Star Citizen: Around the Verse – Upgrading Ships to Item 2.0

Star Citizen: Around the Verse – Upgrading Ships to Item 2.0

Closed Captioning provided by Sandi Gardiner (SG): Hello and welcome to
Around the Verse, our weekly look at the development of Star Citizen. I’m Sandi Gardiner. Eric Kieron Davis (EKD): And I’m Eric Kieron
Davis. SG: While there are a lot of features planned
for the upcoming 3.0 release, one that’s been affecting just about every department is item
2.0. EKD: Yeah that’s right and migration every
ship to this new system is an enormous task. So today we’re going to dive in and explore
this new system and the wide ranging effects it will have on all of our ships and vehicles. SG: But first let’s go to Austin and Turbulent
for their Studio Updates. [0:46]Studio Update Jake Ross (JR): Hey guys, Jake Ross here,
Producer in Austin. The wheels are in motion on several features
here in Austin, let’s dive right in and see what’s been going on this month. Right now the Austin design team is completely
focused on things related to 3.0 or near term goals. The core tasks we’ve been working on mostly
are state machines for the first few NPCs we’ll be implementing, state machines in
organization of animation assets for the mission givers like Miles Eckhart, and the nav beacon
system. The state machines are how we not only visualize
how the NPC will behave, but also informs the animation team when and where our animation
need to transition between each other. We hand off the state machines to the animators
who then approve the behavior or give it back with feedback. Not only does this dreive the animations we
need, but also guides our NPC behavior setup in subsumption. The nav beacon system will allow players to
create their own roads throughout a given star system. These can be used both in the vastness of
space as well as on planetary surfaces. Beacons are physicalized objects that are
deployed from ships and give players visual markers to lock onto for quantum travel, they
also point to and fly towards when used on a planetoid surface. Players will be able to grant use access to
others as well as hack another persons beacon. Both allows you to use someone else’s nav
beacon. Over time, beacons need to be serviced by
the owner, restoring their energy source. Finally because they’re a physical object,
you’ll not only be able to find them and destroy someone else’s beacon if you so desire. It should make for some fun gameplay decisions. Do I hack it and use it myself? Do I destroy it so others can’t travel? Do I sell it to pirates as a potential ambush
point? There are lots of opportunities for this new
system, we’re excited to work on and see it progress in the future. Finally Miles Eckhart development is in progress. We’ve been organizing this mission givers
assets which are being polished by the animation team in our Derby office. Creating his state machine and getting his
initial behavior setup and running in subsumption. Eckhart will be unlocked to the players by
accumulating reputation with him, earned by completing other available missions. Once unlocked, you can visit him for a wide
variety of missions. The new mission manager will drive his selection
that you will be able to choose from anything he currently has available. We’re really looking forward to getting
Eckhart into your hands in the 3.0 release. The PU Game Director, Tony Zurovec has had
his hands full with several things this month. A major part of which is subsumption. As a reminder, subsumption is the data driven
and highly abstracted foundation on which all the AI and mission logic in Star Citizen
is constructed. Tony’s finished conversion of the subsumption
tech to Linux for integration with our backend services and completed the shopping service
for game code to start hooking the new shopping tech into. He’s reviewed and directed mission scenarios
for 3.0 as well. Ship Artist, Josh Coons has been working on
the ship lods for the Cutlass Black. It’s a very consuming task since our LODs
our mostly handmade and the ship he’s working on is quite large with many pieces that have
to be optimized. In addition to optimizing the mesh, he also
reduces the material IDs as he goes down to LOD chain. This way the mesh will have less draw calls
from a distance and be more efficient. Our server engineers have been working very
hard since our last update. We’ve been providing support for the shopping
service which is a non Diffusion service. This service communicates with Diffusion and
the game systems through our Diffusion gateway. The gateway allows external and non Diffusion
services to communicate with the game as if they were internal Diffusion services. Recently we’ve been focused on integration
of the Diffusion code into the primary game development stream. This will be deployed with 3.0. This was a massive integration with a lot
of moving parts and has required a large amount of collaboration between our server engineering
team and DevOps. The effort has taken a few weeks to get everything
moved over, tested, and in a state where it can be deployed. From an internal perspective, we have been
working on a service creation tool. This tool provides a simple to use UI allowing
engineers to create new services: Add, remove, or modify components and management resource
control. The output of the tool is a basic service
shell and set of source files that are customized for the new service. This is a huge time saver and allows new engineers
to create services without having to worry about any boilerplate work and thus allowing
for rapid service development. We’ve started to add Star Citizen specific
extensions to Ooze. For those who don’t know, Ooze is the language
written by Lead Server Engineer, Jason Ealy. It’s the scripting language that drives
Diffusion. These extensions expose Star Citizen’s specific
constructs to Diffusion, allowing services to provide more intricate support for gameplay
features, helping to move the game into a more distributed architecture. Finally there’s been work on the router
mesh functionality. The router mesh distributes services over
multiple router endpoints, improvised redundant communication paths between other services. The mesh will use a technique to isolate high
bandwidth services away from lower bandwidth or more critical services. The primary responsibility of the router mesh
is to provide a high level service availability and performance. This month on the Persistent Universe animation
team, we finished up the two handed carry animations. This includes standing, crouching, and for
zero g. Standing we can pick up 25cm, 50cm, and 75cm
crates. That is the new standard metric for crates
in game that you can pick up. You can pick them up from the floor all the
