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Calling All Devs ·
Published on this date.2018-10-29
· 7 Q&As

Calling All Devs - Practical Behaviors

Developers cover stamina limits on bunny hopping in cities, why no portable hab or sleeping bag is planned, and IK-based cockpit animations for pressing buttons. They also discuss combat AI improvements, Merchantman and Defender ties, and Item 2.0 ship components, starting with the Terrapin.

Transmission log

Full answers

How will players be made to behave in a realistic way in a city environment? It would be rather strange to see people jumping off bridges into oncoming traffic to get to Dumpers Depot 20 seconds quicker.

Todd PapyGame Director, Star Citizen Live

I guess if they jump off, they're going to deal with the consequences of dying. But as far as them running around, doing bunny hops, whatever, it really is just going to be based off of stamina. And that's the only way that we're going to gate the players. Otherwise, they can run around and do whatever they want to. As a game maker and as a player, I'm not going to enforce my stance of play on anybody else kind of thing.

Jared HuckabyHost, Community

But maybe something like three bunny hops in a row really hits your stamina hard kind of thing.

Todd PapyGame Director, Star Citizen Live

Yeah, exactly. And then at that point in time, you'll have to wait for a little while, and then you can jump again.

Calling All Devs·
Published on this date.29 Oct 2018

Will players have the ability to carry a "portable hab" or a sleeping bag while traveling in land vehicles that do not currently have any beds to log out of?

Todd PapyGame Director, Star Citizen Live

No. Not right now. And not in the foreseeable future right now.

Jared HuckabyHost, Community

But you just don't like camping?

Todd PapyGame Director, Star Citizen Live

No. Actually, I'm not a camper, so my family will attest to that one. But we feel like the ships and then also just proximity to either outposts or other cities, towns, it would just be go stay there.

Calling All Devs·
Published on this date.29 Oct 2018

Are there any plans to add animations to inner-thought functions? Such as clicking the "flight-ready button" in your ship and having my characters arm reach out and press the button?

Steve BenderAnimation Director

Absolutely. So one of the things that is really important for us in Star Citizen is giving you this holistic feel of being within the world. In the case of, as was described, in the cockpits, being able to, when you look down and you turn the engines on or you're manipulating the joysticks and your fingers are moving, you're about to fire the missiles and you're going to pull the trigger and fire your weapons. All of those will have tactile interactions.

Calling All Devs·
Published on this date.29 Oct 2018

Is that a challenge with all the different cockpits that we have and knowing where those buttons are?

Steve BenderAnimation Director

Well, it can be. I mean, you have to deal with it smartly. An IK system, and you may have seen this at CitizenCon when we were actually picking up glasses and putting them down and stuff like that. That allows us to smooth an animation position that is authored for one location to another. And the same sort of concept would be used here. So if I'm in a cockpit and let's say I do an animation or I capture an actor going beep over here, and in another cockpit, that's actually over here, what happens is, as the animation plays, it retargets its position, it blends its position into that other location.

Calling All Devs·
Published on this date.29 Oct 2018
Art & graphicsShips

What else are you working on? Anything fun?

TL;DRMuch of the work can't be discussed yet, but they are focusing on ground-based combat AI, tightening it to feel more urgent, reactive and like real enemy combatants rather than gamey.

Steve BenderAnimation Director

Yeah, a lot of stuff I can't talk about right now, though. But we're also looking at the combat AI, looking at what the next steps are, looking at what we have right there, trying to tighten that up, give it more of a sense of action, of urgency, looking at how they react to certain things that you do and how they counter those, being able to give them more of a feel of enemy combatants and less of a, if you will, a gamey or AI result.

Jared HuckabyHost, Community

Combat AI, some version of that's been in place since Arena Commander first launched with the original Vanduul Swarm, but I think we're all ready for it to progress and for it to continue to evolve to be everything that we know it can be, especially with Squadron 42.

