Star Citizen: Happy Hour w/ Ben Lesnick & Elwin Bachiller Jr
The developers discuss the in-progress Aurora rework, which brings new damage setup, custom normals and retro thrusters to all variants as a one-for-one replacement. They also cover the Banu Merchantman interior concept, the Hurricane, Caterpillar work, Mustang update, Item 2.0 handling, Spectrum PTU testing and QA workflow.
TL;DRElwin Bachiller Jr. is redoing the Aurora with newer ship technology for better optimization and item support, and the work is unfinished, with the exterior remodeled and the interior not yet done.
Right now I'm actually redoing the Aurora. So essentially what I'm doing is taking the design that we currently have and updating it with the technology that we have on all of our newer ships. So custom normals, we'll have the new damage setup. So the Aurora will end up being a lot more optimized, and it'll run a lot better. And it'll also accommodate a lot of our ship item technology that we need.
No. Actually, I took this this morning, basically. It's the exact current state of the Aurora. I haven't gotten to the interior yet, so essentially what you're looking at is mostly just the exterior of the ship having been remodeled. And I still have to do a couple of tweaks, but I'm moving on to the phase where now I start to apply my textures, set up all the materials, add POMs, and just make the exterior all look really beautiful.
TL;DRThe shown coloring isn't final; he is reinterpreting the Aurora's older skins for the new skin system, keeping some raw metal on the wings, and feels the pressure given how many players start with it.
No, so the Aurora has a lot of skins. And so our skin system has gone through several evolutions. So initially, the Aurora that's in the game now has several skins using an older version of the way we create our skins. And as a result, I have to sort of try and interpret the older skin to the way we are going to be moving forward with doing different color combinations. So what you're looking at now is essentially the base Aurora and the way I'm kind of interpreting it a little bit. You'll notice that at the wingtips you have some raw metal bits exposed. The original Aurora has that across the entire ship, which I think is a little bit too strong to have across the entire thing. That's more of a MISC ship style where they have the aluminum raw metal exposed on the entire thing. RSI doesn't quite do that. So I'm going to keep some of the raw metal in there on the wings just for flavor, but the rest of it will fall more in line with the new Constellation.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
That's quite a responsibility. People will argue forever what the best ship is or what their favorite ship is, but there's no question that the Aurora is the most numerous ship.
I definitely feel the pressure, I have to say. There's a lot going on with that ship. I redid the animations for the landing gears and the ladder and all that. We're essentially rebuilding it. I mean, it's not just a quick little update. It's taking quite a bit of time.
Yes. So in addition to just doing the base Aurora, that means I'd have to go through and redo all of the parts for every variant as well.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
And one thing we always get after we talk about a ship update: this is going to update existing Auroras. It's not a new Aurora that you have to buy separately.
Right. So specifically that: intakes obviously are still part of our ships. But in the Aurora, what we're going to do is the parts that are sticking out that were previously treated as intakes, we're going to now make those retro thrusters. So we'll be using that to help stop the ship. And the intakes will now be on the bottom and on the top. So the LN has this gigantic intake sitting on the back in addition to these gigantic intakes on the side. So now every version of the Aurora will have a small intake sitting on the back, and the LN will just have a bigger one of those and bigger retro thrusters on the sides.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Yes, they are doing some additional concepting work on the interior right now. I believe we published one of the recent concept images in the newsletter Sneak Peek two or three weeks ago. So it is not getting modeled in the game right now, but we are at the step right before that.
That's Emmanuel Shui. He's the same artist that concepted the exterior. He's back doing the interior.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Yes, and they're doing it out of the UK. We don't get to see it as much as we'd like to, but it's really exciting that some of these ships are coming together.
TL;DRBen Lesnick says the next concept ship you'll see is the Hurricane but says nothing more, adding that around five ships are in various stages of concept.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Next concept ship, the next one you're going to see anyway, is the Hurricane. And I can say nothing more about it yet. I will say we've been working hard. I say we, but I mean other people working really hard on that stuff. The UK ship team, who are just amazing, talented people. But I think just yesterday we got back some of the images that we're going to use in the brochure, and it's looking cool.
Can we give a shout out to the artists working on that? So that's actually Justin Wentz who's doing the concept art for the Hurricane. And he actually sits right behind me. So I get to turn around and see what he's doing on a daily basis, and it is looking really nice.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
We got a fun idea for the booklet, and it's going to be a good one. But we have any number of ships. I think there's five that are in different stages of concept right now. So there's going to be more stuff to see later in the year.
TL;DRQA works alongside developers and designers, who call testers over to try new systems; their input is given on the spot and sometimes leads to immediate changes.
