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Star Citizen Live ·
Published on this date.2023-11-10
· 22 Q&As

Star Citizen Live: Ask the Devs - UI Teams

UI developers discuss the new star map: galaxy zoom, marker folders and tags, fog-of-war discovery, interior ship maps, on-foot routing and quantum routes. They also cover UI customization, microTech visibility, a landing UI, soft death repairs, and upcoming ISC topics.

Transmission log

Full answers

Does all the stuff [shown in the Navigating the Universe presentation] have to wait until 4.0, or will some of it come in before the mythical and fabled 4.0?

TL;DRNot everything has to wait for 4.0: the team hopes to release features piecemeal as they become production-ready, though integrating them into the multiplayer game is slow and involves many teams.

BoneUI tech team / UI systems programmer

Well, the easiest answer to that question is just wait and see. But no, we're hoping to bring things in a bit at a time so it won't be a big lump of, here's all the new features. When they're ready, they're going in, and they're going to be ready as soon as possible. We're doing our best to get them from being showcaseable to being production ready, so release status, which is still quite a jump, but we're doing our best.

Jared HuckabyHost, Community

I imagine most of it is just as simple as take the stuff you did for Squadron, check the 'make multiplayer' box and it just works in Star Citizen.

BoneUI tech team / UI systems programmer

No, in a word. I mean, just integrating the code is a multi-day, multi-week problem. And then there's additional features for, let's say, the visor and the mobiGlas, which are obviously maybe not in Squadron, that are going to be in the PU. And then there's obviously different maps and different layouts, and also people can go anywhere and do anything, and the combinations of stuff that people can do when they're playing the game all need to be tested and go through that.

Jared HuckabyHost, Community

Skydancer in the chat said that stuff looked pretty far along, and it is. It's as far along as we showed it at CitizenCon. But again, that was for the single-player environment, and integrating it into the multiplayer environment will take the work of not just your team, but multiple QA teams and multiple other Persistent Universe teams. You've got to hook it into the mission system. You've got to hook it into the overall location system and stuff like this. So server meshing and the replication layer, all things that aren't necessarily a part of the Squadron development that you now need to take account for. That's not to scare anybody away and be like, you're not going to see this stuff in a year. It's just we want to be very forthcoming that this isn't stuff that's going to show up tomorrow, but it's not necessarily stuff that needs to wait until 4.0. You guys will tackle the work, and as the work is completed and ready to go, it'll just go into the PU.

BoneUI tech team / UI systems programmer

Yeah, we're not holding all of that that we showed at CitizenCon back for the 4.0 release. When it's ready, it's ready.

Simon BurseyUI Director

Those team leads are planning that right now. I was talking to Jens earlier about, can we do this here and can that go there? So we're on the case as well. We're figuring out how soon we can get stuff.

BoneUI tech team / UI systems programmer

And some of the things are out of this group's control as well. So like the interior map, you think, well, we showed the Carrack, but we've got a few other ships that we'll need to ensure look great.

Star Citizen Live·
Published on this date.10 Nov 2023

What is the role of the cartography station holosphere in the 600i or Carrack if you can do everything from your mobiGlas? Will it sync with your mobiGlas, or does it do something different?

TL;DRZane Bien says ship hologlobes are meant to favor physical interaction, such as combining crew data on one display and scanning, with the gathered data then saved to the mobiGlas.

So I think the main thing is, as we mentioned in the Hold the Line video, we're trying to really emphasize the physical interactions with the world. And that makes the experience a lot more immersive and engaging. Because obviously, if you can do everything from the mobiGlas, how compelling is that? It's not far-fetched to imagine in the future we might be able to control everything with AI and brain chips and stuff, but it doesn't really make for compelling gameplay. I think with the hologlobes, the big thing about it is there should be certain benefits to using something that's specially geared towards the ship you're using. For instance, networking. If you have a lot of crew members that you're working with, I think it would be really nice to be able to amalgamate the data onto one display, like one hologlobe.

