When will the ship status thread get an update?
That's due for an update any time now.
As soon as production helps us out, though.
James, why don't you chase that next week, see what you can find.
Community Manager
That's due for an update any time now.
As soon as production helps us out, though.
James, why don't you chase that next week, see what you can find.
No, I'm not.
Actually, they've been working on that for a while.
It's baked into the core of CryEngine. It's a hard thing to replace. Luckily, we have some CryEngine experts. It's ongoing.
I try to mix up what ships are there, because everyone in the world has a question: how often will we see [their ship's] Ship Shape updates? So it's obviously based on what people are working on and what's interesting.
There's a lot of moving parts, so it takes some time to actually schedule it out and have something that we can show.
Yes, we will have those again soon as well.
TL;DRThe text FPS update did happen late on Friday; the video version was replaced on the show by internal studio content, and Illfonic is still working on Star Marine.
There was an FPS update last week. It was on Friday, late in the evening, but it did happen.
For clarification, I don't know if he's talking about this, but there is no more Illfonic update on ATV because we have the FPS update. It just made sense.
I've seen some conspiracy crafting about this. Illfonic is still working on Star Marine. We now have a fourth internal studio that can do videos. They're all set up to share what they're working on in Frankfurt, and we just swapped that out for them, because you still get the FPS update on Fridays, the text one. So it's not a case of Illfonic being kicked to the curb or anything like that.
There was no slight. It just made sense.
Because we have half a dozen outsources: Moon Collider, other ones, Behaviour, Turbulent. And we generally don't require they do video updates. So we're going to focus on our internal studios for the news from Around the Verse on Around the Verse.
It is alive.
It's on our schedule.
For those of you who haven't seen it, there is a ship status page started by our own James Pugh in the official announcements section on our official forums.
And that will be officially updated soon.
We're rejiggering our ship pipeline at the moment, so they have to finish that work before we can do our updates.
But it's good news that we're rejiggering it. It means we're getting some more resources off Squadron 42 to deliver some of the pledge ships sooner. It's all good stuff.
So all of your ship status questions, we don't have answers for you at the moment.
No, the 2,000 players are not picked by citizen numbers.
No, they're not by citizen numbers.
They are pre-selected.
It has to do with locations and how far they are away from particular servers. It's all sorts of scientific QA stuff we don't understand.
Like Ben said, it's a very specific stress test to begin with.
I can't answer that. Probably not anytime soon. That's an optimization type thing that usually happens towards the end of development. It's just the game changes too much right now as we're building it.
That's something to keep in mind. I know people want us to go through the polish and stuff right now, but it's kind of pointless if we're not feature complete yet.
And it's always a struggle. You're like, why isn't the game out? Why isn't the game out? Why haven't you polished your stuff? And it's a constant battle we have to fight. Never going to please everybody.
That is a strong we don't know, but we're looking into it now. I got another message about that this morning. I don't think it was intentional at all.
Unless it was like a last minute fix.
Yeah, maybe it broke some other thing. We'll find out.
Yeah. Chris is amazing at coding.
He made games on his own for a while.
I mean, that's how he got here.
Yeah, he's the guy who comes up behind you and redoes everything.
No, Chris, one of the stories I've heard about Chris over the years was kind of the generic, oh, he just wants to make movies, he doesn't care about making games, he didn't do anything on Wing Commander III or IV or whatever. Couldn't be further from the truth. He loves making movies, but he is a coder at heart also.
I'll look into that. So me and Brian and Ben will try and figure out the best way to get that done.
Whenever there's something new like that, we'd love to find out about it and try to take advantage of it the best we can. One of the things that I think has made Star Citizen so successful is the fact that we will do things like work with the Oculus Rift, just technology that's a little bit out there. So we want to be on the cutting edge. In fact, Chris insisted we do a 3D version of the commercial recently because YouTube allowed that. And we did. Definitely we'd like to show these things off in 60 frames per second.
That totally implies that.
Or maybe is that just on Prime? So, on Prime it would be PvP-free, but on another landing zone, maybe not.
Yeah, we definitely want to push that, right? Where it's like, okay, you're going to expect if you land on this planet that you're not going to be able to shoot your way, but on other planets it's a lot looser and it's just kind of Wild West. I think it'd be interesting to have both extremes. And we'll have space stations in the initial Persistent Universe stuff at some point where you can fight all the time. Think about it: as the plot of the game actually evolves, who knows what could change about different planets as time goes on.
No, no. Nope.
Sorry, prospective ship thieves. So if you only backed Star Citizen for like $5 because you're like, I'm just going to steal another player's ship from their hangar, it's not happening.
So once you land on a planet, your ship is safe?
That is the plan, as far as I know, in almost every place. There may be cases where it's not. For instance, if you're doing a boarding action, no, your ship is not safe, but that's different. But as far as landing on the planet, so far as I know, that's been the plan all along, and I haven't heard anything to change that.
TL;DRPlanet environments are planned to vary with population, wealth and economy, from lush parks to dense industrial cities, plus other planet types, with basics first and procedural development being a long-term effort.
From one planet to another?
Yeah, I think he's saying, will a particular planet, is this a city planet? And can that city planet also have a forest or a marsh or what have you?
We definitely have plans for how diverse a city is. And it's according to, again, how many people live there, how opulent it is, the economic state of any given system. That's all going to dictate it. Obviously Terra Prime is probably super lush. Parks and forests and beautiful views because, again, it's opulent. It's the highest end. And you probably have a lot of space between buildings and people. We were just talking about this today. Then you have other places like ArcCorp that's definitely [not]. And there's going to be all kinds in between. There's definitely tons of planets for different, even like maybe glacier planets or water planets or volcano planets. We're even talking about stuff like that. We're going to focus on certain parts first, and then as we go, procedural development is going to be really important to get planetside laid out for more exploration. So that's a long-term thing. We're getting all the basics down now, making sure all the structure is there before we move forward and start to get crazy with the environment side of stuff, but it's definitely planned. It's definitely going to happen.
Yeah, you've got LTI, you'll have the model and the picture once those are ready in the hangar.
And that will be available from tomorrow.
Through the following Monday.
Next month's hangar flair is a fancy liquor cabinet.
And in fact, if you follow the lore builder stuff, the backers selected a brand of liquor in the Star Citizen universe they created, and it will appear in the liquor cabinet.