Well, actually we have a pretty integrated work environment where we're working alongside the developers and designers as they're coming up with the system. So there's plenty of times when somebody will be working on something new and they'll call us over and say, "Hey, can you check this out? Is this intuitive? Does this seem like it's cool?" And we're able to give our input just right there while they're working on it. And sometimes even see them make changes at the same time: "Okay, well, what if I changed it to this? Can you try it now?" So we're in the trenches with them, which is a great thing for us, particularly coming from... I worked in publisher QA, where there was a big wall between developers and QA and you were pretty much just there to generate bug reports. We're right there with them. And it's kind of rewarding to actually be able to see, "Hey, I did that. I told them to do that" sort of situation.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
That's one of the fantastic things about Star Citizen in general: there's this respect for everybody's thoughts. I'll watch Skype and I'll see Toast having suggestions for things, and there's not another game company in the world where your lawyer both cares and has good ideas.
TL;DRCompared with publisher-side QA, where a wall separated QA from developers, Vince Sinatra says CIG lets him work directly beside developers and talk to them in person, which he prefers.
Well, we kind of already hit on it, because like I said, I was publisher-side QA. So there's kind of this wall between publisher QA and then the internal dev QA. And you're pretty much just checking stuff, making sure things could go to code and pass submission for Xbox and Sony and stuff like that. So it is totally different to be there, like I said, in the trenches the whole time, being able to just walk up to people and talk to them, as opposed to, "Oh, I got to send an email to a producer," and then the producer sends the email to the actual developer's producer, and then eventually, three months later, you may or may not get a response. I actually kind of have a bad reputation here because I will just walk up to any developer, no matter what they're talking about, and I'll just interrupt and say, "Hey, what's going on with this thing? What's going on with that?" I just like getting my nose in other people's business sometimes when it comes to what they're working on, because I know I'm going to have to look at it in a little bit, and I'd rather get ahead of the game when it comes to certain things as opposed to waiting until it's dropped in my lap.
TL;DREveryone in QA touches everything, but testers are encouraged to specialize in areas they enjoy (ships, FPS, servers, Squadron 42), giving both QA and developers an expert to turn to.
Well, pretty much everybody touches everything, but we're really big proponents of a specialist system where you find a niche, something that you like. Like, I came to this company for spaceships. I was five years old, dreamed of flying an X-Wing, and so I was like, this is what I wanted to do, I wanted to work with the spaceships. So that's kind of what became my focus when I first started here. Other people have different interests, the first-person shooter aspect. So it's like, "Oh, hey, you really like FPSs? Well, you can become one of our Star Marine guys." Other people have expertise when it comes to server creation, monitoring bandwidth and all that other type of stuff, helping with the netcode. So we really encourage testers to find something that they like, something that they're interested in working with, and the developers that they have fun working with, and take it and run with it. Right now I'm working primarily on Item 2.0, which is really cool because I get to bother Mark Abent and collect his tears, as we like to say in QA, whenever his code doesn't quite work the way it's supposed to. But yeah, it's a lot of fun, and we definitely encourage specialization. So there are people who are focusing on Squadron 42, some people on Star Marine, other people on ship combat, other people on the persistent universe. And it works out really well, because that way you have an authority in every single studio who not only the QA team knows to go to, but the devs do too. So if a dev gets a Squadron 42 bug and they haven't been through what's going on, they're going to need a little help with how to get to the area where they need to reproduce the bug.
TL;DRNot currently: reworked ships replace the old ones one-for-one because updated systems like components and damage no longer support old models, though aged ship versions are wanted in future.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Not with the current updates. It's a one-for-one replacement for the ones we're working on now: the Cutlass, the Aurora, the Constellation. In the future, we absolutely want to have ships that age. So there would be the 2948, 2949, 2950 over time. So we're kind of looking ahead to that. But right now, the idea of updating ships isn't just, "Oh, it's cool to do this." It's totally essential to where we're going with the game. So the old ship just would no longer be functional.
Yeah, I mean, it comes down partially to a gameplay reason. Components need to be supported, or ship items need to be supported on these ships, and not all of the old ones do, which is part of the reason why we have to update it. And then damage is a big part of it. The way we do our damage is completely different than the way the old models were. And at a certain point, you kind of have to just cut off the way we used to do it and bring everything in line.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
I think the one exception is the Constellation, which in the fiction, there is a Mark III Constellation that's the old design, but we don't actually have it in the game. A lot of people see this and they go, "Why are you throwing out this work?" But that's not actually how it works. You just normally don't see all the iterations a model or a system goes through in game development. So this is a completely normal practice in that regard.
TL;DRThe Caterpillar took many months of slow progress by a small team; Elwin Bachiller Jr. wishes for more polish time but is happy it matches the original intent.