Steve BenderAnimation Director

Well, from our side, what we're really focusing on right now is the ground-based combat AI. So that would be your enemy pirate characters that you saw at CitizenCon and things like that. And those bring across different challenges in dealing with the various animation systems, how characters juke and jive, how they start, they run, they go up and down things that are unique to characters in, say, a ground-based environment or a skeletal environment in like a human or something like that, that don't exist on the ship AI, which has its own particular challenges.

Calling All Devs·
Published on this date.29 Oct 2018
NPCs & AIFPS combat

It was mentioned that the Merchantman and Defender may have some degree of \"interplay\". What specifically is being considered for that?

TL;DRNothing is committed publicly about the Merchantman and Defender interplay; options are being pursued and will be decided after the Defender is built, but the Defender is designed to defend the Merchantman.

John CreweVehicle Pipeline Director

So there's nothing I want to commit to publicly at this point. Obviously, we concepted the Defender in the UK; we're building it in Austin now. We're building the Merchantman in the UK, or we'll be building it. So the designs of the two, we've built in some nice features that both physically and sort of gameplay-wise tie the two together, and we've got some options there. We need to build the Defender first before we lock down which of those options we go on. But when we do, we'll talk about that probably in the ATV about the Merchantman.

Jared HuckabyHost, Community

This is one of those times where we don't want to get anybody's hopes up. We're pursuing a couple different avenues. I'm going to take this on me here for a second. Looking at doing this, looking at doing that, looking at this. And any time we shared in the past all the breadth of those things and then we only pick one of those three, we've disappointed two thirds of the audience who were hoping for the other two. Kind of stuff like that. So we'll share that stuff with you guys when we have a better idea which direction we're actually going. And of course, the only constant in game development is change. It's never going to be 100%, but we do try to be responsible with the state that the information is in before we do share it. So it's still a little too early to share that. But I did want to address the question because it was a good way to share that kind of information and remind folks that all Star Citizen information has to hit certain kind of milestones of reliability before we do share them, even though they are still subject to change.

John CreweVehicle Pipeline Director

At the very least, the Defender is designed to defend the Merchantman, including the name. So it's specific to defending that ship.

Calling All Devs·
Published on this date.29 Oct 2018
Ships

We were told, that when Item 2.0 is fully implemented we will be able to directly access and interact with ship components on our ships (without mobiGlas). What is the current state of that tech and when can we expect it in the PU?

TL;DRThis quarter they plan to replace the Terrapin's placeholder component brushes with live components, followed by picking up and swapping them; it won't be publicly released this quarter, only sometime next year.

John CreweVehicle Pipeline Director

So current state of that is we are going to internally, this next quarter, so quarter four, we're going to be using the Terrapin, which people probably played around with in-game and seen that behind the hatches there are components. So those are just hand-placed brushes at the moment. They're not the actual physical components, but this quarter we're going to be replacing those with the actual live working components and then hooking them back up. There were a bit of technical issues we had that meant we couldn't do it before. We're now sort of getting on top of those and the US vehicle feature team are going to be going through the rest of those hopefully this quarter. So that's step one of physically putting the items in the ships and connecting them up to the ships. Then the next step is using all the interaction and carrying stuff. We saw that at CitizenCon, picking stuff up, rotating it around; that's the next step for physically taking those things in and out. And because they'll be on item ports in the ship, when you disconnect it, it disconnects it from the ship, so you get that gameplay. And then if you've got spare ones, like you've decided to buy one and carry an item around, for example, and just left it in your ship, you'll be able to swap them out in there. That's sort of like running repairs sort of gameplay. In reality, most people are going to try and limp to a port to use the proper UI interfaces. But we're going to actively be working on that in the next quarter. It's not going to be ready for a public release in the next quarter. It'll be sometime next year. But yes, we're starting to look at it. And then once we've done that single use case on the Terrapin, that's where we can go wide. We want to get that one ship working properly, prove out all the tech, prove out any of the niggles that we need to solve before we go and do it on something like the size of the Reclaimer.

Calling All Devs·
Published on this date.29 Oct 2018
Ship componentsShips