Developer dossier

Thomas Hennessy

Video Producer

All 29 answers
29answers
2015–2016active
Reverse the Versemost heard in
Community & eventstop topic

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2015 · 4
2016 · 25
20152016

Recent transmissionslatest 20 of 29

A lot of people are asking about Brexit [and what it means for CIG].

Thomas HennessyVideo Producer

I don't really think we know anything.

Ben LesnickCommunity

I think nobody knows anything at all. It's certainly touching that there's so much concern from Star Citizen backers. I don't think anybody knows what's going to happen right now.

Thomas HennessyVideo Producer

It's too early to know anything.

Ben LesnickCommunity

And I think it's a long process, so it's not something to worry about right now. Just to quote Desiderata, which Alli posted on her Twitter yesterday, no doubt the universe is unfolding as it should.

Reverse the Verse›June 24th, 2016·
Published on this date.24 Jun 2016
EpisodePledges & business

[Are there plans for] ejection seats on Drake ships?

Thomas HennessyVideo Producer

I don't think that there's any plans to add ejection seats to Drake ships.

Ben LesnickCommunity

I mean, that was one of the questions in Time for the Chairman, and none of us are going to disagree with Chris Roberts about what to do with Drake ships.

Reverse the Verse›June 24th, 2016·
Published on this date.24 Jun 2016
EpisodeShips

On a scale of 1 to 10, how confident are you that we are going to love the PU content you have planned for 2016?

Thomas HennessyVideo Producer

I'll give it about 11. I think it's really cool. I think everything I've seen so far is cool.

Ben LesnickCommunity

It's very cool stuff coming up. I am totally confident that a lot of people will love it. I am confident that there are other people who will not be satisfied with anything. That's just the way the world works. I will say that what we have in the pipeline I am very proud of, and I can't speak for anybody else.

Reverse the Verse›June 24th, 2016·
Published on this date.24 Jun 2016
EpisodeRelease schedule

[What about] the endless load screen people are seeing in 2.4.1?

Thomas HennessyVideo Producer

They're working on that.

Ben LesnickCommunity

That's one of the targets for 2.4.1, for sure.

Thomas HennessyVideo Producer

I can't go into the technical details of it because I don't fully understand, but I know that we are aware and working on it.

Ben LesnickCommunity

Yeah, big priority.

Reverse the Verse›June 24th, 2016·
Published on this date.24 Jun 2016

Is the camera better in the UK? Around the Verse looked amazing this week.asked by Dreamkiller

Thomas HennessyVideographer

Yes, the camera in the UK that they used is better than the cameras we use here. However, someday, that might change.

Reverse the Verse›May 27th, 2016·
Published on this date.27 May 2016
EpisodeCommunity & events

Could Reverse the Verse get lav mics?asked by Kirk Dudley

Thomas HennessyVideographer

We should get shock mounts. Well, when we get the desk, we can put the mics through. The problem with the lav mics is when somebody like Matt Sherman or Jeremiah Lee comes in to join us, then it's a big ordeal to try to get them mic'd up. With the table mics, anyone can sit down and answer questions. So there's a give and take.

Reverse the Verse›May 27th, 2016·
Published on this date.27 May 2016

Hey guys, I love the background stories and extensive lore you are building. Do you expect we can see some type of origin story, like early Messer days, in novel format? Given such a huge universe, there must be serious potential for interesting stories.asked by Drugh

TL;DRA novel about earlier history is only a possible ambition way down the road, far from a focus now; fan fiction is encouraged, and Jump Point fiction counts as in-universe fiction.

So, sorry I thought Thomas was flagging us down for something, he's just yawning cause this is so entertaining.

You're boring me to death.

Yes, to a certain degree we do want to explore times in the UEE or in the history of this universe that came prior to the current date in the game. Novel format...that would maybe an ambition way down the road after we have a very entrenched universe and we have a game you guys are playing and fully involved with.

Is he asking if we're going to write a novel?

Yeah, he's wondering if we can actually do a novel and we absolutely could.

There's enough stuff there and I think there's enough prime real estate of events in the past we can go back to and give a fuller treatment for. Right now, it's far from a focus, just trying to get the current world set out, Squadron 42...