Man, that was a long time. It was many months. It was me, Daniel, and Jin, and also Justin, who's concepting the Hurricane now. He was helping us out with fleshing that out. He actually did quite a bit of work on that. Yeah, it was many months of just hunkering down on this one massive asset and seeing progress very, very slowly, until finally it just came to fruition and it all sort of came together at the last minute.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
It's such a cool looking ship though, and I am so happy that you guys did such a good job and that you did it all, because if I look back through my email I must have hundreds and hundreds of "Where's the Caterpillar?" from back then.
We're happy to have put it out and that people like it. Obviously, when I look at it, I wish I had more time. That's always the way I feel at the end of each one of these pieces: I just wish I had more time to polish it even further, because there are plenty of things I would go in there and improve. But I'm just really happy that as you walk through that ship, it really does feel like the original intent when we first started production. It really does feel claustrophobic. It does feel dank. It feels dangerous. And those doors, man, that's one of my favorite things. I love that they can all open and that people actually can fly Merlins through it. That's pretty hilarious.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
I saw so many different pitches for what to do with those over the years, and you guys totally nailed it.
And not only do we like it, Jim Martin, the original concept artist for the Caterpillar, was actually in the office yesterday, and we were showing it to him, and he's thrilled. He's absolutely thrilled with the work that you've done on it.
Yeah, I guess Drake is getting quite a bit of work done, but there's other ships, and obviously I'm not sure what we can and can't talk about, but just knowing what people are working on, that's a huge amount of stuff being worked on right now. I know there's one we definitely can't talk about.
I mean, it sounds like it might be one of those conversations where it's like, "Oh, maybe in the future we'll make an updated version," which is a different hull.
I mean, so when we were first finishing up the Constellation some time ago, I was helping out with the actual docking mechanism where the Merlin actually connects to it. So that whole thing is already built on the art side and animates to support it, but we need developer help to actually make that tech work. Actually, it's related to the same technology that's necessary in order to get the Caterpillar command module to detach as well. So those two things require the same work.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Redeemer, we have so many... Redeemer is the TNGS ship, right? The Redeemer is viewable in the hangar right now. Yeah, the current version is in the hangar. It needs a real overhaul before it's flyable and totally ready for action, but that's coming.
And there are some really big ones in the UK undergoing production. Again, I don't know whether I can mention them or not. Those are larger teams. I do know of a very small ship that's currently in production, but I don't know if it's been mentioned yet.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
I think that's one of the ones we're not supposed to talk about.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
They're certainly on the schedule, but they're not being worked on right now. Everything is scheduled out, all these updates and concept ships. They've got a really good pipeline going.
And of course, as you're doing a lot of work on the Item 2.0 system, as more ship component systems come online, you will be able to affect the handling of a ship. So the handling of any ship right now is with only the stock components. As Item 2.0 progresses, as the ship component system comes online and more things like the coolers and the avionics and all that stuff come online, you will be able to directly affect the way a ship handles.
Still working on it. It's in testing right now on the PTU. Everybody has access to it on the PTU right now. If you haven't had a chance to test Spectrum, you can go to ptu.cloudimperiumgames.com.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
I think they're just patching that constantly. They're making all sorts of changes. We're getting close.
Well, that question was answered in yesterday's Around the Verse. If you watch yesterday's Around the Verse, you'll see lots of different weather systems being worked on for our procedural planet system. There was snow and some desert wind, and there was quite a lot of flora being affected by the environment and stuff. It was pretty cool. They're doing some great work.
Oh, that's a good question. So yeah, the Mustang is also going to be getting updated. It poses a few special challenges, because when we first built that ship, we built it and all the variants at once, with three different artists working in two different studios. And so there's a lot that went into building that ship that's completely different from the way we do our ships now. It poses a bit of a challenge in how we tackle doing variants, to bring it in line with the way we currently do variants. So we will be redoing it, but that won't be for a little while yet, actually.
Yes, we mentioned a 2.6.2 in the weekly newsletter last week, or the week before. Chris mentioned the 2.6.2 patch in the foreword for our weekly newsletter, with our intention of introducing the Mega Map feature.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Well, specifically in terms of mining, that's totally a Tony Z question. So we'll have to wait for the next time he's on. In general, yes, you will see a lot more specialized utilities for ships as we get Item System 2.0 and more distinct options for people in terms of scanners and add-ons and mods and such. We started with weapons and guns and missiles, and now we're expanding to other stuff. So in general, yes, but as for the specifics of how mining will work, that's totally a PU design question.
TL;DRMemorable bugs include the CitizenCon demo where the rover appeared to be born from the Constellation, and anything with inverse kinematics producing twisted limbs; other bugs are mostly just annoying.
