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Explain your task. What do you actually have to do? These [habs] are already lit, so why are we going back and revisiting them?

TL;DRThe habs aren't being redone; the aim is to add player interactivity through light groups tied to a player-usable switch, extending lighting states previously used mostly in ships.

Chris CampbellLead Lighting Artist

As you say, we're not reinventing the habs. We're not changing them completely. But we've always had a desire to add more player interactivity from a lighting perspective. You've already got some things that you can interact with in your habs, and we wanted to add to that through lighting. The obvious way to do that is we've already got these tools called light groups, which allow us to basically change the state of a light based on whatever kind of logic. Traditionally, that's mostly been in the ships, like when you take damage or when you're powering up the ship for the first time, there's a low power state and a full powered state and an emergency state. And we've been, over the course of the last year or so, introducing some of those elements into locations where we feel it makes sense and where we can get the most bang for buck. And the next obvious thing was to do it in the habs, where we recently got some new gameplay entities that allow us to tie the light group into a switch which is player interactable, so that the player himself or herself can manually change the light state.

Star Citizen Live›Gamedev: Mood Lighting·
Published on this date.16 Jul 2021