Still have a game to do.

Exactly, exactly.

Now it's like, we want you to make a game and now I want you to write a novel, make a movie, do this kind of stuff, but I would read it.

Yeah, good to know people are into that kind of stuff too. It's...

I bet a fan has already wrote one, there has to be like a tome of fan fiction out there.

There some pretty good fan fiction. There's stuff on INN, there's even some specific subreddits that focus just on role playing or fan fiction and stuff like that. If you have any interest in that, you should definitely check those out, you should contribute. I know every once in a blue moon too if you do like fiction, if you like writing fiction we sometimes look for people interested in writing fiction for us. For Jump Point and things like that, so always keep an eye on our website too to see if that pops up.

Do you incorporate official fan...or like fan fiction into the official lore of the game if someone has a good idea, would you guys ever sit down and be like, 'I think we should incorporate what this person was talking about cause this is pretty dope'.

There are a lot of really great ideas that pop up on fan fiction forums. We always need to take it with a step because we know so much more about the universe and kind of where we want to go with it and what is kind of planned for it. So, sometimes that has to fall online. A lot of the fiction in Jump Point that you read has been written by other authors and fans of the game. I think technically we haven't ironed this out for sure, like technically we're spinning it as that's fiction that exists in the universe at the time.

Ah, I see.

So, it's not necessarily...

Fiction within fiction.

Yes, yeah exactly.

Fic-ception.

Fic-ception, I like that. Tough to say.

I couldn't even say it.

Yeah, I think it's truly cool we're creating a world that has so many different possibilities to it but you know, novels out of it is down the road at some point but lots of good fan fiction and everything like that is already going. So yeah.

10 for the Developers›Episode 09·
Published on this date.9 May 2016
EpisodeLore

Just curious about how procedural generation will work on planets with large bodies of waters(oceans?) and how will that effect performance? Is is hard to render so much water or easier on the side of the player? Also: Space whales?!asked by Fallun

TL;DROceans are shader-driven and the speakers think they can be done without killing performance, expecting good fidelity; underwater ships are a design debate, and space whales are likely supported but not committed.

Excellent question.

Space whales, I love it.

I don't know about space whales, but I do know working with oceans in the patch, it's shader driven?

So I think that it is achievable without killing performance.

Absolutely and again, Carsten Wenzel is one of the... He's unsung, he's very quiet unless he's very angry, but he's written white papers for the engine, he's been there from the get go and he's actually working within this. He's actually training one of our junior programmers to do this particular implementation. So him and a gentleman by the name of Tiago who went ID software I believe and worked on Doom, worked on our oceans originally within the CryEngine. I think I can go out on a limb and say the oceans within the CryEngine were one of the best features within the engine.

They're amazing, it's incredible.

We had scattering through the waves, all this crazy stuff that eventually...

When you go underwater, the volumetrics, it's just gorgeous.

Exactly. So I think you can expect at least that level of fidelity, but what's tricky again about water is how, first of all the highlight changes at a distance. So when you're approaching a planet, the planet has got to react very differently, specularity wise to the surface first of all.

Well the furnell is just..

Exactly. Then when you get up close, you want to see waves, but you don't want to see it tiling everywhere, so we've got this real big scale problem that we're going to have to deal with, dynamic tessellation on this stuff, being able to have displaced waves and things like this and then additionally if we want to go underwater, which a ship to design should be able to do, right? Lets hope the design says ships are submarines also. To me, if a ship can go into outer space, it can go underwater right? I think it should be able to go underwater, but whatever, we'll see how that goes with the design in terms of that design thing. I think that's should happen.

If you go underwater, space whales indeed.

I'm going to have a task when I get back to my desk to make sure the jet pack supports underwater as well.

Oh! That's a good point, right. What a Pandora's box right, cause you get under, you open the back of the Cutlass and what happens, right. Shouldn't the water flow in, right, but with the local physics grid like pushing water out, I don't know. There's all sorts of crazy...

A submarine though is built to withstand the extreme weight and pressure that the water puts on it and I don't think a ship needs to withstand the same amount of pressure in outer space.

Yeah, I'm not sure, wouldn't you think a missile hitting the side of your has a lot of pressure?