way to a shelf that’s 175cm high. Crouching we will be able to pick up 25, and
50cm crates from the floor all the way to a ledge that is a 175cm high. In zero g we will be able to grab 25, 50,
and 75cm crates floating around in space. Code and tech has hooked it up so you can
retrieve cargo in zero g, EVA back to your ship, stow your acquired loot in your cargo
bay. We also did a last minute mocap shoot in our
office when Animation Director, Steve Bender stopped by our Austin Studio for a visit. Steve put on the mocap suit and ran around
like a crazy person capturing all of our fps starts and stops for stock rifle locomotion
set. We also took this opportunity to take Sandi
Gardiner in the suit and capture some exercise motion for our female characters when they
decide to do a workout on our exercise useable. In this mocap we stuffed our Lead Animator,
Bryan Brewer in the suit as well because we just about killed Steve Bender on the first
day and captured needed animations for the crouching carry animations. We are starting work on some specific NPCs
so that you can go into a pub, get a drink from an NPC bartender or go into a shop and
buy things from an NPC shopkeeper. Animation is working closely with design to
make this experience a fun experience for all. On the ship animation team we have been continuing
our improvements with the cockpit experience. Working with the U.K. Studio’s design and
programming team, we are in the midst of updating our Gforce blendspace poses, utilizing a low
pass filter for smoother, smarter camera motion as well as adjusting the cockpit geometry
to allow for button presses. In addition to this, we are creating the system
that will allow us to make coms calls within the ships during flight. This month the DevOps team has been busy optimizing
the build and publishing systems. The game builds are growing rapidly as content
continues to pour in for 3.0 sp we’re constantly tweaking and tuning to keep up with the demands
of the dev team. Ahmed and his team have been collecting team
feedback on network performance from our three locations and comparing that to internal data
so we can optimize network performance wherever possible. This is an ongoing task, but we’ve also
found some good opportunities for improvement in this area. For May, the Austin QA has been working heavily
on regression of bugs, particularly on a massive sweep through our open bugs to see what items
are still valid given the new systems and tech coming online for both the PU and Squadron
42. This allowed us to eliminate a considerable
number of bugs before they ever reached development, saving our busy developer cohorts time they
would have spent investigating issues that no longer were occurring on the latest build. Major testing items for our groups including
actor serialization, multithreaded resource containers and network transport queue for
the engineering teams. We continue testing the moons in the Stanton
system for any potential issues such as collision and performance testing. New vehicles, ships, and FPS items came online
throughout the month including the Behring P8SC SMG that we were very excited to play
with. In addition to testing the continued item
2.0 implementation all of which have kept our Arena Commander and Star Marine testers
busy. On the new system front we’ve been working
very hard testing the new procedural breathing and stamina system as well as a new air traffic
controller. Other projects we’ve been assisting with
have included testing some updates to our current game launcher. Primarily bugfixes to our players, but also
a few quality of life fixes. We continue providing additional support for
the animation groups here in Austin. Including mocap file cleanup, supporting setup
and teardown for pickup shoots and ingame video captures for final reviews. Regular editor and engine testing has continued
as well with Austin QA completing regular smokes in the subsumption editor, procedural
planet tools as well as our normal editor testing. Player relations team has been extremely busy
preparing for upcoming 3.0 work as well. The biggest item that players will see is
the new player experience that will ultimately go on the website and will match the new content
coming up in the game. They’ll also be adding to the Evocati ranks
in the upcoming weeks and are excited to announce that they’ll be adding headcount in Austin,
Manchester, and Frankfurt. We’re getting more and more excited the
closer we get to 3.0 release. We have a ton of new content we’re pumped
to show off and get into your hands. Thanks for everything you do, keep it up,
we’ll see you around. Benoit Beausejour (BB): Hi guys, here’s
your Star Citizen platform update, but to start somebody you haven’t seen in awhile,
We’ll see Benjamin Fardel to talk to us about other projects here at Turbulent. Benjamin Fardel (BF): Hi I’m Benjamin Fardel
and this is the Turbulent monthly update for the month of May. This month we’ve been working really hard
on redesigning a huge section of the RSI website. What we’re designing now is a consolidated
view of everything that’s currently playable, what you can currently do in the game and
that will hopefully make it more understandable and more useable for any newcomers and existing
players too. Our US and content teams came forward to us
with a lot of examples that we took great inspirations from about websites that felt
particularly immersive of games that were making it easy to get into the universe, their
backstory and get involved into what the game is without actually having played it yuet
and that’s what we’re going for now so that people can come in and know what Star
Citizen is about even before engaging the rest of the community, but what those websites
have in common is they make high use of a clean streamlined design and images and videos
that make you feel like you’re becoming into the game as you watch them. So that’s the inspiration we took from there
is we’re making it all about making Star Citizen shine in the website by showing and
showcasing what it has accomplished so far which is fantastic. We felt that we have more than enough material
to make a compelling view of what Star Citizen is now even that far into the process. We also took a lot of inspiration from what
the community has been producing. We have witnessed a lot of incredible production
from members of the community, videos produced in the director mode, but also tutorial videos
and streams, the whole setups that people have when they broadcast about Star Citizen
and that became a great input in the design that we put for Star Citizen. A new module we’re implementing for this
new release of RSI is a new play guide which is going to be a new module that covers all
the bases you need to know, not necessarily if you want to get good at Star Citizen from
