Back to search
Wingman's Hangar ·
Published on this date.2013-02-15
· 13 Q&As

Wingman's Hangar ep008 . February 15, 2013

The developers say the extra crowdfunding money means more game content and less need for outside investors, and they describe letters of marque and privateers. They also cover projectile range limits, an upcoming website redesign, Vanduul reveals, and a technical artist's background.

Transmission log

Full answers

What are you guys planning to do with all the extra money pouring in over the last days? Any new planets, spaceports or ships?asked by SMU Hurst

Well, dude, no, we're buying margaritas. I mean, we're all partying. Just nothing but pizzas and beer coming over. Of course there's going to be new stuff. Come on, man. More money means more game. We'll put more, bigger, more stuff we do. The more we get, the more you guys get at the end product. But it also means that we have to raise less from investors. So we get to keep more control of the product and more control of the game, which is very, very good too, because we all know what it's like when you lose a little control of the product. You end up with can't-offend-anyone style games. And we want to be an edgy game. That's what we all deserve.

Wingman's Hangar·
Published on this date.15 Feb 2013
Pledges & business

Is there any plan to incorporate letters of marque for legitimate privateering, aka licensed pirates, in Star Citizen, just as there are licensed bounty hunters in UEE space?asked by All Gamer

Yeah, of course it's possible. Privateers are usually something a government creates in response to a particular crisis. And in our living universe, you can bet that the UEE will be facing a variety of upheavals in the future. And as well as ones like, hey man, you want to create a letter of marque for a bounty hunter on somebody else? Why not? So yes.

Wingman's Hangar·
Published on this date.15 Feb 2013

When will the Star Citizen team be releasing information about the other races in the universe besides the Xi'an?asked by RaiderFootball11

Well, I got to tell you this. You're going to be learning a lot about the Vanduul very, very soon. So watch the comm-links. A lot of stuff coming up about them. We'll be introducing and releasing stuff about the races as we go. So pay attention, folks. It's coming soon.

Wingman's Hangar·
Published on this date.15 Feb 2013
Lore

How is range going to be handled in Star Citizen? Having a minimum and maximum range in any space game has always been slightly goofy, as the round, when fired, will continue in the direction it was fired until it's affected by another object or hits something. How does Star Citizen plan to deal with projectiles?asked by Dr. Huck

TL;DRProjectiles will probably be handled like in other games, but ones that miss will disappear after a short distance because tracking them forever would burden the engine.

To answer your question, it's probably going to be handled a lot like it is in other games, where I know the projectiles and stuff go on forever and ever in the universe until they hit something. However, the engine has to calculate and keep track of all that stuff. So could you imagine a battle of 100 ships with all projectile weapons and they all miss their target? Or you shoot 1,000 rounds, so now you've got 100 people shooting 1,000 rounds. It just gets to be a mess and it chugs the engine. So if it misses and it goes off a little ways, it's just going to disappear, just like regular stuff. Maybe the energy weapons fade away. That's just the way it is. It may not be accurate in the real world or in the universe, but it is how it is in the constraints we have to do in the game engine.

Wingman's Hangar·
Published on this date.15 Feb 2013

Will I be able to invite other players into my Hangar module, if you know what I mean? Wink wink.asked by Koros

Yeah, of course you're going to have other people in the hangar, but Koros, no blow-up dollies.

Wingman's Hangar·
Published on this date.15 Feb 2013
Player housing & hangars

When will there be an update to the ships document? It doesn't have to be as detailed as what's in Jump Point, but the current document is quite outdated and doesn't reflect the latest information. And by the way, are you wearing any pants behind that desk?asked by Reebok

An update on the ships document. We're working on the Galactapedia, and the idea here is that we're going to be updating the website. And when the website's updated, a lot of that stuff will come to you. We'll have more next week with our guest, Zane Bien. He's going to kind of explain where we're at with the website. We're doing a total redesign. So when that happens, we'll get more to you. As far as me wearing pants, of course not. Pants? Yeah, I'm wearing pants.

Wingman's Hangar·
Published on this date.15 Feb 2013
LoreShips

What is a technical artist? Tell us about what you do.

Forrest StephanTechnical Artist

Well, I originally started as a 3D modeler on the project, and then it basically led into everything else. So you've got your particles and your shaders and optimizing and working on extremely complicated models.

Wingman's Hangar·
Published on this date.15 Feb 2013

How did you come to Chris?

Sandi GardinerInterviewer

It was through Mark Day.

