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Reverse the Verse ·
Published on this date.2016-07-29
· 12 Q&As

Star Citizen: Reverse the Verse 2.1 - LA

Developers discuss Persistent Universe life animations (bar and nightclub NPCs via Subsumption AI), faster and interruptible ship enter/exit, and whether players get these animations. LA artists cover building the Reliant's swappable interior and the modular, 14-space Caterpillar.

Transmission log

Full answers

Could you go a little bit more into that Persistent Universe animation? What is that? What do those life animations really mean for us? What do you expect to see from those in the coming months and weeks, and just as the Persistent Universe grows?

The goal in general for the Persistent Universe, we want you to be able to feel like as you've gotten into your ship, as you've landed on the planets and you've roamed around, that you're actually in that world. So you're going to start seeing things like as you go into the nightclubs or the bars, you're going to start seeing things that are common in those things. People eating at a booth, people drinking at a booth, ordering drinks, bartenders doing things, waitresses doing things. There's going to be different levels of energy of those animations as well, right? So we don't want everything jumping around and bouncing around like Sonic the Hedgehog or something like this. But what we want is we want this illusion of life for all of our characters, right? And we want you, as you go in to the bar, if, say, it's in the middle of the day, perhaps the animations that are being played are more subdued. And as the night goes on, people start to drink a little bit more, there starts to be a little bit more dancing going on. So characters getting a bit more intoxicated and things like this happening, so that the world itself lives and breathes, and we show that through the animation.

Reverse the Verse·
Published on this date.29 Jul 2016
NPCs & AIArt & graphics

How do you expect that [the life animations, driven by Subsumption AI] to happen in the game? What animations do you expect to see react, and how will they react? As the night goes on, do things change, or is everything the same all the time?

No, they should change. Now, a lot of this comes down to how the AI programmers and the AI designers execute those sorts of things. But from an animation standpoint, we'll have characters that when they come in, let's say if we use the bartender as an example, they'll come in, they'll sit down at the stool and they'll order a drink. Then there's sets of animations that functionally do the same thing, but they do them in a different way. So one character comes down and sits down and he orders a drink. And you'll have characters who aren't intoxicated and they'll be sitting there with their drink, and other ones that are just the Steve Bender, we call that. But yeah, it's normally what I'm like about 3 o'clock in the afternoon.

Reverse the Verse·
Published on this date.29 Jul 2016
NPCs & AI

Can we speed up or slow down our ship entry and exits while we are already doing those animations?asked by piet11111

The answer is kind of yes and kind of no. So the goal eventually with the enter/exit, as you might recall from when we showed you guys the ship enter/exit updates, I think it was about two weeks ago or three weeks ago: we intend that the current one, I call it Grandpa Goes to the Store, which is in the Hornet, is somewhere, I think, in the realm of eight seconds faster. So he gets in at quite a pace. And eventually, you'll be able to utilize your walk modifier and your character will climb into the ship in more of a relaxed sort of pace. Still faster than Grandpa Goes to the Store. And with a shift modifier, he would then get in there in an emergency way. Same thing with getting out. So say your ship's about to explode, and at the moment you exit the Hornet, you're [garbled], and boom, it blows up, right? You've got a problem. With where we're going with this, when you hold the sprint modifier and you get out, your character would execute an emergency exit. In some cases, these are actual leaps from the seat of the ship. Now, as far as whether you can execute a change in the animation that is playing: say I hit the F key to enter the Hornet, and then, as I'm playing the enter animation, I then hold the shift key, the sprint modifier, in hopes of it going emergency enter. At the moment, there's no piece of technology that allows us to do that. It doesn't mean it's not possible, but if you think of the way that characters connect to the ship, right? So we have to climb up. We climb this railing. So I'm going to go left, right, left, right, left, right, climb it. On the emergency, because he's leaping quite a distance to get up onto that ladder in the first place, he may not be left here, where he needs to go left, right, left, right. He's going to be on the off hand. So I don't know how that would function. The first thing is getting those three speeds in. So from an animation standpoint, we're focusing right now on the combat speeds, because that's the one that players are using most of the time. And then we'll move on to the other two. And then once those are implemented, then we can see, okay, well, what happens if we try and allow you to modify that input during this portion of the animation.

Reverse the Verse·
Published on this date.29 Jul 2016

Right now, the player's head is entirely fixed to the animation on ship enter and exit in first person. Will we at some point be able to look around while climbing the ship?

It's a design question, actually. So the answer from an animation standpoint is there's no reason why look poses could not be executed on those enter/exits. This is especially, I think, important for players who want to play in, say, VR or something like this, so that they can look around. And we should be able to, or we need to be able to support that. So once we get in, again, it's this step-by-step sort of thing. I want to get the combat enters feeling good so that this isn't like every time I get in the ship, I'm like, 'God, I don't want to get in that ship again.' So that it feels good to get into the ship, and then we go, okay, well, now I'm climbing into the ship. I want to give some freedom of movement so that if someone's shooting at me, I can go and I can see them. So once we have that in, we can execute those look poses to give you more freedom to do that.

