contractors working on the project. Back when I was doing Wing Commander, we were in one location, we didn’t have a network, internet didn’t exist back then. So if people went between sharing some code, they would take a floppy drive and walk it to someone else’s machine called sneaking, is how it was phrased, and you know the team was pretty small.
CR: So the first year of Wing Commander development was pretty much just me, Paul Issac came out in the end and sort of adding in and helping out a bit, dennis lubay did most of the graphics back in very early period and he had done a bunch of stuff on alpha and on times lore and working with richard and then as we got further in and sort of got more of the backing and enthusiasm we sort of added up more people, got thrown onto it but you know in the early days it was like lead johnston, daniel burbanary if I pronounced that right. and the team sort of grew for the last 6 months to try and get it out for the all the important christmas season.
CR: So we went to show it at CES in 1990 and CES I think back in june and we sort of had this monitor and some speakers and people weren’t really expecting anything from us and we sort of played some of the space combat and like the scramble mission with the sort of now very famous Wing Commander frame that was done by dave govert and the fatman, and you know it sort of drew crowds and everyone was quite excited about it. So when we went back, well shit we gotta get this thing out for christmas and it’s not like now where you can sort of have it, oh we’ll release it on september 19th and everyone can download it then,I mean you gotta get it manufactured, put into boxes, shipped out to the store shelves, we had to have it wrapped up for september in fact we may even had to master before that if I remember correctly, maybe beginning of september or august.
CR: So we sort of threw more resources in, so there were a fair number of people that came off of richard’s game for a period of time to help out. so heb miller was one of his long term programmers, infact when I came to origin he was the only programmer apart from richard working on ultima and he sort of did the sound system. John Miles who I worked with a lot, helped a lot with the graphics side and we had people like Ken Demris, came in to do the AI, which Erin was over from going to university in england and erin did the scripting and we had Jeff George who did the paper design and you know it was pretty interesting in Wing Commander we didn’t really balance anything, it was all sort of designed on paper and the missions that everyone played were the missions that were designed on paper from the beginning. we didn’t even adjust, I cannot recall an instance where we adjust the numbers that we came up for the ships or the mission design and we had a few other people help out like steve Mucco, steve beeman. So I think I’ve got pretty much everybody, and if I don’t I apologize, there’s a bunch of people in QA and we had various sort of sound and other stuff that was happening.
CR: Mark shaff did our sound effects but anyway it was a much smaller group than what we would have now, so you do have the advantage of not having the communication issues or the complexity or scale issues, the game was obviously much similar in terms of what you’re doing and it’s been a long time since I looked at the code, you sent me oh here’s a zip of all the Wing Commander code, oh wow look at how small this is for me to see. So yeah it’s a difference in scale, and now there’s just a lot more complexity in simulation there’s a lot more communication you have to do, I mean you can do a lot more, so that part is exciting and I can make a much more interesting and living universe with what we’re doing with Star Citizen, so yeah you know I’m not sure I miss the old days, it was certainly quicker to make games back then. because Wing Commander was 18 months from start to finish which would be nice to do something at 18 months in today’s world.
BL: Alright so you know I’m going to be streaming Wing Commander on saturday. Kursawa 2, How do I save that Valari.
CR: Well the way I used to do it when I did my play through was I would do a lot of taunting, so the key is to, I think it’s the graphers right? To get them off the ralari as quickly as possible because the valari doesn’t have a lot of hip points, I can’t remember if we sort of gimped it, or already started it down or didn’t have as many hip points because we may the Karathi ships a bit weaker than the human ships. But that’s kind of the key or at least it was for me, I also think depending on which wingmen you select that would potentially help. But yeah I used to afterburner in, taunt as quickly as I could to get people onto me and I would fight then and then if you do it quick enough you get it, but that was definitely the hardest mission.
BL: Do you have a favourite wingman?
