Details Around The Verse:
Sandi + Ben
Getting ready for Dragoncon
.9 will likely not land tomorrow, but "keep your fingers crossed"
Small AMD partnership - limited edition racer variant around end of September. (Available in game too)
Cool little video made up primarily offootage released during Gamescom.
Sandi+Ben did the ice bucket challenge (video in case you missed it on the forums.) Response from the challengees. (Gold shirt + Ice bucket = hilarity) ALS info in link.
News from around the verse
AC - focused on .9 - build is spitting out leaderboard data, but not accurate data.
building additional (Murray cup) race tracks + special effects
M50 ejection mode finished
LA Transplant working on HUD (posted on facebook pic)
Foudnry 42 - exterior of Shruban(?) station + interior segments.
CR signedoff on SQ42 chapter one of the story, working on chapter 2.
Design specs for Mobiglass, FPS interface, gadgets and armor for SQ42 finished.
Work on Carrier landings being done (Very difficult, lots of crashes)
Art is working on VFX for jump gates and cargo containers (PU)
Progress on generated mission design (3 sample missions up and running). Focus on star system creation and loading tool.
AI being updated for the PU
Mustang being animated
Concept work on the retribution, panther, and mining bots
Idris undergoing review "Should see something soontm "
Damage states being worked on for M50, Mustang, and Avenger
MVP with William
Trendane for Galactic guide narration.
Favorite AC kills. (With videos and names.)
More around the verse.
Will engaged
Jessica (Event planner) got married. *.9 includes Murray cup mode.
Interview with sound designers (.9 focused)
Boost + weapon sounds being redone
focus on more gritty and more intense, based on community feedback.
Guy has a cool accent
Want a unique sound: ie - when your Gatling guns spin down, that should be audible.
Laser weapons should sound powerful, not puny like they are atm.
Focused also on getting a better sense of ships flying by you (different sounds for different ships - formula one feel for M50 for example, and almost animalistic roar for a Vanduul glaive.)
Showing off of audio from some of the sound in the Murray cup trailers. Sounds like the ship pas-by may actually be from what the in-game pass-by sounds are going to be.
Lots of wooshing engine sounds (16:45ish, not making this up.)
OOoooOOo <- Lots of technical audio info I don't understand. May have been a bit bored here. Sorry.
Wind layered with music with a cut to narrator. Everything designed between how audio and visuals connect. Audio helps add to speed sensation. (Also new boost/reverb sound.)
BDCSTE
LOTS OF TICKETS
Towels + Cards still in store
Sale on AC/hornet shirts on sale tomorrow
SINGLE USE HANDLE CHANGE BADGE GIVEN OUT TOMORROW TO EVERYONE
Thanks wolf for nerds + runts & Ruben for dogtags
BUG SMASHERS
Awesomeness ensues.
Sticky note drama
Coffee + vodka
NEVER BEFORE SEEN BUG (Squashed pre-release.)
M50 has some HUD issues. HUD geometry was popping out into space in third person. Whoops.
Creepy hands
HUD programmer (Brandon Evans) Added code to scale the HUD based on first vs third person.
Scaled UI in third person
More creepy hands. Best segment ever.
M50 is beautiful. I want one...
Fix actually broke stuff. Whoops.
Half of HUD still not fixed. ON THE SPOT CODING FIXES.
Knife spinning
Finger pointing
HUD FIXED, scaling wonky. Tell Brandon to fix the back/further away HUD. (Same solution.)
End of the best segment ever.
James + Matt (Technical artist interview)
ATV episode 9, mirror script used to mirror Vanduul Wing. When CIG releases modding tools/kits, will we have access to scripts like these, or will we need to write these from scratch? What other Quality of life tools/scripts do you use?
CIG made tools/toolbox from scratch for artists. Chris thinks releasing toolbox is possibility, not necessarily set in stone. XML tools, value editing tools, ship integration tools. Inference engine tools as well. (Sounds like WYSIWYG for art). James doesn't get paid apparently.
How much duplicate work do you have to do on a ship variant? Does the game understand that the Aquila is just a Constellation with a different cockpit, or is it treated as a totally separate ship? If something changes on the connie in the future, does each variant need to be updated?
Hierarchy based, so some components may be common, but they can bring in separate hierarchy specifically for the cockpit. (For example) AUTOMATION!!
How many more tools need to be written to help streamline the shipbuilding process, or are they all in place now? Should we see work speed increase as more of these tools come online and the staff becomes more familiar with their use?
Speed has already increased from days to seconds for some things, can now copy vertex colors across any geometry. Constantly iterating on Connie, reduces the need to go back to other team members to fix common issues. A script example that fixes broken links is shown as an example (fixes broken textures.) Vertex color tool allows transfer from ship to damage states (?). Mirror tool - fixed the issue noted last time. Enhanced mirror allows for more complicated hierarchy, used for connie mirroring. (IE: Allows you to mirror not just something attached to the main spine of the ship.) Lots of tools. These look very helpful.
Are you doing much with procedurally generated content and artwork? If so, can you talk a bit about what the team is doing to meet CRs requirement that the procedural content not be repetitive/uninteresting? He has mentioned this several times, but obviously it is easier said than done.
Matt mentions base difficulty just getting their Macs to speak the same language needed to produce the content. Allows Macs to edit XML directly. Focused on ships atm, then environments, then procedural.
We know that a full modeled ship (like the redeemer) needs an additional two months of CIG work to be game ready. What tools are in the works to make ship creation faster, and what are your goals for future ships in terms of time needed, with the internal tools in development, to make a ship from model to game ready (time for CIG programmer).
Ship animation exports used to be manual. (200 times for Connie EVERY TIME IT'S CHANGED.) Now there is a batch export list. Effects can just be dropped in now. (Refer to WYSIWYG comment earlier.) Want to be able to attach things to ships easier, very difficult at the moment.
Sandi+Ben
PAX Prime + Dragoncon this weekend - cool stuff to show, schedule being posted later today
Giving away swag
Next week interview with the project coordinator.
Art Sneak Peak
Gladiator bomber stuff for popular science
Gladiator bomber video of animations.
Top ten QA bugs this week. The connie likes to fly away.
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Vooral dat eerste klinkt goed
Ik las ook dat je van Hangar kon switchen in 0.9, dus heb dan 2 hangars