Jared HuckabyHost, Community

Everybody's standing around holograms.

Yeah, so it's amalgamating their individual data into one sort of display, and then they can do strategic planning and stuff around that. And then the same goes for the cartography deck or anything. Also, what I kind of want to do as something really cool is to have a Prometheus-style terrain, like a cross-section of the terrain on a hologlobe. So that when you're scanning for resource deposits and things like that, it's something that the ship specifically does. And then obviously I think that information would then be able to be saved to your mobiGlas. Because I think your mobiGlas really is about displaying the data that you've acquired over time through the use of various equipment, and the other displays are about actually gathering that data.

Star Citizen Live·
Published on this date.10 Nov 2023
UI & HUDMulticrewShips

Will there be a galaxy view, where the map pulls all the way out to show multiple star systems?

Simon BurseyUI Director

Somebody was asking, so we can see the solar system, we can see the interior map, what about the rest? So the plan is we definitely want to be able to pull back even further. So if people have seen the star map on the website, we're thinking of something similar to that. So you can see all the different systems that will be in the game eventually. Probably we can only actually go to the two that we're working on at the moment, but we do want to have that big high-level view so you can see it all in context.

Emily HansonSquadron 42 feature team

I also like the idea of being able to actually go through the jump points as well. So if we could do that, that would be really cool.

Jared HuckabyHost, Community

Oh, like in the map?

Emily HansonSquadron 42 feature team

Yeah.

Star Citizen Live·
Published on this date.10 Nov 2023

Can we organize map markers and pins using folders or tags?

TL;DRZane Bien thinks map markers should be sortable through user folders, location hierarchy and tags, with the team saying they'll look into it, and Simon Bursey floating auto-filled deposit data as a possibility.

I think you should be able to. I think we should offer various ways of actually sorting through that data. So one of the ways that I think would be good is to be able to have user-generated folders so that you can organize your own data how you see fit, but also be able to organize it by hierarchical locations. So Stanton system and then planet, moon and so on, and be able to filter your markers that way. And possibly also tagging the markers, so you can tag them individually, and then that will go into the sharing of it, because you might want to only share a subset, right? So you need to have good ways of filtering by subsets.

Jared HuckabyHost, Community

And then being able to add notes to the map markers, titles, stuff like that, full labeling of things.

Yeah, I mean, we already showed the titling. I think we should be able to have that flexibility, because otherwise you don't want to be stuck in a box. So yeah, we'll look at that for sure.

Simon BurseyUI Director

Yeah, we're going to start drilling down into it. One suggestion that we probably will look into, we're not saying we're definitely going to do it, but we can potentially get data from the surroundings as well. So if you've got a mining deposit, we could potentially automatically say what's in that deposit on your little marker. So things like that we've got potential to do one day.

Star Citizen Live·
Published on this date.10 Nov 2023

Will the star map show details about planets, like population, climate, available resources and factions? How far do we take the star map before it just becomes a Galactapedia?

TL;DRFor now the star map will keep core functionality like the current one with a better interface, with extras such as Galactapedia-style details possible later once it is usable.

Simon BurseyUI Director

It could go anywhere, really. Where we're looking at for now, the core functionality will be similar to what's in the current Star Citizen, just with this much better interface. But in future, you've seen Google Maps, that's changed over the past 10 or 15 years and it's constantly changing. We could do the same kind of thing with the star map if we wanted to, but our priority is to make it nice and playable first, really useful.

BoneUI tech team / UI systems programmer

We understand that maybe the current implementation is not so usable. So there's a priority of making that usable, and then we can look at all these additional features. We've got a feature list as long as your arm, with, oh, that looks cool, we could definitely do that, we should put that in. But I think showing things that you know about on the map is really important. When you learn things about a planet or a location, then this could be integrated into your map. So pinning stuff or finding out, I don't know, it's an icy moon with this kind of population, whether it's safe or not. A lot of that is based on your knowledge about what you've learned about the universe whilst you're exploring around it.