the get go, but if you just want to learn how you start playing the game. So we’re working really closely with all
of the CIG teams in player relations, QA, and marketing so that we can cover all the
bases of everything that new players need to know when they want to start playing the
game and we’re designing this as a modular interface that we can make evolve as new patches
come in and new features come in so that it can become a staple feature of the website
when you want to point to something that’s currently playable in the game. So keep your eyes open for this new and redesigned
Star Citizen website coming in this summer. BB: So in the past few weeks we’ve been
hard at work reviewing the first two months of live operations for our Spectrum Alpha. We’ve been reading all of your feedback
and compiling all of it. We’ve already begun some work, but in this
release that we’re preparing now called 0.3.5. We’ve got major updates and major changes
to the system which I think you guys will like. The first one is we’re transferring the
view preference for threads. So instead of somebody creating a new thread
and choosing which type of discussion, is going to be fully managed by a view mode which
the viewer can decide so you’ll be able to set a global setting to decide if you want
to see threads as nested or chronological or we call them classic now, or you can also
per thread decide that you want to see this thread that’s chronological, but this one
is nested. So we’re going to persist your choice across
sessions and so this basically becomes a completely user preference is hopefully… guys who prefer
chronological threads versus nested will be able to just see chronological across the
board and hopefully you guys will like that. We’ve also done major work in this release
to try and unify what we call the read state which is if you’ve read a thread or a reply
already and so now we’ve changed the UI so that we display a yellow dot for items
you have no read. So this will reflect in your sidebar on the
left, but also on threads and on every reply within a thread. So this will help nested thread users who
want to know if they have read a reply or not through the tree, even if it’s not chronological
you will be able to see, haven’t this reply or have seen it before. One major change that we’re also implementing
is related to tags. So we’re changing the way we’re now surfacing
tags on the community index so that you’ll be able to jump directly from the list of
channels to a tag straight up which is basically much more functional as a subforum. The tags are also now can be set to mandatory
so now when you create a channel you can say: “this channel requires tags or not.” They’re browsable from the community index
and the channel directly. They’re also bookmarkable so you can bookmark
a tag within a channel if that’s what you’re interested in and they’re also now these
bookmarks which are now and this applies for every bookmark, every bookmark are now renamable
so you can go in your managed bookmarks and change the name of your bookmarks to something
that you want, organize your sidebar the way you want. So this applies to tags, but also to every
other type of bookmarks that you’ll store in the sidebar. 0.3.5 also comes with major changes to search. We’re adding new filters that will allow
you to filter by author and by role. So you’ll be able to search by for all staff
posts for example or search for every post from this user within the community or all
communities you have access too. So this will make search more viable. It’s also now accessible on mobile which
it wasn’t before so now if you’re on a mobile screen, the search options will display
and you’ll be able to use them. 0.3.5 also comes with a lot of work behind
the scenes where we’ve been looking at usage patterns over the past few weeks and there’s
a lot of performance updates we’ve done so Spectrum should load faster for you guys. The thread listing should be at least 10 times
faster than it was before. We’ve added a lot of server side reporting
so we can track client crashes and basically try to preempt fixing stuff without having
you guys report them, it’s all automated for us so that’s really great. So this is it for 0.3.5 so a lot of changes
coming up. We’re hoping that by the time you see this
it’s already live. It’ll be a matter of day if that’s not
the case so see you guys on zero 0.3.5. In terms of 0.3.6. Which is our next shorter term version. We’re working on revamping the mini profiles
to display more information about you guys. Have a bunch of actions available on the mini
profiles. We’re going to more of a calmer display,
they’ll be able to jump from the miniprofile to a user’s post and take action specifically
on that user. This is where we’re going to add later on,
not in this release, but later on all the functions for friends lists, friend system,
blocking will go in that area. The major feature for 0.3.6. is the availability
of custom roles and so we want orgs to be able to add additional roles to their org,
assign roles to their members, all done through the mini profile directly on Spectrum so that’s
going to be a big thing for 0.3.6. There’s also work going on in the editor
for the forums to allow endline images, linked formatting and more formatting options. This is tuning out to be a bigger project
than we thought, but we’re hoping that it’s going to be ready in 0.3.6 for you guys to
use straight on the live site. There’s also group private messaging that
we’re trying to achieve in 0.3.6, though this is more looking like a 3.7 feature, but
we’re still working on it and of course all the background work related to voice transmission
and game integration is ongoing, but you know this is basically what we’re looking for
in Spectrum for 0.3.6 [17:22] Back to Studio SG: and it’s great to see subsumption taking
another step forward. The system is the bedrock for so much of the
game so it’s exciting to see it all coming online. EKD: Yeah and the PU Game Director, Tony Zurovec
who is creating the tech is in Los Angeles this week working with the team on subsumption
and many other important features. SG: Another new system that you’ve heard
mentioned in previous studio updates is Item 2.0. It lays the groundwork for swappable ship
component and so much more. Once fully implemented Item 2.0 will provide
the framework for many cool features to come. EKD: Yeah and although converting ships to
this technology is well underway, we thought it would be good to explain the facets of
this system and highlight just how important Item 2.0 will be to improving the overall
Star Citizen experience. [18:08] Ship Migration Part 1 Kirk Tome (KT): Hi. I’m Kirk Tome, and I’m the lead technical