Reverse the Verse·
Published on this date.29 Jul 2016

Are players able to do those [PU life] animations, like drinking a drink, leaning against a wall, et cetera? Are we expecting that to be a player animation, or only for our NPCs?asked by Olaf Bode

Oh, no. From an animation standpoint, as you guys know, we're doing a lot of things where the third person animation and the first person animation are very closely tied together. So there's nothing that stops us from, if you want your character to be a junkie, we actually have idle animations for a junkie leaning up against the wall, 'hey man', and things like this. There's nothing within the animation system and the animation design that says you couldn't do that. It's more of a high level design question and how you would allow your character to execute that. And that falls into things that we're doing with the different emotes, with the different dancing and things like that. So that your character, say if I'm a Navy pilot, I'm going to salute like this. Whereas if I'm an Army Ranger, a British Army Ranger, perhaps I'm going to salute with my hand facing forward. And that's up to you and who your character is and how you want to role play.

Reverse the Verse·
Published on this date.29 Jul 2016
Character & clothing

Can we interrupt some of the social animations, like entering a room or sitting in a bar, or will they remain in a state where they are locked into the animation, much like entering and exiting a ship?asked by Mitauchi

Ultimately, gameplay always wins. What we want is we want to be able to have really great looking animations, and they're fluid and they're fun and everything like this. But if you can't get out of them, it can be brutally exhausting. This is why we're doing the combat animations for the ships, because all the backers and us internally were just like, 'Oh my god, how long does this take to get into the ship?' So there's nothing that stops that. So if we're playing, say, a sit-in-chair animation, and it takes one second or a second and a half, perhaps we can or cannot give that ability. Within the engine, it's like a flag that allows us to leave an animation or not leave an animation. But that being said, when you're constantly allowing people to pop in, pop out, pop in, pop out of things, and you don't have good animated solutions for how to leave them, the thing can look very gamey. So it's a fine balance between those.

Reverse the Verse·
Published on this date.29 Jul 2016
Character & clothingShips

Tell me a little bit more about why the Reliant excited you so much, beyond what we saw in that video.

TL;DRElwin Bachiller Jr. says he likes the Reliant's look and its designer's style, and enjoys working on a transforming ship because he animates mock-ups while modeling.

Elwin Bachiller Jr.Lead Ship Artist, Los Angeles

So, one, I just love the way it looks. I think it's a really cool, sort of unique ship. And overall, I've liked all of Hobbins' designs to begin with. So I liked the Gladiator, which is an Anvil ship. That's a really cool ship. He designed that one as well. So I like his aesthetic. I like the way he designs the ships. So from the way it looks, step one, I really enjoyed it. Two, I really like the opportunity of being able to work on something that transforms. Because when I model, I tend to spend a lot of time making sure that the animations are all going to work properly. So I'll go ahead and do mock animations, and that's how I essentially start. So I'm animating and modeling at the same time. It's part of what I really enjoy about specifically doing this type of work. So I saw that as an opportunity of being able to enjoy my work even more.

Reverse the Verse·
Published on this date.29 Jul 2016
ShipsArt & graphics

You know this ship [the Reliant] has variants. What kind of considerations did you take as an artist while developing this first, base Reliant?asked by Zasik Dreadmort

TL;DRElwin Bachiller Jr. says the Reliant's swappable rear cargo area and detachable exterior let variants fit the base build, with extra work needed only for ideas that break those bounds.

Elwin Bachiller Jr.Lead Ship Artist, Los Angeles

So really what that comes down to for us is building the interior of the ship in such a way that we can sort of swap out easily the interior spaces. So if you'll notice on the Reliant, you basically have a cargo area, which has a little bit of a hallway and then a door that closes off. And so that allows us to just swap out the entire back to whatever variant we want. So we can come up with any kind of crazy idea and then just fill in that space. And the whole back area, the exterior, is also detachable. So if we really want to go crazy and do something that breaks out of those bounds, then it'll be more work, but it's technically doable.

Eric Kieron DavisSenior Producer, Los Angeles

So we were thinking about that, obviously, building the ship.

Elwin Bachiller Jr.Lead Ship Artist, Los Angeles

Oh yeah, of course. I don't know if you remember, but from the concepts, Hobbins had already done a few variants. So we basically have an idea of what we need to accommodate for with our initial design. And the idea is the initial build of the ship should accommodate what we want to do with all the variants. It reduces the workload and allows us to get stuff out faster.

Reverse the Verse·
Published on this date.29 Jul 2016
ShipsArt & graphics

What was the most challenging aspect of building the Reliant?asked by Kudos

TL;DRElwin Bachiller Jr. says the hardest parts were cockpit height forcing design changes and the unique rotating seats and cockpit, which needed early work with a flight physics engineer.