Jared HuckabyHost, Community

Well, there's that, and then there's things like the Galactapedia, which exists outside the game right now, but eventually will begin to be incorporated into the universe. And I imagine there's a lot of opportunities to plug into that and pull information from that. Just easy cross-reference through tags. If I'm looking at microTech, what other information? There's the information that I've gathered or members of my team have gathered, but then what does the universe already know?

BoneUI tech team / UI systems programmer

Yeah, what are the governing bodies, find me a safe place to go and land and refuel and things like that.

Jared HuckabyHost, Community

So I would say that probably seems more like a Galactapedia feature than a star map feature, and then maybe the star map can tap into that in places once the Galactapedia comes online.

Star Citizen Live·
Published on this date.10 Nov 2023
UI & HUDStar systemsLore

Will the map show multi-stop quantum travel routes?

TL;DRFor now the map will work much like the current one, allowing several stops, while fuller route planning, such as avoiding danger or fuel stops, is something they'd probably look into later.

Simon BurseyUI Director

Well, for now, it'll probably do very similar to the current implementation. So you can plot multiple stops on the way, but for now we don't want to do a full, like if you've got a sat nav on your phone, we don't want to go into that much detail where it's doing everything for you and you can choose multiple routes. But I think in future, those kinds of features do make people's lives easier. So yeah, I think it's the kind of thing we'll probably look into later on.

BoneUI tech team / UI systems programmer

I don't want to be flying through some really dangerous zone. Being able to avoid it sounds a good idea.

Simon BurseyUI Director

Yeah, I think there's big things like, you want to be able to know where you need to stop for fuel and how far you can actually reach with your current ship and that kind of thing. We can probably improve the way that's dealt with in future as well.

Star Citizen Live·
Published on this date.10 Nov 2023

Can your own ships appear in the star map? Some folks leave ships all over the Persistent Universe — wrecks, hulks, some still fully intact. What are our options or plans for showing our own detritus on the star map?

TL;DRTechnically own ships can be shown, but for now only your current ship is tracked, ships in station storage stay in inventory menus, and floating objects are more likely than owned ships.

BoneUI tech team / UI systems programmer

Well, we definitely will have the ability technically to do it. This is sort of a design decision about what you can track. We already have a thing for tracking with the AR markers anyway, so there's no reason why anything that's on the AR wouldn't also be integrated into the mapping system to show exactly where you left it floating around some moon somewhere.

Simon BurseyUI Director

I mean, for now, you'll definitely be able to see where your current ship is. If you just got out of your ship and you're wandering around, you'll be able to see that on there. For ships that are, say, locked up on a space station, so it's not actually in the game world, that will probably, for now, live in your inventory and the other menus.

BoneUI tech team / UI systems programmer

But yeah, stuff flying around is much more likely than the ships that are associated with you.

Simon BurseyUI Director

One thing, we never really showed the radar very much at CitizenCon, mainly just because it didn't really fit with the flow of everything, but we've improved the radar generally, and you can zoom into that and see it full screen the same way you can with the star map. So the kinds of things that you would see as contacts on your radar, you'll also be able to see in the big version too.

Yeah, that's another use case for a ship hologlobe, actually: the radar, and you're seeing all the ships and possibly the whole fleet and planning a battle.

Simon BurseyUI Director

Yeah, it's so cool for multi-crew gameplay if you're stood around and you can see your friends flying around you and wandering around.

So it's very much a pervasive UI throughout the game. It serves many, many purposes.

Star Citizen Live·
Published on this date.10 Nov 2023
UI & HUDShipsInventory

So the new star map does take into account the stuff from the new radar and the new scanning?

Simon BurseyUI Director

Yeah. One thing, you've got different views. If you're looking at the actual star map view, the camera's really far away from where the actual player is. So if it was real life, you wouldn't be able to see that thing from that far away. So you do have to zoom into the radar view to see, say, ships flying around and so on. But I think probably we'll have friends on the big version of the map as well.

