Let's have a talk about [new solar systems]: obviously our goal is to introduce a new solar system, right?
TL;DRStarting in the very complex Stanton system forced the team to solve hard problems early, giving a foundation for further systems like Pyro, shown with a seamless jump transition.
Yeah, we're not going to be in Stanton forever. I think that was such an important thing to do at CitizenCon. It's been such a great evolution, just in scale, if you think about it.
Because in that demo that we do, SOCS is running. That's how it all works. And as we enter the jump point and we're going through the wormhole, Stanton's going away while we're loading in Pyro. And then we come out, Pyro's there, and it's all seamless. There's no loading screens, there's no cutaway or anything. It just all happens from gameplay straight away.
It's still mind-boggling to me. It was good training to start in probably one of the two or three most difficult of all the solar systems planned, in terms of four planets, a dozen moons.
Four landing zones.
It's the landing zones, yeah.
Pyro's a lot lighter weight.
Well, the point I'm making is it's forced us to basically deal with a lot of the most complicated problems sooner in the process, so that going forward now, we've got a solid foundation to deal with any quantity of content, decoupling the frame rate from necessarily how much stuff needs to be loaded by any given server and things.
And also the Planet Tech V4 is allowing them to... Pyro, I think, has six or seven planets, and then a lot of moons. I think we're only going to have a couple of landing zones, but it doesn't have the population density of Stanton, but there's a lot of places you can visit. But we have the tools, and Pyro is sort of a hotter system, so that's where the active status comes in.
I just feel like we're starting to really coalesce everything, right? And that's what really excites me for this year.