designer here at Cloud Imperium Games. Mark Abent (MA): My name’s Mark Abent. I’m a senior game-play programmer here, and
I’m also known as the Bugsmasher … -ish [Chuckles] Yes it’s that tacky, but it’s great. [Laughs] Ashram Kain (AK) Hi. My name’s Ashram Kain. I’m a producer here in Los Angeles working
primarily with the engineering and tech design team. So part of my job is working with engineering
and tech design to get all of our ships converted over to a new framework, our Item 2.0 Framework,
which is going to support all of the multitude of features that we want to have in our ships
moving forward in the game. The reason we had to do this conversion to
get all of these ships into this new framework was to support the kind of features we wanted
in the long term. KT: In the case of ships that already existed
we do need to update various components, the seats, the way we enter the ships and the
way we interact with the items and the various systems on the ships so we can make them work
with the new interaction system. In the cases of new systems we need to implement
them in accordance of the new architecture. AK: It’s easy enough to make a spaceship and
put it in the game … not that easy, but compared to what we’re trying to do it’s a
walk in the park. But when you want to have a spaceship with
modular components that’s upgradable, swappable, changeable, damageable … when you want to
have ships that die, because components fail inside or ships that explode, because of damage
done to important internal pieces. That’s not something you can do with a out-of-the-box
system. That’s something you have to build from scratch. Honestly this conversion is involving every
single team in the entire studio. There is not a team that is not part of this,
and I mean everybody from marketing all the way to the physics guys in Germany who are
having to be part of this, because this conversion touches everything. It’s primarily being driven by LA Engineering
and LA Tech Design through Mark Abent and Kirk Tome. MA: So as you guys know now the current release
we’re using the 1.0 infrastructure, and we’ve used that since basically we released the
dogfight module way back in … during the dinosaur era. That system worked really, really great for
our single shooter ships where you just have a guy sitting here maybe one copilot, but
when you started having these much more big complex ships and you’re just adding a bunch
of items onto there it became a big gigantic behemoth to maintain our item infrastructure. The biggest issue we had is we have our ship
he knows all of the items that are attached onto here, and when you have a guy right here
he gets all of these callbacks and events saying, “Hey this was added”; “this
was added” and “you have control”; “you have control”, but we have another seat,
since that event system was basically on the main route of the ship he would get those
same events. So if you had five seats, they would get events
from everybody else and then every other seat had to figure out who had what control and
where, and then you had a more complex thing because then you had the visor or the HUD
or the UI, you had the AI, you had the different modules all listening for these events trying
to figure out who had control when/how, and then when you add in multiplayer where this
seat could come before the vehicle, and then this item could come, and then we had to reconnect
this here. Anything could come in any order. It just became pure chaos trying to make sure
everything worked in a nice coherent manner. As you can tell we had a lot of fun bugs and
it’s also not maintainable, especially since each of those items were their very own special
cupcakes where we had all this logic built in for the weapons, and if we want to use
a single part of it like say we had another type of weapon that didn’t shoot projectiles
it shot some … We want to shoot M50s out. You had to basically copy/pasta that logic
into that other item and then you have another set of bugs, because you have to maintain
two sets of logics blocks and this was the whole Item 1.0 infrastructure, so it just
became a mess. Going back to that big logical block we want
to take each of those bits of logic and turn them into these bits of … what we call them
components. This thing handles geometry. We take it out. Stick it in a component that handles geometry. This thing handles physics. Take that out and stick it into a component
that has physics. The idea was we shrink this item into nothing
but it’s bare bones and it’s just a list of logical blocks or bare components that defined
what the item actually did. So in theory I could take this piece; put
it here. Take this piece; put it here, and now I have
a whole new weapon or I have a whole new logical item that we wanted to do, and that was the
very bare bones Item 2.0 or infrastructure. KT: So the Item 2.0 System comes as a lot
of different components to make ships fit within our new architecture. The items that we’re improving the game-play
functionality on are systems like power, cooling, the shield system, utilizing our new room
system when you turn power off to a particular room all the lights that are in there will
automatically turn off, or when you open up a door that’s connected to that room entity
we can suck the atmosphere out. Being able to do things like set a door lock
in between those two rooms so that we can simply connect those two rooms utilizing that
airlock, and it knows the states of the atmospheric conditions within their zones and can react
accordingly when you open that airlock implementing new ways in which atmospheric flight affects
your fuel consumption, how those thrusters actually utilize power and fuel to fly, better
systems for functionality such as quantum drives. We’re able to balance the fuel consumption
that ships will take to go from one nav-point to another, therefore we can make some other
ships that are larger and perhaps have a larger quantum fuel tank be able to traverse the
… make those trips without running out of fuel whereas some of the smaller ships maybe
they can’t, and they must refuel before they can take that next jump. These are all parameters that we are updating
and making it a little bit more transparent for the player to understand what’s going
on with them. MA: So now that you have this control, it’s
cool and the problem is how do you interact with this control? And that’s where we bring in this other set
of technology that we have which is the Interaction System. We had an old interaction system that hit
a button and it did something, but now we have a much more contextual system where you
can register these things called interactions on interaction points, and what that allows
us to do is we can build a list of these things and then the code gets some callbacks and
