Saturday, September 22, 2018

Con42 - Dev Panel Summary

· Will the vending machines ever actually work? – It is in the work. They have animations for it, and in general, if they have animations for it, they will do it.

· Why is the Hammerhead still in 3.3 when so many tasks aren't finished yet? – They cannot answer this question, because one of the ship guys must answer this. (No ship artist or director is present.) – Brian assumes that they are waiting for a downstream dependency to finish.

· How will the finance system work for organisations in the end? – The organisation stuff is still in development and most of it is in flux. They try to provide the tools for the organisations to allow them to manage the money however they want to. They can collect all of it in one big account, they can pay dividends to their members. – They are looking into more democratic forms of organisations so that there is not only one leader, but that is in its earliest stages of design.

· Will planets have caves, and if so, will we be able to build structures in them? – The current planet system does not support this, but they can add them by hand if they want to right now. There are so many other things that they must solve first before they start thinking about more exotic features like caves, rivers and so on. – They didn’t take into consideration building structures inside of caves, yet. Once this is done there is no reason that would make this not possible. They are looking into ways to allow players building structures in space, thus it will also be possible to build them in caves.

· What is the biggest weakness of the Lumberyard engine, and what is its strength? – Its strength is its graphics capabilities, and it allows them to work on the scale they want to work on. As designers, they need a lot of tool engineers developing tools for them to ease the process for the designers. Prototyping is not very easy, but they already transformed the engine so much that they cannot use most of the prototyping tools from Lumberyard, and they still need to improve their own tools to improve and speed up their own prototyping process. – Every engine is just a foundation, and you always must build upon it, and make game specific changes to it. They went to Lumberyard because the internal development team of Lumberyard is very passionate about pushing the engine as far as possible. The features they are pushing are not only the typical engine features but also their integration with backend services and social media (like Streaming) is amazing.

· Will, there be differences prices between fuel stations, and can I trade it? – Yes. Fuel is a commodity like anything else, so you will be able to trade it. They are looking into fuel mining from gas planets, but it is still in a design/prototype stage.

· David [Weapon Artist], what happened to the crossbow from the Shroud of the Avatar, and will you be able to nail someone to the wall? It isn’t coming soon, but it still planned and he heard some talk about it recently.

· How are you going to handle large bodies of water, and will, for example, ships displace water? They are looking into, and it is in prototyping, but a lot of other things had a higher priority, so it is on the backlog right now. Therefore, the interactions are very, very limited, but they do want to expand on it. They also want to have underwater content (finding caves, exploring, diving). Art is developing fast, so fast that gameplay engineering cannot keep up with them.

· In the past, we have seen the FoIP function, and you have introduced Facewaretech as the company behind the technology. Is there any news on the camera? You will hear more about it shortly. It is still alive. In the next 30 days.

· Will we see animals in the game? Yes, definitely.

· Will organisations have a physical treasury in-game containing organisation assets (e.g. cargo)? The idea is that whatever you own, you can interact with it in your hangars. There will be limits to what can be physically shown in a hangar, so at one point it will probably not display all of the assets a player or organisation owns but as much as possible.

· Will Star Citizen support RTX/raytracing? – They are working on future-proofing their technology, if and when they see a huge benefit in raytracing, they will add it. As of right now, they have yet to see this huge benefit. They are always open to new technologies, but as of right now Brian does not see it, but that might change in the future.

· The coming planets will have different biomes. How do you plan to make the transitions as smooth as possible between the different eco-systems? There have been a lot of changes to the planet tech in the last couple of months. They can push way more details, way more ground textures, and more eco-systems. The transitions will simply blend between the different eco-systems.

· What about the Star Citizen joystick? They are interested in finding the partner to put something out there. It is something they want internally as well. There is nothing concrete about it, but the idea is still alive. – Business development is looking to find a partner to produce it. - In the past, other companies approached them as well to develop other Star Citizen related products, but they haven’t found one yet that lives up to CIG's standards.

· What is the status of beam weapons? Will we get them in the future, and will current ships be able to equip them like any other weapon? Yes, they will have beam weapons in the future to complement their existing weapons for ships. The first implementation of the beam technology is the beam on the prospector. You will most certainly be able to equip them to your ships like any other weapon.

· Can we smuggle alien creatures/animals in the future? – Smuggling should be possible. The will have to implement transport containers for animals to keep them alive in space. This will also be true for transporting humans (e.g. prisoners).

· What does the weapon refactor task on the roadmap entail? The whole weapon system has been through a major upgrade. It allows them to make way cooler stuff like beam weapons, which they couldn’t properly do in the past.

· What resources are you accessing to design the fauna and flora of the various planets? For example, for all the planet life, one of their environment artists is specialised in creating plants. Usually, they spent a couple of days researching the thing they must create.

· Can the collection beam also work as tractor beam (on the Prospector)? Right now, it doesn’t, but they are looking into making it work like a tractor beam, but they were a bit worried about the consequences it entails. But they want proper tractor beams in the future.

· What about the spider mining droid? “No comment.” - Dan Truffin

· 3.3 will bring two builds with OCS and without. Does pushing two builds add additional overhead? It is not too much additional work. All of it is based on the same stream. The little overhead that it adds way outweighs all the benefits they gain from it.

· Do you plan items that allow the player to get from a spaceship down to a planet like parachutes, jet backs or items they can add to the upcoming exoskeleton-suits? They are planned but they have a low priority. They want to allow us to put us almost anything on an exoskeleton-suits, but there are of cause trade-offs.



Submitted September 22, 2018 at 09:05PM by yonasismad https://ift.tt/2zokZ8D

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