I feel like a missile hitting the side of your ship is close enough.

Right, I don't know, anyways.

I don't know, I'm just saying. When J.J Abrams did it to the enterprise, I think it was kind of dumb.

What? Put it underwater?

Oh I think it was fine, it's got shields, shields!

Are you talking about Voyager home?

No the one where.

Isn't Voyager home, it's underwater?

Oh that shot, that shot when he's coming out of the water.

The new Star Trek with that J.J Abrams did where the Enterprise is hiding underwater.

And then it comes out of it.

Yeah it was cool, but it didn't make any sense.

[Laughs] But it didn't make any sense, fair enough.

Anyways, sorry.

Can ships go underwater if the Enterprise can do it.

Who knows.

No. [Laughs]

Yeah right and again this will be a design debate and as you see there's a couple different mindsets. I'm sure all the players are gonna go "Ya, Absolutely they need to go underwater" because that will be more fun.

Then other people will be like "No! Finish the game!".

Nah we can do a hunt for Red October things.

I'm more interesting in the space whales personally.

And the Space Whales.

[Whale noises]

We talked a little bit earlier in a question about Fauna anyways so space whales, megafauna, I think we're gonna have to support something like this. Whether it's whales or big big things on the ground, walking around.. Yeah sure, space whales, let's do it. You heard it here.

[claps in the background]

So that pretty much pushes Chris into a corner right?

Do you want to hear my space whale joke?

Oh yeah, I do.

So a space whale walks into a bar and he sits down next to another space whale and the space whale goes [Whale noises] [Whale noise intensifies] and then the space whale looks over and goes... You are wasted...

[Laughs] You're wasted! Awesome.

10 for the Developers›Episode 08·
Published on this date.3 May 2016

With CR in the UK, will we see another 10 for the Artists?asked by Veclar

TL;DRThere won't be an artist-specific 10 for the Developers; the series will keep mixing disciplines, with specific developer pairs named for upcoming episodes in the coming weeks, after a Chris Roberts one next week.

Jared HuckabyHost, Community Manager

You will see 10 for the Developers. That was one of the better ideas that Thomas Hennessy had, and I'm still super proud of him for it to this day, where we take people from the different disciplines and combine them together to get a more robust Q&A.

Thomas HennessyVideo/Stream Producer

So I think we'll continue with the developers. Eric Davis will be the next one.

Jared HuckabyHost, Community Manager

Mark Skelton and Eric Davis will be the next one. There's a pair.

Thomas HennessyVideo/Stream Producer

And then Omar and Adam.

Jared HuckabyHost, Community Manager

So we'll get some artists in there, we'll get some designers, we'll get some engineers, we'll get some producers. So we mix them up. I think we get much better results when we mix them up. So 10 for the Developers.

But that won't be for a few weeks.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Yeah, we've got a Chris Roberts one next week, and then the other two that were just described the following two weeks.

Reverse the Verse›April 22nd, 2016·
Published on this date.22 Apr 2016

When will we see AI or NPC population in ArcCorp?

Tyler WitkinCommunity Manager

I don't have an answer for that.

Ben LesnickDirector of Community Engagement

Although if you looked at ATV this week, you saw some of the AI work they're doing for object avoidance and whatever they call it, ORCA.

Tyler WitkinCommunity Manager

I know they're actively in development for it, because when I walk through the studio in Austin, I can see the animators working on various stuff with that.

Ben LesnickDirector of Community Engagement

Given all the art they've started giving us of NPCs, like for the Starfarer thing, I think it's getting to critical mass.

Thomas HennessyVideo Producer

Do we want to talk about yesterday's Fast Forward? The collision avoidance.

Tyler WitkinCommunity Manager

It kind of goes hand in hand with that. It's actively in development. AI population.

Reverse the Verse›April 1st, 2016·
Published on this date.1 Apr 2016

What editing software do you use, Avid or Adobe Premiere?

TL;DRThey use Adobe Premiere and the wider Adobe Suite; the Squadron 42 team uses Avid software to work through dailies and revise the script.

Justin ChambersVideo Editor

We use Adobe Premiere.

Jared HuckabyHost, Community Manager

We use the entire Adobe Suite.