if I look at say a door I could get two interactions maybe open and close, and then code could
get those and figure out what to do with them. Using this thing with the control thing is
basically we have this thing called a seat access at what seats. Before we have this ship called a Constellation,
and we have these two turrets, and the thing about the turrets is that when one came down
it had to block the other one, but we couldn’t do that on the old one. So we kind of had to … you can actually
do this now with the existing system. If you use the top turret you can use the
bottom turret, and you can see the animations messing with each other, because these two
seats don’t know about each other. But now we have this thing called a seat access
that is aware of these two. It’s basically the state machine for these
two things. So if you want to get into either one, it
will block the other one. And we do that by using the Interactions System. The top one has an interaction to enter/exit. The bottom one has an interaction to enter/exit,
and there’s an invisible physics box, but you’ll just see a glowing thing saying that
I can enter this turret or enter this turret. You walk up to it and you see the actual floating
text saying, “I want to enter the top”/”I want to enter the bottom”, so when I enter
the top the code will get the callback saying that I should begin to move this one down,
and the seat access will be, “Alright since this one is moving down I can block this one”. So now if someone walks up as you are entering
this guy, he won’t get any interactions, because he can’t enter this one because he was blocked
until this guy goes up to the top, and then now that interaction will pop up saying, “Hey,
you can enter now”. AK: This isn’t simply an engineering task
or a design task. We’re having to revisit animations. We’re trying to revisit entire structures
inside how ships are built from the ground up which means we are trying to reconsider
how doors, simple doors, are implemented on the interior and exterior of the ship, and
that’s art time. That’s time that the artists and modelers
have to be involved in, and part of that means we’re also having to do rework on some of
the damage materials, the UV2s that we use for our damage states … literally every
team. One of the biggest impacts is things you wouldn’t
think about like the prop team, because we’re having to do things like build our power components
and our modular power supplies. That means we need a prop for that, and that
prop needs to be built by somebody. So, all of the sudden things you never really
saw on the ships but we’re kinda there, I mean they were a little bit hidden, they’re
suddenly going to be there, and as we start rolling out this technology more and more
and implementing it through later iterations in the ships you’re going to be able to see
these components inside the ships, and that means we need to have those components to
show. Mark Abent(MA): One awesome example of moving
one of the items to this whole new Item 2.0 centric system on the vehicles is we have
these lights on your spaceship, and with our 1.0 or legacy ships, we had an item that attached
to an item port and it would create these things called… basically rendered out all
along the ship. It would look cool and I could see the lights
on, problem is I get out of the ship or the wing blows off, lights are technically still
there. We did cheat and listen for when something
blew off but power doesn’t do anything, can’t control them, they’re always kinda
on. So what we did for 2.0 is we have this technology
called an Object Container in the inside of our ships it’s basically a mini level we
can insert into our ships. So we already have that, we’re using it
for Item 1.0 and what we want to do is since designers are placing a bunch of stuff like
beds and all that stuff in there, we wanted them to use that same technology to move…
have lights, the same lights that were defined before. So we basically tossed the old system, allowed
designers to create lights and using this thing called light groups you can designate
that these lights are basically, you know, the interior. These lights are the exterior and a way of
grouping them. When you export that level it creates these
things calls item ports but we attach these lights on the item ports and since they’re
on item ports, the control manager now knows about them. Since they’re an item and they have an item
port, they can get power, they can get control. So now they register to this thing called
the control manager and they register to the item ports and they can actually request to
get power, they can request to get heat and if they don’t get it… we can turn off
the lights. We could do anything we want and we took it
a step further, we have this thing called a light controller, it registers to the control
manager and those lights register to that and if the user sits down in the seat, and
get into the control manager I get a button to turn off those lights that are inside of
the ship that normally don’t spawn in. AK: It’s not something you can just sit
down and say, ‘we’re going to do this ship, the this ship, then this ship’, cause
it doesn’t work like that. Each of these systems is so deeply interconnected
that when we encounter a bug on one ship, we just can’t stop and wait for that bug
to be fixed. We have to move onto another ship that we
can work on, we’re having to work so quickly on so many different complicated pieces and
track all of the bugs that the real challenge is being able to predict where we’re going
to be. The whole point of scheduling isn’t to make
a plan on how to get some place, that’s the easy part. It’s being able to show where we think we’re
going to be based on the work that we’re doing and the work that we’ve done. This work has never been done before, nothing
like this has ever been done before. KT: The other difficult issue is that we do
need to go in and do an entire retrofit of every single ship from step one. Some of the steps include converting the ship’s
seats to the new system, creating a new dashboard element which is the part of the ship when
you’re seated in the cockpit that you interact with so that we can have visual interactions
that allow you to turn power on, engine on and off, set the ship to flight ready. These are interactions that occur automatically
before, now we’re going to give the player a little bit more control to give them a more
visceral feel when they’re in the cockpit. This can also be true for other stations when
you’re seated, get an engineering station going will allow you to aim in a certain direction,
hit a button this does a particular task. Then utilize the screen so that you can divert
power to repairing, swap out individual items on the ship, etc. So in some cases we take the old assets and