Star Citizen Live·
Published on this date.10 Nov 2023

Will everyone, including non-team members, be able to see doors opening on a ship [on the interior map], so that they can track players?

TL;DRYes, for now people outside the crew will be able to see doors opening on the interior map, though hiding mechanisms may obscure who is there and the display can hide layers.

Simon BurseyUI Director

Well, I checked with Rich Tyrer about this just now. And so yes, at the moment, that's the way it's going to work.

BoneUI tech team / UI systems programmer

So I think technically it'd be harder not to, thinking it through. It'd be really hard to exclude that data. If you know about the ship, you know about the inner workings; you might not necessarily know who's walking through it at any time, but you might go, hmm, that door seems to have opened and closed.

Simon BurseyUI Director

So it does have gameplay implications, so it might make it trickier for some people, but also for people who do want to snoop on that stuff, it's going to be a fun bit of gameplay as well, I think.

Jared HuckabyHost, Community

So a couple of layers to that. One is whether you can see people walking in your ships. Another one, whether you can identify them. If they've done something to hide their presence, maybe you don't see them, but you'd still see your own doors opening and closing in your ship.

BoneUI tech team / UI systems programmer

So yeah, a couple of different layers. The markers on the interior map are what you detect on the radar. So if you can detect people, like we saw with the ping stuff in the demo that we did, then they will also appear on the interior map. But as you were saying, if they've got some mechanism of hiding themselves, then maybe they won't be so clear on the interior map as well.

We have the ability to hide and show different render layers. We could hide all doors if that's some gameplay requirement. Also, you're able to see the weapons on the ship as well and all the different components. We can hide those individually. I don't know if it's something where we get a base schematic of the ship, and then you have to hook into the ship to get that extra information or whatever. We just have that capability in the display.

Simon BurseyUI Director

Yeah, the fact it's live is really cool, and we haven't really explored that too much for now, so maybe there'll be some interesting gameplay that comes out of that as well.

Star Citizen Live·
Published on this date.10 Nov 2023
ShipsMulticrewUI & HUD

How does the map handle areas you don't know about?

Simon BurseyUI Director

Aha. Okay, so at the moment, the idea is you discover things as points of data. So say when you go into the Stanton system or Pyro or whatever, you'll see the big planets, probably the moons as well, but you don't necessarily know what's on the surface of that planet. So for example, if there's a mine or a mineral deposit or something like that, you're going to have to get close to that to actually detect it, and then it's going to appear on your map. So essentially, if you don't know about it, you're not going to see it. But as you explore the universe and build up your data bank, your map, it'll start to gradually populate and you'll see more and more in there.

Star Citizen Live·
Published on this date.10 Nov 2023

[Chat is asking about hacking.] You have control of the different [map] layers, so from an offensive standpoint, is it possible somebody could go in and start disabling layers that you would have access to, possibly through hacking?

If we want to do that.

Simon BurseyUI Director

Yeah, again, sounds a good idea. I mean, the way the game's built is really cool. We've got all these systems, but they all hook into the whole. So quite often they'll interact with each other. So yeah, you might get emergent cool stuff happening from that kind of thing.

Star Citizen Live·
Published on this date.10 Nov 2023
UI & HUDDynamic events

Will route finding go all the way from on foot to your destination on another planet? How complete a route are we looking at building here: door to door, across star systems?

TL;DRNo: on-foot routing will be comprehensive, but space navigation won't be hand-held door to door, because they want to avoid players only watching the map and not the game.

Simon BurseyUI Director

No. So you've seen in the live demo we did, the on-foot routing is pretty comprehensive. So you can go from anywhere within the location to anywhere else that you can actually get to. But when you're actually navigating in space, we don't want to hold your hand too much, essentially. So for space navigation, you will have to plot the route like you do now and so on. But there won't be this thing where it says go to the space station, get in your ship, then it'll take you straight there and then you've got to get out of the ship. That kind of thing, we feel that's a bit too far.

Jared HuckabyHost, Community

I'm not getting from my hab in Area18 to my friend's hab in microTech door to door.