Justin ChambersVideo Editor

We use the entire Adobe Suite, yes, but they wanted to know if we used Avid or Adobe Premiere. We use Premiere.

Jared HuckabyHost, Community Manager

We do not have an Avid machine. Actually, we do. We do have an Avid machine. It's on the other half of the office. They're using the Avid machine for Squadron 42 dailies.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

I wonder if it's the same one, because Chris had one back in the Wing Commander movie days.

Jared HuckabyHost, Community Manager

The hardware's pretty recent, though. I had to work on it when we were doing the CitizenCon timeline retrospective.

Thomas HennessyVideo Production

It's not actually an Avid machine. It used to be called the Avid. It was actually a machine. Now it's a software program. Some people still call it the Avid. When it first came out, it was a machine called the Avid. Kevin Smith and Scott Mosier used the Avid to cut Chasing Amy and stuff like that. Now it's software. It runs on a PC just like our Premiere does. They're actually not cutting dailies with it. They're rewriting the script, using the dailies to make changes. So if an actor improvs a line, they're going back and looking at that footage and changing the master script.

Justin ChambersVideo Editor

To answer the question, we use Adobe Premiere.

Reverse the Verse›February 26th, 2016·
Published on this date.26 Feb 2016

Is there an update on the Wall of Honor glass plaque in the office? Is it hung up yet?asked by Dark Myth

TL;DRThe Wall of Honor glass plaque is now hanging in the lobby under construction, though the logo emblem and lighting still need to be added and a photo will follow later.

Jared HuckabyHost, Community Manager

It's not hung up yet.

Alexis LesnickSubscription Manager

I know I've heard Eric Davis looking for the hardware.

Jared HuckabyHost, Community Manager

We found the hardware. Hennessy's coming out to tell us.

Thomas HennessyVideo Production

It is hung up. They did find the hardware. They were mounting the holes because there's other artwork going up ahead of it. It's in the lobby outside of the big conference room. Just the glass piece and the mounting stuff is on the wall, so we still have to put the actual raised Star Citizen logo emblem, which goes behind it. There's other stuff that's in there. We're going to get some lighting and stuff for it to make it look nice. But technically, if you go into the under-construction lobby right now, the plaque is actually hanging, and you can see all the names on it.

Alexis LesnickSubscription Manager

So as soon as everything is completed with that, I'll get a photo of that up in the Subscribers' Den for everybody.

Thomas HennessyVideo Production

I mean, there's still a lot of construction, but it is a milestone. It has its place, the hardware has been found, and it is mounted in its resting place.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

To add part of this story that you folks probably are not familiar with because you're not here every day, when we moved into the office, the development side was all set up. Our area was pretty much set up. There's been all sorts of construction, minor things like holes in the roof being fixed over the last month or two. But the lobby itself was not done at all. So over the last two months, they've been building the front desk. They actually have to blast a hole in the building where the door is going to be. Right now, everybody comes in the back door. It's going to look really cool. We're going to get dev up first.

Reverse the Verse›February 26th, 2016·
Published on this date.26 Feb 2016
EpisodeCommunity & events

Did all that furniture just come with the office?asked by Cog

TL;DRThe furniture wasn't part of the office: the set was built from lumber, and the table came from Chris Roberts' old office, with a new desk in the works.

Thomas HennessyVideo Production

Which furniture specifically are we referring to?

Jared HuckabyHost, Community Manager

What we can see in this show.

Thomas HennessyVideo Production

No, we built this. This is built from a big pile of wood that we got at Home Depot. So this room, we built from the ground up. And the table is actually a table that came from Chris Roberts' office at the old office that he wasn't using and I had stolen. And occasionally they steal it back from me. So it's kind of a constant back and forth.

Jared HuckabyHost, Community Manager

This was the Ten for the Chairman table.

Thomas HennessyVideo Production

It is still the Ten for the Chairman table. Ten for the Chairman on Monday, you'll see this same table, only without the tablecloth on it. We're working on some other more practical stuff that works better, because obviously this table is really small and it doesn't make for a great way to shoot this show and some of the other shows, but we're making do. So slowly but surely we're making progress. We're in the process of having a new desk built. That is where this stuff comes from. I scavenge, I'm a scavenger. I'm Rey.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

And then he brings these furniture bits and things to me, and I dole out portions. I hate to say it, but that is actually how this process works. [Hennessy] is like, I think we can build a set for $200 in lumber. I'm like, okay, we can try it.