then update the code we use to implement them, in other cases we update the assets themselves
so that it’ll adhere to the new code standard that we need but in most cases we’ll do
both. So, we’ll take the dashboard out of the
ship geometry, make it its own item and then set up the interaction points so that when
the player does get seated in the seat… they’ll have an indication of where to look
at to do these interactions. AK: Coordinating all of these teams is a real
challenge because we’re talking about 400 people who need to be aware of what’s happening
and the hardest part in coordinating all these teams isn’t necessarily tracking the tasks
or the individual work on any given person. Making sure that all the teams are aware of
what’s happening and what’s coming down the pipeline, we don’t want to break something
that’s going to then prevent one of the teams from being able to work. A good example of this I can give is AI team,
we’re having to be very conscious of delivering components and pieces of this feature in time
for AI to have the opportunity to implement and integrate that with their system. So that, you know, we can have people inside
these ships and they can fly around and interact in all the different game worlds. This is particularly vexing when it gets to
more complicated parts of the interaction system because these ships have a lot of interactions,
so making sure that all the interactions are functioning is sort of the key point to making
sure we can interface with these ships as we change and integrate them into Item System
2.0. Then there’s the tertiary stuff that you
don’t really think about when you’re considering doing all of this stuff. How does this interface with stations? How is this going to work when you go buy,
sell and be cognizant of all of the items inside your ship inventory, your personal
inventory, your player inventory and then where do we want to go with that. How does the economy interface with all these
other pieces. So, maybe you should let everyone who’s
cognizant of the long term goals as well as present in what we’re trying to achieve
for 3.0 and 3.1, that’s the biggest challenge. KT: There will be some balance tweaks that
the player will notice which will incentivize the player to explore upgraded items for example,
especially ships, because we are utilizing the new interaction system. It’s the first thing that they’ll notice
when they walk up to a ship and when they get sat down and look at the cockpit there
will be a noticeable difference. AK: Game play is one of the most interesting
challenges in this conversion because at once we need to maintain game play that the community
loves and the balance and the hard work that the balanced designers implemented on these
ships. So on the other hand we have a to implement
a whole new way of thinking about the ships and the ship balance. We have to implement new ways for the thrusters
to function, we’re rebuilding parts of IFCS and integrating IFCS into the Item Component
System. That means that we have to reconsider that
balance as well. Suddenly a fighter is no longer just a fighter
when you have to worry about managing your shields and your power supply and your weapon
group, really… in real time. With Item System 2.0 we’re going to have
a lot more capacity for multicrew ships as well. It’s no longer going to be, ‘oh I’m
riding around in your Caterpillar’, it’s going to be, ‘I need somebody on the shields
and the power at the engineering station to manage this as I’m in a heavy fight’. MA: One of the big things is probably performance. With this componentized system, each of these
components… so if we have a seat, we can have geometry, we can have physics, we can
have a bunch of other logic. Each one can have their own update but they
can update on this thing called a batch update which means during a specific time in the
frame, we can basically spawn a bunch of threads and say, ‘you’re updating, you’re updating,
you’re updating, you’re updating and you’re updating’. We may do like a couple thousand at one go
and then do another thousand and then do another thousand so that frame update from like this
to like this, and we can do a lot more. One of the biggest improvements we’re hoping
is going to be with John Pritchett’s physics flight controller, the IFCS. We just actually recently moved his update
block from kinda main thread physics call and it was stalling physics and taking that
out and moving it to these batch updates and it will still act the same, it’s now just
spawned off into one of those threads. So we’re pretty much utilizing multicore
systems at this point. AK: This is one of the largest things I’ve
ever worked on and it singularly can be considered one of the largest things that I think has
ever been done in a game, particularly a multiplayer game. This is a system that… I mean think about the multiplayer games that
are out there, I mean you might have a mount in World of Warcraft or Elder Scrolls Online
or a house but you don’t fly your house around. You don’t have twenty houses that you fly
around and you have to worry about them being damaged and the states they’re all going
to be in and how other players are going to interface with them, that’s something we’re
having to consider. When we talk about Item System… Item System is more than just the things in
the ship or the things on the space station or the things on the planet. Its an entire framework for objects and entities
in game persistence being persisted and having actual relevant information to be part of
that player experience. I think players are going to start seeing
an incredible versatility and power to this technology. MA: So that was some of the big architectural
changes we wanted to do but of course changing something huge is going to have some big repercussions. Stay tuned next time where we’ll tell you
about some horrible, horrible fun that we had to do when transitioning from A to B. [37:09] Outro EKD: Thanks guys. Converting the game to Item 2.0 is really
no small task, but it’s an essential one to building the Best Damn Space Sim Ever. SG: Yes and it will add a lot of versatility
to ships and let players interact with them like never before. It should have a significant impact on gameplay. EKD: And that’s it for today’s episode. Please join us tomorrow for Happy Hour Friday
at 12pm Pacific as Mark Abent and Ashram Kain join us to talk more about Item 2.0. SG: And thanks to all of our subscribers who
make shows like ATV, and Happy Hour possible. EKD: And thank you to all of our backers. We really couldn’t build a game with hundreds
of swappable ship components without your support. SG: And that’s all for this week. We will see you… SG/EKD: Around the Verse.


