Developer dossier

Ines Caldas

Gameplay Programmer

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2023–2024active
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2023 · 6
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If I am in loot goblin mode, can I still loot a corpse at once or do I have to click on every single item now?asked by Wieborg1978

Ines CaldasGameplay Programmer

So yeah, I can take that one. Certain items like consumables and throwables will have an option to take all of those, group per group. One of the great pieces of feedback we had on the inventory, for example, was the option to move all. So obviously this loot screen is trying to make it easier for the player to loot NPCs and things like that. So yeah, we will have the option.

Star Citizen Live›Q&A: EVA & Personal Interactions·
Published on this date.16 Feb 2024
EpisodeInventoryNPCs & AI

Did some of those interface options have to change from Squadron to the PU, just for the sheer number of things in the PU that can be looted?

Ines CaldasGameplay Programmer

Yes, it's a concern in terms of the user experience and UI design that we had to rethink, and we made a few changes, because, like I said, in the PU we have a great number of items that we have to fit in this one screen that's supposed to be easy to read and quick. So, yeah, that was a bit of a challenge.

Jared HuckabyHost, Community

How's that work going?

Ines CaldasGameplay Programmer

Yeah, it's going well. We'll be hearing about it soon.

Jared HuckabyHost, Community

I think we have an ISC on it in four weeks or something like that.

Star Citizen Live›Q&A: EVA & Personal Interactions·
Published on this date.16 Feb 2024
EpisodeUI & HUDInventory

How will the new PI system interact with and control ship dashboards and consoles?asked by Garneth

TL;DRIn 3.23 cockpit controls still need interaction mode with a cursor, using a prompt and a right-click wheel, and after 3.23 they want free look to handle interaction directly, with a cursor on the MFD screens.

Chris ParrySystems Designer

So for 3.23, it's very similar to what it is right now. You still have to go into interaction mode and move the cursor around. Instead of the floating text to choose the different interactions, you'll see a prompt now. It'll just be one option to click on. But then you bring up the wheel with right click instead of left click. And then you've got the options that you would normally see as a list there on the wheel to select from. Moving forward, sometime after 3.23, we want to make a few changes so that free look actually becomes the mode you look around and interact with in the cockpit. So no more holding F and then moving the cursor around. The idea is more that in free look, you're just looking around and you're seeing the prompts come up more naturally. It's similar to the game when you're on foot, and we think it works a lot nicer. In addition to that, we want to have the MFD screens show the little cursor on them as your camera's focusing on them in the center of the screen. That gives you a nice accurate way of selecting things all in one mode, without having to move into a different mode of moving the cursor around with the camera moving slightly with it. It just feels like a smoother experience.

Ines CaldasGameplay Programmer

Yeah, so we had to try to compromise a little bit on the dashboards, because obviously having the prompts on every single button while you're flying a ship is really not a nice experience. So that's why you still have to go into interaction mode, so that way you have full control of it, and we try to minimize the disruption to the player. Like Chris said, we have a few ideas that we still want to do to make this experience the best we can.

Star Citizen Live›Q&A: EVA & Personal Interactions·
Published on this date.16 Feb 2024
EpisodeShipsUI & HUD

How does that still include the physicalized touching [player-animated interactions]?

Ines CaldasGameplay Programmer

So we still have physical player-animated interactions. We need a cool name, but they are not coming for this next release. In terms of code, it's not a massive change, but it's a big effort to bring it to everything we can interact with in the world. We have to have certain constraints. The items have to have a specific orientation so the player can drive the hand, so he can orientate it. It's a massive effort from other teams, so that won't be coming in this next release, but it's in the works.

Star Citizen Live›Q&A: EVA & Personal Interactions·
Published on this date.16 Feb 2024

Really excited for the IK-powered interactions with buttons and control panels. Any thoughts at this point for interactions that are out of the player's reach?

Ines CaldasPlayer Interaction Developer

Yeah, so we didn't show any, but we do have a version that we're calling for now Bluetooth, and the naming is still not [final]. I wanted like Luffy, you know, like Rubber Man, like you actually go and touch the buttons, but no. So the version we have is the player will play an animation of interacting with his mobiGlas, and we have an animation on the screen as well telling that he's interacting with the object, and then we trigger the interactions.

Star Citizen Live›Ask the Devs - FPS and Flight Teams·
Published on this date.17 Nov 2023

Following up on that, are there going to be ship interaction animations when using a ship touch screen, or is it only for physical buttons?

TL;DRComplex touch-screen interactions on ships aren't planned for now, since they're hard to balance and a hand would obscure the UI, though hand poses at terminals and kiosks are still being discussed.

Ines CaldasPlayer Interaction Developer

No, we do have some physical interactions with some UI screens, like we showed for the elevator panels, but any more screens with more complex interactions, we are avoiding it at [the moment]. It's a bit hard to get the balance. We want to do some search or do certain operations in the screen, so having that doesn't really work very well. We talked about maybe having a pose on a player, having a bit more connection, so maybe we actually see the player with the hands on the sides, not for ships, but at the terminals and kiosks around the game. But all this is still, we're still discussing options, but at the moment we're not thinking of adding [it].