Reverse the Verse›February 26th, 2016·
Published on this date.26 Feb 2016
EpisodeCommunity & events

What sort of lighting setup do you guys use in the studio?

Jared HuckabyHost, Community Manager

We actually use what are called Kino Flo lights. We have three in front of us on boom stands and there's actually one behind us up here. So they're natural-light-replicating Kino Flo lights, the kind you would see in any television studio. So that's the kind of lights that we use.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Not to bring everything back to archive Wing Commander material, but we're going to use these same lights to take a really high-resolution picture of Chris Roberts' giant Wing Commander map, probably next week.

Thomas HennessyVideo Production

They are Kino Flos. They're four-bank Kino Flos. 5600K, we have four foot and two foot.

Reverse the Verse›February 19th, 2016·
Published on this date.19 Feb 2016
EpisodeArt & graphics

Any updates on the Reliant?

Matt ShermanSystems Designer

It's really cool. It's still just getting set up, and some work for Hangar Ready. I can't really say when that's going to be.

Jared HuckabyHost, Community Manager

I would suggest tuning in to 10 for the Developers on Monday. You might learn some stuff about the Reliant.

Thomas HennessyVideo Production

Just a preface: there are some issues right now with 2.2 and the 10 for the Developers, and making sure we get it out on Monday, if I can get Kirk Tome.

Jared HuckabyHost, Community Manager

Yes, 10 for the Developers is currently in danger right now because everybody's been crunching for 2.2. We haven't been able to shoot it yet. But it is scheduled to include Kirk Tome, who is currently hip-deep in the Reliant.

Matt ShermanSystems Designer

Well, no, he's hip-deep in a lot of things, but the Scout.

Jared HuckabyHost, Community Manager

Oh, no, yeah, it's the Scout. Never mind.

Reverse the Verse›February 19th, 2016·
Published on this date.19 Feb 2016

Character customization, where's that at?

Thomas HennessyVideo Production

Austin.

Jared HuckabyHost, Community Manager

Forrest and Omar continue to work on character customization, as does the team in Austin. They're doing some fantastic work. Walking past their desk every day is a treasure. It'll be cool when it's here. XCOM 2 came out this week, and they have a pretty cool character creator, so a lot of us were looking at that. And I was like, oh, we're doing that, and oh, we're doing that. So I was like, cool.

Reverse the Verse›February 19th, 2016·
Published on this date.19 Feb 2016

Could alien armor be refitted for human use, like Vanduul chest piece retro fitted to pilot gear?asked by Timothy Muster

TL;DRAlien armour will not be wearable by humans because of size, but there will be human armour pieces inspired by alien materials, though the specifics are unknown.

Right. So I mean that's one of those things that sounds really cool. Like I'm going to take some alien armour and I'm going to retrofit that to me, but imagine going up to Shaquille o'neal and saying "Can I put your shoe on?". It would be ridiculously oversized it wouldn't work, so really we don't expect for this to happen. You're not going to be killing a Vanduul and ripping off pieces of armour and just taping it on me ala Transformers "Take my parts". Type thing. It's not going to happen like that.Now will there be armour pieces that are inspired by alien materials and things like that for the humans? Absolutely, I don't know exactly which ones those are going to be or what they'll be made of.The Vanduul as they are, are at least eight feet tall. So again imagine putting on Shaq's shoes or shirt or something like that, it would be like a dress on you.So no you will definitely have to have some level of human armour that's created by these alien materials but you won't be actually taking a piece of Vanduul armour and wearing it yourself. I don't think that makes a lot of sense.

That's a shame. I really wanted to get that feeling of Shaquille o'neal sitting in that thing you know, walking around.

Yeah right you just walk around with this large torso piece.

Yeah it's got to be like a dress.

Boots! Putting on his, putting on his jersey is got to be like a dress or something.

Good job! I'm like seven feet tall.