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    very nice show, thank you cig. I especially liked the host team this time, Eric ans Sandy are a great combination Imho.

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    I mostly didn't understand anything, but it SOUNDs cool… 😀
    By the way with this system, is it possible to blow up the cockpit window of a ship, getting in (the air gone obviously) and then press buttons around without sitting down in the pilot seat? For example a pirate would kill the pilot of a Starfarer, then break/blow up the front window, get in, press the button to kill all the lights in the ship (to terrorize everyone inside :p) and finally press the self-destruction button, then get out of the ship by the broken window before it blows up, killing everyone inside the ship. Is is something doable? Or would he have to actually sit to do any of this? (Which would take way longer…)

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    Charles Balliet

    10:30 blinked as I thought for a second that this was Ben L in disguise after a successful cloning into a younger body

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    Zim Zimmerman

    ok subsumption, light groups, item 2.0, subsumption, subsumption, item interaction… we get it

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    Mårten Woxberg

    5:55 to bad the animation looks like they are carrying an empty cardboard box… no weight…

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    honestly i will be happy if or when this game is done i bought it what feels like forever ago and have been looking forward to it but every time i play i get in my ship and fly it and instantly die when i try to get out of the cockpit. It didn't used to do this also i didn't even play for over 6 months but when i got back on same thing most of the terminals at the space station don't work and when i finally get my ship and fly somewhere i die when i try to get out of the cockpit just like before. I could buy stuff but i can't go do missions because i just die. I think you guys should just quit giving us new versions of the same old garbage and work on the game full force so it might actually come out before 2025.

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    Jose Moreira

    This is exciting, but, keep the casual in mind, if you make it too complex you will limit your base users…of course if it's all customizable….either way GREAT WORK AND THANK YOU FOR COMING BACK WITH THIS AMAZING PRODUCT!

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    I have so much respect for the people realizing this madness. Please give mark some paid holidays (after 3.0 maybe 😉

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    wait, SC has only been using a single core on CPU's on playuers' systems? (up until Item 2.0 is released)

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    Titank Production

    It's almost as if in each and every videos, i only see different people talking about S-C. Thousands of people are working on this GEM 😀

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    On se dit quoi !

    @Post rock mixes may you read everything before making that sort of statement please ? I'm not going to apologize twice.
    I think I made a lot of efforts trying to speak clearly because my native language is not English.
    Star citizen had always been a welcoming community for me, please don't change this because I wrote a sentence.
    That I see as subjective, and too much provocative. As I said so before in the comments.
    And I don't know how to translate "mauvaise foi" but I'm sure you can help out.
    Please don't pay attention to that kind of things and respect others point of view.

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    Echnaton Hechtmeister Hering

    7:52 i want that game with crazy sounds, an epic story that is senseless and lots of npc stupidity! Really 😀

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    Adrian B.G.

    The tone of the last part "This has never have done before", I don't think the devs complain, I guess is a marketing stunt, because being part of this project is challenging, awesome and career changer for some, but really it makes it sound more complicating than it is.

    V1 shouldn't exists, these cheats should be done only for a demo not in a production ready client, so V2 is the game that any dev would done from the start, when having the certitude that the game will be released.
    Also we cracked the Enigma, we sent ppl on the Moon with 50yrs old programming, so making a light control manager is not that hard.
    Senior game dev here also, jealous of CIG devs ofc but still is not rocket science, it just requires a complex architecture design and good framework programming.

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    Tycho Thorp

    this is insane! The systems shown are amazing, and the editing of ATV has been on point for a few weeks now!

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    Cristian Feldman

    Ok here it goes again: I love the content, the interviews are great. Very happy about that. The format however is not good at all. If you insist on using static/dead/boring/fake scripts then you should at the very least choose someone who can read them fluently. I'm sorry but it's true.
    So a big thumb up to the content, and two thumbs down to the format
    BTW the color saturation is too strong, Eric's shirt hurts my eyes and your skin looks a bit like the Simpson's

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    One Man's Lie – No Man's Sky
    Universe Fraud – Star Citizen

    The next vapour game to have built up way to much hype and purchasers denial to achieve actual success and collapse.

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    "We've made the forums look like forums, like how they were before this terrible resource hungry crappy forum that mods can shadow ban and delete without notifying the reason etc."

    I might actually try Spectrum out just to see if they made good on "10x's faster"

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    First few NPC's they are implementing? THE FIRST FEW…? So how long will it take to implement the whole_f*cking_rest of the game, since this little is taking them 5 YEARS? And don't get me wrong- I would love to see this game out, but everything tells me that Roberts is a crook and this game will be the next level of No Man's Sky fraud. And I know that implementing certain modules of the game can't be covered equally over time, but, Jesus, people- are you blind? They basically throw you bones now and then in form of scripted trailers or crappy new "gameplay mechanics" and you act like starving hyenas taking it without at least objective dose of criticism. I repeat: I would honestly love to see this game out, but I'm pretty sure that- if it's even ever out- it has absolutely no chances to meet most of the expectations. And I hope I am wrong…

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    Look at this progress! You think it's just "easy stuff" and nothing special but it requires so much work. Keep it up CIG!

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    That service creator is really neat, that should save developers a lot of time. JSON ftw, good job guys and gals

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    Mendax Venandi

    Every single department is involved in Item System 2.0 — just like how strangely every single department was involved in Sandi's motion-captured workout animation .. Hrmm.

    'CUT! Cut.. Sorry Sandi, looks like uh- during the motion capture you uh- one of your eyelash hairs shed, yaaa.. So sorry, we will have to start over from scratch..'

