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As revealed in a magazine interview just a week or two ago, Star Marine is currently on track for our 2.6 release. What can you tell us about that?

TL;DRStar Marine has had a lot of work since being pushed back, with new movement, weapon feel and animation refinements, and a recent team playtest felt like a cohesive, proper game.

Gordon McLeanGameplay Programmer, FPS team

So yeah, Star Marine has not really been talked about in like a year, I think. I think we were quite close to releasing it and then it got pushed back a little bit. We've done a lot, a lot of work on it since. Like I said, there's lots of new movement stuff, there's lots of weapon-feel stuff, lots of animation refinements, lots of stuff to just make the game feel a lot better and play a lot better. We've not long done a playtest over here, actually. It wasn't quite studio-wide; it was a team-wide playtest where a bunch of us jumped into the map and had a, I think it was 4v4, I'm not quite sure. And it's come on so far and it feels like a proper game now. It actually feels cohesive and something you'd actually want to play. It needed work, it needed refinement. But yeah, there's so much stuff being done in it. It's a smallish team that's working on it, but it is very dedicated to getting it feeling good, getting it playing well. Like I said in the video, obviously it's Todd in Germany that's overseeing it, and John over here. And they're really going to proper lengths to get it feeling right. There's loads of new features as well. I mean, simple stuff like all the reload animations have been redone quite recently. I think the last couple of weeks they went in. And it makes them feel much more — I mean, the whole thing about Star Citizen is it's as realistic as you can get, and they feel weighty now. They feel like a proper reload. And lots of other stuff, like selecting and deselecting weapons feels better. We've got crouch improvements, prone improvements and jumping improvements. And the jump was something that for a long while felt a bit pants. It always felt a little bit off, and so we got the opportunity to go over it, and all the animations got redone from the mocap. Dan over here spent a long time working those animations with Uzi as well, properly working them out, and I did the back code to glue them all in, and it feels a lot more natural.

Reverse the Verse›2.2 - UK·
Published on this date.5 Aug 2016