But you're not becuase we actually are very specifically one hundred and eighty three centimetres tall.

I think that's right. Is that how tall I am or is that how tall the character is?

You are definitely not a hundred and eighty three centimetres.

What are you talking about?! I'm at least a hundred and eighty from the ground.

I'm surprised you can see over your desk half the time!

So what you guys don't know is that Steve and I share an office. Sort of. We have a little glass door between us because we both get a little bit excitable on Skype. So Steve might be talking. Actually the other day you were [Bleep] about something you were whining a little bit.

I never [Bleep]!

About previewing animations and "Oh Tracy why can't I preview this animation". And he hadn't turned around so it was actually pretty cool. It worked out pretty nice.

10 for the Developers›Episode 04·
Published on this date.8 Feb 2016

At what point does an animation added for immersion (deck crew assisting a ship landing, crewman eating noodles or cleaning their weapon) become an emote? Is it simply a matter of adding a slash keyword or is it more involved than that? Will we be able to use hand signals to guide ships to the nozzle on the StarFarer? Tactical hand signal? (stop, take cover, etc)asked by Jaxx Ford

TL;DRMaking immersion animations into emotes is not hard in theory, and any emote could let players act as, say, an aircraft marshal; the harder part is design and player-to-player interactions needing the other's acceptance.

This is a good question it's also related to ... there was another question by ... somebody else is on there is it ... Amontillado "Hi guys we're aware that the characters will be able to pull others out of the line of fire during combat but will our characters be able to interact with each other in other circumstances such as pushing, pulling, restraining and hugging?" So these two things are basically ... the answer to these is kind of similar.So in Star Citizen and in the Persistent Universe you're going to start seeing detailed animations for aircraft carrier launches and things like that. And in theory making those animations emotes isn't really too difficult of a thing. We have a lot of eating, we have a lot of drinking. You're going to be able to go a lot of places like nightclubs, and there'll be waitresses there and bartenders and bouncers. We shot motion capture for people selling spaceships and stuff like that, like at a car dealership or things like that.The challenging thing is the design side of this: getting this to play well together and having a connection between the animation. So for the AI we can control the things that we want them to do, when we want them to do it, and how we want them to do it. But for Players it's really kind of restricting. So anything that we create as emotes however you could essentially use as jobs so we have an aircraft marshal ... guy that sort of goes like this [hand gestures] ... kind of like, almost like a work out right?

Yeah it's almost like a work out!

But if we create them as emotes you could actually turn yourself into an aircraft marshal without it being an official job. You can just go out on the tarmac and start start directing traffic. And stuff like that.

I think guys do that already. Totally!

The other problem though with some of these actions, like the bartending and things like that are things ... it's about interacting with other players. The tricky thing here is even though you can do something it's about the acceptance of the other player. So if I want to make out with Sean Tracy [Sean is shaking his head] he has to accept that offer otherwise I'm going to end up back in the HR office again. So the same thing is true ...

It's only because you're using tongue. It's okay if it's not with tongue.

[laughs] Well you heard it hear folks!

No, it's not okay even without tongue.

So ... yeah ... I think that's ...

It's awful.

[off camera] It's not making out if there's no tongue.

Okay, fair enough!

10 for the Developers›Episode 04·
Published on this date.8 Feb 2016

Will our character's animation change when injuries are incurred? For example, if our right arm is shot, will it go limp and therefore cause us to switch the weapon to the left handed, or will he/she limp or move slower, if there's a leg injury?asked by [ACES] Sao Saoldian

TL;DRYes, character animations will change with injuries: leg hits cause limping, arm hits make that arm unusable, possibly forcing a switch to a pistol, with balancing of speed and accuracy still being worked out.

Sao... Saol... Mr... Saouldian. Yeah, I think that's good. Sao. Saoldian. Sao Saoldian. Saoldian. Sao Saoldian. Yeah I know, it's just the question starts with his name. Saoldian. Sao Saoldian. Sao Saoldian, no idea how to say this. Sao Saoldian asks: Will our character's animation change when injuries are incurred? Occurred? I don't know if it's my grammar or their grammar, but something's wrong there.

No, it's definitely your grammar.

When injuries are incurred...

You incur the injury. Their grammar is correct in this instance.