JensFPS Engineer

I would just quickly say that one thing for me that was important is that if you start putting the hand onto the UI and it's quite a high-fidelity UI, then you start obscuring the UI. So I always felt that would kind of lessen the... you kind of want to bring the UI in focus, right? And you want to use your screen space and you want to see what's going on there. You want to see all the little interesting transitions and interactions. You don't want to see a big hand covering everything interesting happening.

Star Citizen Live›Ask the Devs - FPS and Flight Teams·
Published on this date.17 Nov 2023
EpisodeUI & HUDShips

Can we expect to see IK button interactions on things like shop kiosks? I think it'd be really neat to see others do it, but it might be obstructive to your own view, possibly.

Ines CaldasPlayer Interaction Developer

Yeah, we kind of already touched that.

Jared HuckabyHost, Community

You were right. It would be obstructive.

Star Citizen Live›Ask the Devs - FPS and Flight Teams·
Published on this date.17 Nov 2023
EpisodeUI & HUD

Will the looting screen be extended to armor and undersuits at some point?

TL;DRThe looting screen will be extended to armor and clothing in the PU version via a secondary view, but it needs rework for the persistent universe and they won't give a release timeframe.

Ines CaldasPlayer Interaction Developer

It will. We're working on it. So yeah, the PU version will have armor and clothing. Basically, we'll have two views. So we have the main view, which will be very similar to what we showed at CitizenCon. And then the secondary view that the player can go to by using a keybind, a shortcut, that will bring up either clothing or armor depending on the context, and all the similar operations we currently have for the other ones.

Ines CaldasPlayer Interaction Developer

Yeah, I think our main concern at the moment: it's very clean because for Squadron, we have a very controlled limit of items that a player can carry. The PU can go wild with heavy armor. So I think, yeah, we are in talks with UI and the experience teams to try to balance it out, get the best experience, but try not to clutter as much.

Jared HuckabyHost, Community

We touched on it with the UI team. We had the UI team on last week, but it bears repeating here because not everybody can watch everything that we do. These Squadron 42 technologies, these UIs, these features and whatever, they're not just brought over to Star Citizen by checking the multiplayer box. A lot of these things have to be reshaped and reformed to work with the persistent universe, with a persistent universe that's continuously evolving. When they were first developing Squadron, they might have included the way the PU was working then. But it's always this thing of them diverging and then bringing them back, and then diverging and then bringing them back. We're in the process of bringing them back right now. So those adjustments are what's going to take some time, and why we can't say that this will be out in January or February.

JensFPS Engineer

The one thing I think of when I see that question is always, so for me, you have the two screens, right? So you have the first-person screen, the loot screen, that's all about, I'm in the middle of combat, I need some ammo, I need some grenades. And I got the big screen where I'm a paper doll, I'm in the middle, I can dress myself, I can move things between bags, I can have, here's a bag with all the helmets I've collected, here's one with my favorite knick-knacks and whatever. And it's funny when you say that, the first thing people ask me is, where's armor? It's like, in the middle of combat, I need a quick way to completely change my outfit, because this encounter will not go well unless I'm wearing that pink helmet.

Zac PreeceFPS Designer

It is the screen as well. It is game-changing. It is so nice. It works like you'd expect, and it's just fantastic to use.

JensFPS Engineer

Yeah, I think if you get it for the weapons, even if you don't get armors, it's still such a win.

Zac PreeceFPS Designer

When you're panicking, you need to grab a medpen, you just have that. Again, it's that fluidity, right? It's like, you've gone in, you grab the thing, it's done what you'd expected, and it's like, yes, I'm in the zone.

Star Citizen Live›Ask the Devs - FPS and Flight Teams·
Published on this date.17 Nov 2023

One presentation showed off pouches we can attach to our gear to add additional storage space. Another presentation showed a more limited inventory window made for easy looting. Will the two systems work together, or are pouches already being phased out in favor of a streamlined Squadron 42 inventory system?

Ines CaldasPlayer Interaction Developer

There will be pouches. They are in concept. They will work with the inventory we're showing. There's some concepts to be on the looting as well. And that's all I know.

Star Citizen Live›Ask the Devs - FPS and Flight Teams·
Published on this date.17 Nov 2023

What about magazine repacking? Having multiple magazines with only a few rounds is quite annoying.

JensFPS Engineer

I mean, [Ines has been working] on the looting screen. We actually showed a little bit of this.

Ines CaldasPlayer Interaction Developer

We did, yes. It's probably a bit quick. It hasn't been balanced at the moment. So we call it the ammo repacking. So the player can trigger it for the different magazines using the looting screen, but the player can also trigger it outside of the looting screen. So if he's holding a weapon, he can trigger the ammo repacking using the same keybinding for the looting, and that will trigger the repacking for the magazine that we're currently holding. But yeah, the skill balancing at the moment is really quick, so there's really no consequences of using it.

Star Citizen Live›Ask the Devs - FPS and Flight Teams·
Published on this date.17 Nov 2023

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