One of my favorites is definitely during CitizenCon, the Homestead demo. We had a lot of problems getting the rover and the Connie working, and there was one where it basically looked like the Connie was giving birth to it, and it was a troubled pregnancy, obviously. That one got a few laughs. What else? I mean, a lot of them are just annoying, such as the aforementioned Mustang bug that we always refer to. We definitely want to see a lot of those get fixed eventually, but we've definitely had some funny ones. Anything with IK is always hilarious, because you get guys with twisted limbs trying to get into their seats. I don't even know what it stands for. That's what I was trying to avoid.
Inverse kinematics. So essentially what it does is it will figure out the best solution for moving a joint. So you'll give it a target, and then it'll figure out how to rotate the two different bones in order to give you a sensible looking motion. I guess it's an animation thing.
TL;DRTimelines depend on ship size: a Caterpillar room took a month or more at first, then days; small ships take about two months to greybox, and very tiny ships save little.
The space between concept and greybox, that's a scheduling thing. But when it comes time, they're like, "Okay, it's time to start building the ship." What's your timeline on that now?
So it really depends, exactly as you said, on the size of the ship. To give you an example, on the Caterpillar we spent about a month, maybe a month and a half, getting one of the rooms from concept to final, basically finished. But on the bigger ships, what we tend to do is build hero rooms first, and then we'll move on to building all of the rest of the rooms using pieces from what we've already built, because it'll make production faster and faster. So every new room you build goes faster than the previous room. So we got to the point on some spaces in the Caterpillar that we would get them done in like three or four days. But that was after a long time of building out a kit. Smaller ships like the Aurora or the Buccaneer, it typically takes about, I would say, two months to get to the point where you're basically done with greybox. And from there, you're finalizing all of your materials and textures and POMs, and then you start doing all of your damage work, and everything that's required for the game to actually use it as a ship in the game. So proxies for collision, shields, all that stuff.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
And it's totally amazing, at least from my perspective, watching a ship like the Buccaneer come together so quickly compared to what it took in 2013 to get some of the first ships online. The process they have is just so streamlined.
Yeah, it's gotten a lot better. Much, much faster. We really did get the Buccaneer up and running... I mean, from nothing to greybox, I think it was about a month and a half.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
And for some of the even smaller ones, it seems instant. I had that experience with the Dragonfly. I was like, "Oh, and it works now."
Well, those smaller ships, it's a lot less work. So the really tiny ones can get done much faster. But it's a little deceiving, because there is a point at which it doesn't matter how much smaller you go, it's still going to cost you. Getting smaller than a Dragonfly, for example, is probably not going to save you much time, because you still need to set it up for animation and all the interactables and all that stuff. And that will all still take the same amount of time.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
So don't look for a space Segway or a space surfboard anytime soon.
TL;DRWhich larger ships will carry the Dragonfly is largely undecided and not promised, though the Caterpillar's front was designed to hold at least two, subject to game design balance.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
You probably mean the Dragonfly. And that is a TBD, largely. For the larger ships, we think about it, but we don't promise it. Best way to put it.
But they fit in the Caterpillar. They definitely do. In fact, the very front of the Caterpillar was designed to make sure you can hold at least two of those facing forward. Now, whether game design decides that that's one too many, that's up to them to decide for balance reasons. But it can hold up to two. And if you really want, probably three.
We've already seen videos of people cramming Merlins into every single bay of the Caterpillar. There's always our intention, and then there's what you guys will do with it.
Honestly, I was really surprised to see that with the Merlin, because for a small ship, it's a pretty long ship, and I did not expect people to get that thing in there at all.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
I think everybody was surprised by that one video where they had the Merlins on the open doors and it went to quantum, and it wasn't supposed to work that way.
That was the Vanduul Driller. And there is actually a whole video dedicated to that on our YouTube channel. That was the Vanduul Driller, which we first showcased towards the end of last year.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Yeah, we tend not to share as much of the Vanduul ships, just because they're going to be such a big part of Squadron, but they are really cool.
TL;DRElwin Bachiller Jr. does not work on sound and won't speak for the sound team, but speculates that landing gear sound would vary with ship size and manufacturer.
I don't work on the sound or volume at all. But I will say that when I'm working, especially when I'm doing animations, I'm typically hearing sounds in my mind for how they might actually sound as it plays. And that helps me add a little bit more character to the movements. Honestly, I don't want to speak for the sound team, but that probably really depends on a couple of things. One, how big a ship is, obviously. Two, what corporation, because I'm assuming that different corporations have different build qualities. So the sound of a landing gear on a Caterpillar would be very different from the sound of a landing gear on an Origin ship, for example.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Yeah, I can imagine Origin tries to have it as quiet as possible. It's a civilian ship, whereas Anvil will be like a ship on an aircraft carrier: you'd better wear headphones.