Simon BurseyUI Director

And one thing we do want to avoid as well is there's a term that some of the directors have used, which is called 'playing the map', where sometimes if it's too much, you don't even look at the game screen. You're just looking at this tiny little circle that shows you where to go. So we don't want that. We want to make people feel immersed in the world.

BoneUI tech team / UI systems programmer

There's some crazy technical challenge behind that anyway. If you talk about the hab thing: well, where's the first step? Does it route you to the ASOP terminal? And then does it tell you what ship to pick? Because you might have 10 ships. You might already have some ships on the landing pad. Which one is it going to pick? Is it going to pick the fastest one? Is it going to pick the safest one? I agree with you, Simon. Just on a technical basis, I don't want to set off down that route. I think let the players play the game how they want and give them a hand moving around some of our more complex environments, but it's not about just... You've seen people drive like this, right, where they're just following the sat nav into a field or something.

Jared HuckabyHost, Community

Playing the map's a very real thing, I think. I eventually tapped out of, I think, the Arkham series of games because I was just constantly in the map mode. I was running around in bat vision or whatever it was. It was just like, I'm not playing the game, I'm playing the UI. It was great UI, but it superseded the game at that point.

BoneUI tech team / UI systems programmer

Much as we like to promote UI, I think we've also made some great visuals beyond the UI.

For instance, with the new ship HUDs, we've made the effort to try to clear up the view of all these UI elements. It's really cluttered in the PU right now. It's really messy. We want to clear it up so you can appreciate the environments a lot more.

Star Citizen Live·
Published on this date.10 Nov 2023

Talk to me about customization [of the UI]: changing colors, brightness, moving things around. How far are we looking to take this, are there technical limitations, and how important is the ability to customize the UI?

TL;DRCustomization will likely start with accessibility options like colour blindness and text size, then item-tied UI styles, with broader player customization coming later and not yet designed.

BoneUI tech team / UI systems programmer

Well, there's two levels anyway. There's in-lore customisation, as in how you'd actually customise your ship. That's a bit beyond the scope of what I know about. But we also talk about accessibility as well. So the size of text, colour blindness and all things like that. As a systems programmer, I have to deal with that kind of stuff. We're building all that in anyway because we have to do appropriate things for colour blindness and text sizes so you can read things and not just have tiny text everywhere. But that really helps the game designers as well, because the game designers will talk about how we want to be able to customise our ship or we want to be able to customise the way a shop looks or something. From a systems point of view, which is what I'm involved in, it's just about trying to make the UI as flexible as possible so then we can do that sort of stuff. I don't know where we're at with the design for customisation, particularly ships. Obviously, the ships are the most important things. I mean, Yogi showed quite a lot of that stuff off at the show, which is pretty cool.

Simon BurseyUI Director

Yeah, I think at the moment there's more that we can do as well. A lot of the customisation at the moment is things like on the MFDs, you can choose which MFD you're looking at, that kind of thing. For now, our main focus is to take all that information and get it good for the player, and also try and get it contextual. So you're not seeing things you don't need to see. So while for now you can't customise everything to a great deal, it hopefully is a better player experience. And I think longer term, we've always talked about, say, if you buy a new helmet, maybe it has a different style of UI. If you've got a different mobiGlas, maybe you've got the pink version, for example. I think tying things to items is probably going to be the first thing before we get to the level where we're letting players customise every single piece here and there.

Yeah, I think the customisation will probably manifest itself first in the accessibility options, like for colour blindness and text size and things like that, and then anything beyond that is probably later down the line.

Star Citizen Live·
Published on this date.10 Nov 2023
UI & HUDArt & graphics

What about things like brightness against the white backgrounds of microTech? Is the UI against the white snow of microTech this forever demon at the end of all things UI?

BoneUI tech team / UI systems programmer

It's way more complicated than you'd expect, believe it or not. You think, well, can we not just draw it with a drop shadow? Or do we adjust the brightness? We definitely know it's a problem and we work on it quite a lot.