CR: My favourite wingman, I don’t know it’s sort of, probably would be maniac, so… you know it’s, he’s certainly the wingman people remember the most, if it wasn’t maniac, it would be hunter or paladin. Those would be the three. but I would say It would be maniac just because he was the strongest personality.That was one of the times when the game first came out and back then you didn’t have internet but you know you could go on bulletin board and read what they’re saying and people were discussing the wingmen, the wing woman, wing men, Wing people,
CR: Wingmates as real people. they weren’t discussing them as like well if you take so and so then he’s best for this mission or she’s best for this mission, it was like this person is a complete asshole, I hate him, you know it transcended the normal sort of computer gameness of it and became more like a personality associated and people were in that world. that was sort of the moment I think this is it, this is sort of whatever it is coming together like that, that works to pull people into the world and that’s where it took it from there to Wing Commander 2, and doubled down on building out the world and the characters and stuff.
BL: Well you certainly got me into the universe, but yeah thank you, any final thoughts on 25 years of Wing Commander?
CR: I mean to be honest I wouldn’t have ever guessed I would be sitting here talking about Wing Commander 25 years on. Also I’m always constantly honored, flattered every time we go to gamescom or citizen con and I run into the people who have supported Star Citizen. So thank you all very much for supporting Star Citizen. The amount of people that come up and say I played Wing Commander when I was 12 and 14 and it was my first gaming experience and I fell in love with it and made me want to go out to be a computer programmer or become a pilot or do all these things were for me, you know, my version of that was I saw Star Wars, I didn’t think anything I would do would have an impact on anyone else. So just to actually realize that I all these years later is pretty special, it’s only recently with the internet and the ability to directly connect to lets say the community like we’re doing now, that you get to interact with people that have played your stuff. The old days it’s all well, got good reviews but you’re off to the next game and didn’t have that human connection. It’s really awesome, it’s really nice to , you know, anyone that, does something and cares about it. other people play it and get enjoyment out of it, it’s the best thing you can get out of it. So that’s a gift you know, Wing Commander gave me and you know, I’m always flattered,humbled, pretty amazed by that. That’s cool! Thank you for the folks who have played Wing Commander so long ago and wanted to see the next generation space game and supported Star Citizen. Thank you all very much.
BL: Alright we’ll see you back in 2040 for the 50th anniversary
CR: Yup there you go!
– Challenges with an asymmetrical ship, as well as modules.
– Slated to kick off modelling early next year. What htey have right now is very Work in Progress.
– Caterpillar is very asymmetrical, which is cool for the ship, but can be difficult for the dev team.
– Lots of conversations about the best way to set the ship up.
– The Cab of the ship, the command module, is symmetrical to itself, as is the hull, even though the cab is off on one side. Makes things easier for CIG when they balance things out. It’ll help with balancing thrusters and with the feeling of flight in the game.
– Cool thing about the Caterpillar – the command module can detach from the hull. They’re being built as two different ships, essentially.
– Spending a lot of time balancing the layout. Randy Vasquez is working on the ship right now.
– Biggest challenges – making sure all the people and components can fit in the cab of the ship. Since it detaches, lots of the pieces have to be attachable to the command module so it still works when it detaches.
– The Cab will have different roles when it’s detached and when it’s not. When attached, it can interact with all parts of the ship. When detached, it won’t be able to.
– WiP images of modules – Medical Module, personnel module, workshop module, and a cargo module.
– Screenshot of tons of different modules as well.
– Star Marine status update will be up tomorrow, as usual. In the process of closing down Star Marine, there’ll be something to us soon. They were getting ready for a company-wide playtest on Tuesday, when the episode was shot, so hopefully we’ll get results on that next week.
– Ben Lesnick will be hosting a Wing Commander stream, Saturday, at 12pm Pacific time. Ben will play through the entire original Wing Commander from start to finish. Historical commentary, special guests, and raising money for Extra Life!
– Getting ready to kick off the Endeavour sale. Expect details on that very soon! It’s 200+ meters long, it’s a very big ship.
– Looks like a module for some sort of a ship. Maybe the Endeavour? Looks like a cutaway from an Endeavour hospital pod.
– And then it expands and shows more and more… uuuugh want.