Forrest StephanTechnical Artist

Through Mark Day. He was my old producer on the last project I worked on. And our company got shut down. And then Mark called me up and said Chris Roberts was working on a new project, would you like to join kind of the pre-team? And I said, absolutely.

Wingman's Hangar·
Published on this date.15 Feb 2013
Development process

How long have you been working in the games industry?

Forrest StephanTechnical Artist

Well, actually, not that long. My background is in architecture. And then that led into working on game engines. So I've only been working in games for about six, seven years.

Wingman's Hangar·
Published on this date.15 Feb 2013
Development process

Is that sign physical or is it actually in the game? So will this [Wingman's room on the carrier] be in the game then?

Forrest StephanTechnical Artist

That's 3D. That's all in the game. All in the game right there.

Forrest StephanTechnical Artist

It could be an Easter egg, who knows?

Wingman's Hangar·
Published on this date.15 Feb 2013
Art & graphicsShips

You worked on the initial funding campaign; you were there in the early days. What were your expectations when the thing kicked off? What did you think would happen?

Forrest StephanTechnical Artist

Honestly, I had no idea. I knew with Chris Roberts there would be some kind of following. I mean, like when he went live, was it Austin GDC?

Yeah, Austin GDC, 10th of October.

Forrest StephanTechnical Artist

I remember watching, then all of a sudden, boom, our site crashes.

In about 10 minutes.

Forrest StephanTechnical Artist

Yeah. I mean, we were there at like, what, 6 in the morning.

I was still doing the PowerPoint. I was tracking. I go, oh my God, the site's crashed. It just crashed right away.

Forrest StephanTechnical Artist

Yeah, it was bizarre.

It was amazing. He was up for like 36 hours before he did that, working on it.

Forrest StephanTechnical Artist

Oh, yeah. We were still working on it at 5 in the morning, two hours beforehand, changing the Hornet in their face.

Wingman's Hangar·
Published on this date.15 Feb 2013

Being the technical artist on the project, what do you want to see Star Citizen do really well?

TL;DRForrest Stephan wants great PvP dogfighting in memorable environments, such as asteroid interiors and nebulas where players can hide, and Davis wants a sandbox where players choose their gameplay.

Forrest StephanTechnical Artist

I want to see amazing PvP dogfighting. Because I'm a huge Star Wars, Battlestar Galactica geek, so I've always wanted to be able to do that. And not just the networking aspect, but I want to see environments that make it fun to do. Like, I was working on a prototype for an asteroid where it has a full interior. I like the episode two of Star Wars where Boba Fett and Obi-Wan Kenobi, he chases them through there. So I wanted to create these environments and nebulas that you could get lost in and you're like, oh wait, where'd it go?

Did you ever play Descent? There was some really cool gameplay in that. If there's some sort of way we get into asteroids, inside of that, and we fight.

Forrest StephanTechnical Artist

Exactly. Then all of a sudden you come out and then they're waiting for you. And they're big enough where you could almost turn your lights off and kind of hide in there if you are in trouble and try to sneak out.

So what that does is it adds tons of different gameplay types. We want to kind of create the sandbox and let the fans know how they want to play it.

Forrest StephanTechnical Artist

Yeah, you want to make something that people are going to remember situations and they'll talk about it.

Wingman's Hangar·
Published on this date.15 Feb 2013
Ship combatArt & graphics

When you're playing Star Citizen and Squadron 42, what are you going to play? What are you looking forward to? Are you going to play it when it comes out?

TL;DRBoth speakers say they will play the game, saying the team makes a game they want to play and values freedom from publisher interference.

Forrest StephanTechnical Artist

Oh, absolutely. I mean, I'm not going to work on this game for two years not to play it.

Well, I think we'll all be playing it. And as we grow, the universe is going to be there. For 5, 10, 15, whatever it takes, we're going to keep adding to it, right?

Forrest StephanTechnical Artist

It's fun because I think, and most people that work here, we're all making a game that we want to play. So everyone puts a little more extra into it, just because we want to see it get done so we can play it. It's kind of nice not to have a publisher over your shoulder telling you that you can't do this because you might offend person X in some other country. The freedom that you have. You get to make what you want to make, as opposed to what somebody thinks will make you a bunch of money, which is great.

I agree, because usually the people that are telling you what should be or shouldn't be in the game are really not even gamers. They're just worried about the image.

Forrest StephanTechnical Artist

And we're all gamers.

Wingman's Hangar·
Published on this date.15 Feb 2013