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In the Loremaker's Guide to the Galaxy episode on the Stanton system, ArcCorp was described as mostly, but not completely, built upon and having oceans, as recommended by the scientists we consulted to plausibly validate weather effects. What we see in 3.5 appears to have no oceans. Is that going to be the case going forward?

TL;DRThe focus for this release was making the planet tech support a fully hard-surface city planet, and oceans and other extras were limited by schedule, though they could be researched.

Luan VetoretiEnvironment Artist, PU team

So when we're exploring these things early on, we take a lot of the lore into account. We see what is this thing? What parts of it can we do? What parts of it are going to require a little bit more research? And I think our main focus for 3.5 has really been taking the planet tech and trying to make a completely hard surface industrial buildings planet with it. So our main goal was really to try and get the planet tech to do something quite different that it hadn't done before. So with that in mind, absolutely we can R&D all kinds of different things that could work, with possible oceans and things like that. But our main focus is really trying to get this tech working in a way that would really benefit a whole city planet. And that required a lot of investigation into how we're going to scatter these things, what kinds of biomes can we do with this in mind? So the first early on stuff that I did, actually, I did some tests after CitizenCon 2017 on the industrial side of the planet. And I had all kinds of different really random geometry and buildings being scattered around. And it was like, okay, so we can definitely use it for these big industrial areas. So when we actually started tackling ArcCorp, it was like, okay, so I know that that's going to be one of the things we can do. So let's push that. Let's push the planet tech to do all these really cool big plates. And as you R&D, there's a lot of stuff that you go, it would be cool if I tried a little bit of this here and then a little bit of this here. But obviously, the more that you want to do, the bigger the schedule gets. And obviously, there's only so much time to do these kinds of things. So we try to focus down on what are the main areas of ArcCorp and what can we do with the planet tech for this release?

Nic EtheridgeLead Environment Artist, PU team

It was probably one of the most challenging things we've ever had to do, creating a whole planet covered in buildings. We did a lot of pre-production prototyping, tried different things with it. And we're using, Luan could speak to this more, but we're using the planet tech, which was built originally for organic stuff. And it's actually easier to do the organic stuff like the terrain and mountain ranges, because your eye doesn't pick out things that you'd notice when it's hard surface, when it's all solid blocks of buildings. And that was one of the biggest problems, trying to use the system that basically scattered rocks and other objects and try and do that with buildings, because the first thing we found was it looked very jarring, if that makes sense.

Luan VetoretiEnvironment Artist, PU team

And another thing, trying to adapt that tech, was we knew we'd have to integrate with certain more bespoke areas of ArcCorp. So, for example, with Joel, I worked quite closely when he was doing the prototyping of the spaceport exterior. We worked closely on, okay, so what do these materials look like? What do we want out of these materials? So then he'd be like, oh, it'd be cool if we could do something like this. I'm like, yeah, actually, that could work on the industrial side of things. So it's about reaching out to the team and everybody that's working on ArcCorp and going, okay, how is my stuff going to integrate with yours? And how is all of this going to work together to create this focused tier zero version of ArcCorp, essentially?

Reverse the Verse›LIVE - Environments of Alpha 3.5·
Published on this date.12 Apr 2019