For example, if our right arm is shot, will it go limp and therefore cause us to switch the weapon to the left hand...ed... see? no, that's his bad.

Left hand, comma, or will he/she limp orSB: No, see, it says will it go limp and therefore cause us to switch the weapon to the left handed.

Oh. Nope.

Nope. Or will he or she limp or move slower if there's a leg injury?

Question mark. I don't know why I put the question mark there...

That's a good question.

It is a good question.

So, ahh, yes. You'll be having characters, will begin to change the way that they move and interact with injuries. So if i get shot in the leg, I'm going to start to limp. If i get shot in the arm, that arm will no longer be useable. Now, there's a certain amount of shot in the arm, like the likely one shot will not put your arm completely out of commission, but, there's a couple challenges that we have in this though. In that, it's about balancing this. So, when I get shot in the leg, and I'm moving, how fast am I moving? Because you know, we shot this stuff on set, we actually shot actors in the leg. not with real bullets but you know, we threw things at them. You know. Just sort of ...

Yeah, just give them a beating.

And stuff like that right? Give them a good charlie horse. And then they tried to move, and it actually, whereas it looks good on camera, it's one of those things in first person / third person where it just felt really slow. So, within the design we have injuries. So when you get shot in the leg, you're going to be limping forward, when you get shot in the arm, likely we won't be holding our arm down, if I get shot in the left arm I'm going to want to keep it up here because I want to make sure that, you know, I keep my arm above my heart level so I don't bleed out, and you know, that gives us opportunities to do things with the weapon. So, for instance, if I get shot in the arm, perhaps I have to go to pistol, so I drop my rifle, I'm going to draw out my pistol, but I can't go to two hand, so I have to go one hand right? And how does that change your accuracy with the weapon when you move with the weapon and things like this. Yeah. If you get shot in the right hand, you're holding the weapon in the right hand what the hell happens?ST:L What about things like reload and things like that too? So I guess you'd have to have some level of one-hand reloads, you'd have to have all these kinds of things right?

Yeah, we had one of our mocap actors is a special operator, a British special operator, and he did this really badass one-handed reload.

Is Chris a special operator?

I don't know... is he?

I think so. I think all the British..

Really? You think it's like that secret... like the Kingsmen right?

Oh it's totally like that where the all go in and they haveSB: Right? ExactlyST: Chris has a Cappucino.

[fist explodes desk] That's got to be it! Watch out with that. So, so what were we talking about?

Special operators.

Right. So, we had a Glock, and he was doing this thing with this Glock where he just... he had ammo kind of like this, and he would eject and this would go in and then he would like grab it in this funky grip and goST: Holy shitSB: And go scrunch it together like this, the slide would go back, and then it would pop up, the whole gun would pop up, and he'd catch it in his hand and he'd be able to fire. It's [BEEP] [BEEP] I was sitting there and he was just sort of waiting for the next take and I saw him doing this I was like.. what the f... is that? Do it again!

Do it again! Turn on the cameras!

Get the cameras on this. So, yeah. Absolutely we're going to have a lot of that stuff in the game.

So yeah, I think the summary is yes. You will have animations change when injuries are incurred. Awesome. Cool.

And, good grammar. Don't let him tell you otherwise. So... next one is for you mister Tracy!

I'm excited!

It's not for me and you, it's just for you.

It's just me.

And it's you CIG, and this is from Alien Eagle.

Good one, Alien Eagle.

10 for the Developers›Episode 04·
Published on this date.8 Feb 2016

What about the referral program? Are we going to have a meeting soon to discuss rewards after 40 [referrals]?

Thomas HennessyCamera / Video Production

Yes, we're going to have more rewards. With the referral program, we definitely want to have more rewards, but we also want to make them good. So it's a time versus... If we want to do something quick, we can say, oh, everybody gets an Orion or something. But we want to do some more unique content, which takes production time, and it takes an artist and a designer. So it's all about scheduling, making sure we can do everything else we've promised. More rewards are coming. Keep your fun, folks. If you cross the threshold for one, and I'm glad you have already, we'll give it to you later.

Reverse the Verse›February 5th 2016·
Published on this date.5 Feb 2016
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