Simon BurseyUI Director

It kind of comes and goes. We go through waves where it'll come up and it's like, nobody can read it, we've got to fix it. So we make it better and it's like, yeah, that'll do for now. And then six months later, it's like, oh, you can't read it on the snow background. So yeah, we'll get it perfect one day, but I'm sure there'll be more of those waves as we get there.

Star Citizen Live·
Published on this date.10 Nov 2023
UI & HUDArt & graphics

Besides adjustments and customization, one of the big forever questions is either the return or the next iteration of some kind of downward-facing landing UI to help folks out. Any joy, any love, any hope you can offer anybody here?

Emily HansonSquadron 42 feature team

Yeah, so I have looked into it to some degree. It's not very progressed right now, but it is something we're thinking about and working on.

Simon BurseyUI Director

Yeah, so using that holosphere for useful stuff.

Jared HuckabyHost, Community

Watch this space. Emily, I want you to look right at that camera and say, I'm going to give you a landing UI.

Emily HansonSquadron 42 feature team

I'm going to give you a landing UI. I promise.

Star Citizen Live·
Published on this date.10 Nov 2023
UI & HUDFlight modelShips

Will soft death ships be repairable?

TL;DRSoft death is an interim solution; with physical damage, repairability is expected to depend on the parts lost, with some easily fixed and others, like large power plants, needing a tow to port.

Guillermo BilbaoEU PU gameplay/feature team

So that's a good question, and it comes first with, okay, what is soft death? So soft death is a bit of an interim solution due to the fact that we cannot currently in the game let you damage the power plants or relays or anything like that. So that means that, the way the game works currently, if you set something to zero HP, it will just explode. Soft death allows us to bypass that a bit so that you get a non-functional ship that you can still loot. With the physical damage system, we expect that to change, and instead of having soft death as its own thing, have it be more along the lines of, if you lose enough parts of your ship, well, you will stop flying or you will stop being able to fight. And whether that's repairable, well, it will depend. In some cases, some components are easy to change and repair. On the other hand, power plants for some ships are so large that you will need to tow the ship all the way back to port to do any kind of repair.

Thorsten LeimannEU PU gameplay/feature team

Yeah, so to add to that, the soft death that we currently have is basically just an interim solution to the proper soft death that will then come with what Guillermo just described. Even moving forward with Maelstrom, it will be even more complex, where players will be able to shoot away certain sections of the ship. So you don't just have to repair the ship items on it, but you have to exchange entire segments of the ship itself.

Star Citizen Live·
Published on this date.10 Nov 2023

When vehicles like the SRV come online, vehicles designed to tow other ships and wrecks, will they be able to grab onto these soft death ships and bring them back for repair?

Guillermo BilbaoEU PU gameplay/feature team

Yeah, exactly. So in the end, people should expect, especially in the long term, a more detailed damage system. A big example that came up in the questions was crash landings, where the ship still tends to explode. In theory, as long as you have enough crumple space, so to speak, in the sense that you don't hit a mountain head-on, with Maelstrom you would probably expect to lose wings...

Star Citizen Live·
Published on this date.10 Nov 2023
SalvageShipsShip combat

Did you cry over server meshing?

TL;DRJared Huckaby says he didn't cry, and tells how Paul Reindell's visual server meshing demo was challenged to run live, showing the team doesn't take the easy, low-risk route.