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    The Astra

    Oh, I would love to see the new website…
    Cause I know what the promise is but when I watch streams the game at its current state looks like an average shooter =/
    And I don't want to buy another shooter.

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    Bryan Jonsson

    Is it just me, or do the hosts look very orange in this video? Like the color balance is all screwy and oranges and reds are oversaturated.

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    would it have been harder for them to create the skeleton for the verse then flush it out real slow but with several finished pieces first that are released? i dont have the slightest inkling of programming. isnt that how sequels and patches work? ie they finish 2 or 3 star systems, make that all that humans ships have been capable of exploring, then as they continue to work, add the storyline, ohh, the blahblah warp generator now allows humans to travel further than before, boom, another few star systems, etc until contact with alien races? or is that how they are currently doing it now?

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    Sveer Ler

    You should make the stoping motion of ships more fluid. Looks kinda bad that you can see the ship stoping instantly when someone releases thrusters buttons.
    Makeing the stop take a litle longer would look so much better. and also feel better when your flying the ship.

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    Eragon Baffel

    29:22 Will there be a heat out (like a red and black out) in which you are overheating cause your ship cant dissipate enough heat + components fail from heat stress (you could actually die). ISS is a perfect example how a ship in space has to regulate the entropy it contains. On earth we just fan air or sweat but in Space you can only radiate. The hotter the more you radiate+ sensitive parts have to be thermally isolated to heat and dissipate alone while still part of the ship.

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    Arnold Hoppe

    To anyone who is still downvoting these: I understand it must be really hard to either believe or grasp what's happening here. No hard feelings.

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    L J

    It's cool stuff, but as a layman I'm still confused why it seems that they're re-inventing the wheel. Flight simulators (Microsoft or X-plane) have had the ability to flip individual switches in the cockpit for many years.

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    Maurizio B

    I still think maybe "maybe" lighting and airlock comes after gameplay? Of course, if gameplay isn't simulating everything.

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    Dave Booth

    Interesting how you guys continue redesigning the redesigned stuff they already designed previously. Sounds like a waste of lots on money imo. Let's hope they can get these designs out of the way before 2020 and get the game out to the community who have dropped loads of $$$ £££ or other hard earnt cash into the development. The best thing they spoke about was that they are finally using multicore processors. But lets hope they don't have to rebuild a new game each time they go from 1.0 to 2.0 then 3.0 ectra hey 😛

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    Donny Jin

    Use Code: STAR-2627-3QD2 when you sign up for Star Citizen and get a bonus 5,000 UEC (in-game currency)。 星际公民 游戏账号注册时可填推荐码:STAR-2627-3QD2,可获得价值5美刀道具.白送的,不拿就亏。
    快速注册Quick registration URL:
    有什么不懂的可以加QQ群 555418847 星际公民新手军事学院来咨询。

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    They should add an option to choose your siblings or next of ken as alternative accounts if any even exist, an NPC can play with you as them and/or switch to them etc.

    alt accounts kill immersion so maybe this makes it more plausible and gives them some bio

    your main account, and his brother (your alt) flying a ship, you control your main and your alt (brother) is controlled by NPC, or vice versa if you choose at some point

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    I feel like the menu on the homepage should be reconsidered. As a newby i have no clue where something is and the shop is super confusing too.

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    Steven Daniels

    At 18 minutes you can start to see and understand how amazing this project is with the in depth tech explanation.
    And when the description of item 2.0 gets in full swing around 25:00 – Mind Blown.

    Gonna finish the video now. This project defies the status quo of for profit gaming. I know one day I will look back and remember how bad gaming used to be once Beta is over. If you're disappointed with the current state Remember- Alpha. Never been done before tech. Be patient.

    Word to the devs about Item 2.0: make mechanical shaft items and then wiring and mechanical pipe systems will fit beauty. Seriously get a point of view from a navy shipwrights, plane mechanic, ect. Definitely leave some sort of window in your lighthouse that can bind requirements to have proper parallel wiring systems for high voltage and have series route requirements. It is all switches. Then hooking up safety limit controls when components are destroyed. Transformers. Real electicity when lines break with fas lines broken. Think of the escape route capabilities of a ship crashing into orbit. Give pirates bonuses for allowing the ships to live and crash by gravity. Good luck!!!

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    Half the time I have no idea what their words mean, but neverless makes the hype train go even faster! Cannot wait for 3.0, which is when I'll get into it. Good luck and I hope what was promised is what's given (mostly).

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    Joshua Acason

    Some of the technical aspects of development on this game are mental, I'm sure if we applied these minds to cancer research or self-driving vehicles we'd have solved that by now haha

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    In 200 years when we have real space ships and space stations they can use the code and logic written for SC. Neat!

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    wow. i didnt realize the system switch was such a total redo of every little thing. but if it makes it all more organized and reduced the footprint, itll all be worth it

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    james spinner

    I HATE the new forums with the burning fire of a thousand hemorrhoids. It is the reason I only visit the RSI website every few months instead of keeping on top of things daily. Its creator needs to be purged from this world to stop it from procreating.

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    Vitor P.

    Can anyone tell me the actual state of this game? Can I buy it anywhere? Is it even out? Why it seems like nobody cares, like this game is dead. Plz idk anything since last year so…

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