Elwin Bachiller Jr.Lead Ship Artist, Los Angeles

For modeling specifically, the biggest thing that we had to work around is the height space inside of the ship. So we ran into an issue where with the original concept, if we built it exactly as it came in, the player wouldn't have enough space to actually walk into the cockpit without having to crouch. And so that was kind of a problem that meant we had to make some design changes on the fly while building the ship to accommodate for it. And the final version of it is a little bit thicker, but we did it in such a way that hopefully people don't notice that it's that much different. But that was the biggest challenge, I think. It's a constant work in progress. I would say that also one of the other challenges as a whole for the entire team, not just modeling, is the rotating of the seats and the rotating of the cockpit. Just that whole mechanism was a really big challenge for the team as a whole, because it's unique specifically to the ship, and we try to build things as modularly as possible so we can apply it to as many assets as possible. Anything on a ship that's very unique to that ship is always going to present a bit of a challenge.

Eric Kieron DavisSenior Producer, Los Angeles

And it's one of our multi-state ships coming on up. The Xi'an Scout was technically the first. But that is a unique challenge. We've got John Pritchett in-house right now. And as a flight physics engineer, he's working a lot on actively looking at how to make that legit within the game, so that we can start putting as many multi-state ships as we can in, and they work perfectly. They work as we intended, they work as we modeled them, they work as we animated them, without much back-end magic, or as much back-end magic as you need. Because what people don't realize with ships that move like that, versus just the steady state where they don't do anything, is there's quite a bit of engineering work that goes into that. And we need to engage John early on and the engineering team: hey, it's going to move like this. We obviously talk about it in concept, but it's interesting when it goes, okay, now we've got to really put that in. How does that really work? How does that work with the whole system?

Elwin Bachiller Jr.Lead Ship Artist, Los Angeles

How do you make it happen? And also, any transforming ship also affects the physics entirely. So that's why John's super important to the process.

Reverse the Verse·
Published on this date.29 Jul 2016
ShipsArt & graphics

What's interesting about the Caterpillar? What have you enjoyed about making that ship so far?

TL;DRElwin Bachiller Jr. says the Caterpillar is very modular, with about half the ship swappable (not at first release), a detachable command module, and room for small ships to make it act like a capital ship.

Elwin Bachiller Jr.Lead Ship Artist, Los Angeles

Oh man, all kinds of stuff is interesting about that ship. It's one of the most modular ships, I think, that we'll be getting out within this time period. Half the ship is literally swappable. It won't be when it first comes out, because we still have to make the other modules. But the intention is that you can just grab half to 50% of the ship almost and be like, boom, this is gone, I'm throwing something else in place. The command module detaches. You've got a tractor beam operator on the other side. I think to be fully operational, you might need up to like eight people or something like that. So I think it's really, really cool, because it's a Constellation- or Retaliator-sized ship that, depending on how you kit it out, will behave like a capital ship, because it can carry so many small ships inside of it, those being the Dragonflies. So I think for me, one of the most exciting things about it is just being able to fill it with Dragonflies and just let them all buzz out. It's going to look like a small capital ship flying around.

Reverse the Verse·
Published on this date.29 Jul 2016
ShipsMulticrew

Were there any modeling challenges you had in creating a ship of this size [the Caterpillar], the first big ship created in LA?

Elwin Bachiller Jr.Lead Ship Artist, Los Angeles

Well, the biggest challenge is just the volume of content. The Caterpillar has 14 spaces in it. I'm including hallways and staircases and things like that, but they're all spaces that have to be built. And so going from something like a Reliant, which has two tiny little spaces, to a Caterpillar, which has massive, massive spaces and many spaces, it just comes down to the volume of content we have to produce. That's the biggest challenge for us, is time.

Eric Kieron DavisSenior Producer, Los Angeles

How many little ships is it in poly count?

Elwin Bachiller Jr.Lead Ship Artist, Los Angeles

Oh wow, in poly count? I'll give you a number: probably three.

Reverse the Verse·
Published on this date.29 Jul 2016
ShipsArt & graphics

Working with design on some of the hardpoints and some of the actual interactions design has, how's that dialogue with design been going?

TL;DRElwin Bachiller Jr. says working with design has been great, starting with a block-out and adjusting ideas that don't work, such as replacing the Caterpillar's long side ramps with elevator walls.

Elwin Bachiller Jr.Lead Ship Artist, Los Angeles

It's been great. We've worked with them from the very beginning to do sort of a block-out of the ship. So at the very beginning, the first thing we did was block it out, make sure all the spaces felt kind of right for gameplay reasons. And then once that was set, we went in there, did a tiny little bit of a lighting pass, and then used that to move it over to the concept artists, who started doing amazing work fleshing that ship out. And then that guy sent it to us and we built it out. But the interaction specifically with design has been great. What tends to happen with us building some of these ships is design will have a really cool idea, and we'll go ahead and try the first implementation of that and be like, 'Yeah, this is not going to work. Maybe we should go in this direction instead.' One example would be the original Caterpillar had ramps on the sides of the cargo modules, but in order to stick with the restrictions in our game metrics, that would mean that the ramp would have to go out about 13 meters, which is ridiculous. You're not storing that anywhere. So that forces us to sort of move in a direction where the walls come down as elevators instead, so we don't have to deal with that. So that's just one example of the changes we had to make. That happens in almost every room.

Reverse the Verse·
Published on this date.29 Jul 2016
ShipsDevelopment process