Jared HuckabyHost, Community

I didn't, but that story CR told was absolutely true. I mean, he recounted the story, so I don't think I have anything to add to it. But it was just one of those things where everybody gets together and reviews what they're talking about, showing things to CR so he can plus something up or send us in a different direction. And Paul Reindell has this video. He says, just casually, I think I've figured out how to demonstrate server meshing. Because some of you remember, you still give me crap about it, we tried to tell a server meshing story at the beginning of this year. And the problem with it is that it's not a very visual thing. So if you can't show it, it's just a bunch of people talking. And we learned that the hard way. We kind of knew it, we thought we would try anyway, and it didn't work. So it took the better part of a year, eight, nine months, and Paul Reindell, super stud that he is, shows up and says, I think I've got a way to show it. And he shows this and we're all just watching this thing with anime eyes. He did it. Yes, it works, but also we figured out how to demonstrate it visually. Because the thing works on the size and scale of star systems, so it's a very hard thing to show visually. And he did it, and it was a recording. Most of CitizenCon was pre-recorded. And Chris's response, after he teared up, was he challenged Paul to do it live. Which is, if you want to know what it's like working for CR, man. He showed him this amazing thing and he was like, this is great, this is wonderful. If you weren't a coward, you'd do it live. And then Paul and myself and a couple of IT people spent the next three weeks, because it was just three weeks before, completely rejiggering that presentation in order to figure out how to do it live. That's probably my favorite thing about CitizenCon. Going back to that question, my favorite thing about CitizenCon is my favorite thing about working here: we don't chicken out. We don't take the easy road. If there's a way to do something that would be better, then even if it comes with more risk, and it almost always comes with more risk, we do it.

Star Citizen Live·
Published on this date.10 Nov 2023

Do you look at questions that don't have the question prefix?

Jared HuckabyHost, Community

No. Chat's too crazy. The question prefix, the big capital letters surrounded by brackets, that's how I've trained myself over the years to try to pull these things out of chat. And I still miss half of them, or three quarters of them completely, if we're being honest with each other.

Star Citizen Live·
Published on this date.10 Nov 2023
Community & events

Can you tease some upcoming ISC topics?

TL;DRUpcoming ISC episodes include two ship-focused weeks during the ship event, then a look at the Preview Channel and Pyro Playground, then some not-yet-announced 3.22 content before year's end.

Jared HuckabyHost, Community

We said it earlier in the show, and it wasn't hyperbole: CitizenCon was 71 ISCs. If you wonder why no other game company does a weekly recurring behind-the-scenes docuseries in the middle of their development, it's because it's hard. But then to also do a big two-day event where we basically dump an entire year's worth of ISC content in two days, while still having to make ISC content... The easy thing would be to take a quarter of ISC off or two quarters off, but we don't do the easy thing. We do what we think is the better thing. So ISC topics for the remainder of the year: some of the things are ones you can expect. We've got two weeks of IAE coming up. Pretty standard, these two weeks of every year are dedicated to ship content, so the next two episodes of ISC that air during IAE are going to be all dedicated to the new ships and vehicles that are debuting at this year's event. Then the week after that is probably going to be a look at the Pyro Playground and the Preview Channel. It's going to be a bit about the Preview Channel and what it is and how it works and why things will come to it and why things will go from it. And then a look back at the Pyro Playground, for the folks who didn't get a chance to experience it, and why certain things were this way and that way. And then we've got a 17-minute section that's just dedicated to camping and griefing at the spawn habs. You have the option not to. I understand the thing lets you, but it's a choice to do and a choice not to. And then we could do some 3.22 stuff that hasn't been announced on the public roadmap yet, so I'm not ready to say what that is. And then we've got two weeks after that for 3.22 stuff, and then we're done with the year.

Star Citizen Live·
Published on this date.10 Nov 2023

Will we see an ISC on Structural Salvage?

Jared HuckabyHost, Community

Yes.

Star Citizen Live·
Published on this date.10 Nov 2023
SalvageCommunity & events

Will we see anything on bounty hunting or building interiors soon?

Jared HuckabyHost, Community

Soon is a relative term. You'll see something on building interiors probably next year. The teams that were working on building interiors were pulled off and reassigned to getting the distribution centers farther along for their release as part of 4.0, and showcasing at CitizenCon. So the work on building interiors has sort of slowed down for a bit. But as the work on the distribution centers becomes more and more complete, those folks will be able to go back and resume their work on building interiors. It's like we say, the only constant in game development is change.

Star Citizen Live·
Published on this date.10 Nov 2023