Star Citizen: Around The Verse 3.8 – DE


Closed Captioning provided by the Imperial
News Network. Chris Roberts(CR): Hello and welcome to another
episode of Around the ‘Verse. CIGs official weekly look behind the scenes
of Star Citizen, I’m Chris Roberts. Sandi Gardiner(SG): And I’m Sandi Gardiner. We’re what, three weeks away from CitizenCon? CR: Yeah! Well, two and a half really. Everyone’s working really hard. SG: They are and not just on CitizenCon though,
we’ve got teams hard at work on 2.6 which as many of you know includes the long awaited
Star Marine game mode. CR: Yup that’ll be good to have in your
guy’s hands. We’re also aiming to have new flight balance
changes going out to the evocati test group to get some early community feedback which
is just one part of the Arena Commander Improvements for 2.6. SG: And we’re deep into prep on performance
capture shoot for 3.0 which is currently slotted early after Citizencon so yes, lots to do. CR: Yeah in fact I’m getting on a plane
a few days after CitizenCon to do that, so there you go. SG: Very busy. On Today’s episode we have Ivo Hertzig explaining
all the tech that went into the vision stabilisation in FPS which we shared last week with you
all. CR: Yeah, everyone really liked that, but
first let’s head to our Frankfurt office where Brian Chambers will update us what they’ve
been working on. Studio Update Brian Chambers (BC): Welcome back to Germany. I am Brian Chambers, Development Director
of the Foundry 42 Frankfurt office – this update from Frankfurt we will start off with
the weapons team, where David will walk through some of the recent weapons they’ve been
working on. David Sibbe (DS): Hello, my name is David
and I’m a Junior Weapons Artist here at Foundry 42. Today I would like to show you some of the
weapons we’ve been working on for the past couple of weeks. These weapons are still work-in-progress and
could slightly change until the release of Star Marine. We are working on the complete rework of these
weapons for Squadron 42 – one of our goals is to generate a uniform style for the manufacturers
with similar materials and overall look, it’s important for us that you can see what manufacturer
created the weapons from distance, also for gameplay reasons – we were making a polish
pass for existing weapons with PBR materials using new software and we changed the look
of existing weapons and applied the style guides of weapons you would see in future. So I hope you like the quick look at the weapons
we did for you and see you in the future. BC: Thanks David – it’s always cool to see
weapons with their polish pass – look forward to playing those in the game. As you guys know, Star Citizen universe is
vast and we need to create systems that are going to allow for the scalability so we can
populate the universe to the level of detail that we need and have the gameplay in there. With that said, let’s go to the level design
team where Ben and Tobias will show off some of the modular systems they’ve been working
on. Benjamin Dare (BD): Hello, I’m Ben, I’m
a Level Designer here in Frankfurt and I’ve been working on a modular system from which
we can construct satellites. Satellites conserve a huge number of different
purposes and they are going to be really cool when they are in-game. You can think of all the different gameplay
options that can come out of these diverse array of satellites which we can build. Now, my job was to develop a system whereby
we could build numerous different satellites from a number of modular pieces. The purpose or the function of a satellite
will be determined by the modular pieces which it is made up of. So when I started on this modular system,
I created a number of test modules which serve different purposes – like one would be shields,
another power generation, and in a lot of ways their functionality is similar to ships
but the difference being on satellites all of these systems will be automated. It was important when designing these that
the silhouettes of the modules were distinctive from one another. What this means is that as a player when you
are arriving at a satellite, you can take a quick look at it and instantly grasp what
it does – what modules it is made up of and what it’s purpose is in the universe. When these individual modules get damaged
their specific functionality will fall out of the satellite – so if it’s shields then
shields will be down – then a player will have to EVA over to those modules to fix them
and bring that module back online – other interesting things could be stealing data
from a satellite and this data could be breadcrumbs that could lead to a mission. The size and the shape of the satellites themselves
will be influenced by where they are in the universe. For instance, a satellite very close to a
sun will need a lot of shielding – it’ll need some sort of liquid cooling. All these systems to be able to dissipate
the heat into space. You can see it is easy to swap in and out
the difference modules of the satellite. The hub in the middle is the backbone from
which all of the other modules branch out. The type of power generation will be dependant
on the purpose of the satellites – how much power it needs to cool and also for instance
a military satellite will not want to have solar panels because they are liable to get
damaged. Each of the modules you can see here has six
connection points – this allows the satellite to be build out in every different axis and
when the art team have got hold of them they’ll look a lot more attractive and in keeping
with the rest of the art style of Star Citizen. Thanks for listening guys, bye. Tobias Johansson (TJ): Hi, my name is Tobias
Johansson, I’m part of the Level Design here at Foundry 42 in Frankfurt. I have been working on a modular system for
small planetary locations for 3.0 – humans have always wanted inhabit new locations or
find them and it’s the same in space. So for this first iteration we are just going
to have small camps and research facilities that are placed on planets for humans to live
and stay. And now I’m going to show you this- how
this system is gonna work in rough ideas here in CryEngine behind me. So, with this system that I’ve designed
so far is- we’re gonna build a location using components. We start picking an exterior – as you can
see here I just have a small one. As I told you this is what we’re aiming
for in 3.0 – after you pick an exterior, you go inside and you gonna be able to switch
between different interiors depending on what you want the location to be like. So as you can see I’m switching between
different rooms that we’re just going to be able to scroll through fairly quickly. After deciding what we want the location to
be – or the building – we can also add some exterior assets to it to make it more distinct
and recognizable from far away. This is all used to how the gameplay and everything
that this is built around so they- we can populate planets faster, inhabit planets faster. As that is just what we’re aiming for now,
but as you can see, this aswell can be scaled up to larger buildings with more slots – this
is also a building with just one slot and here we have one that has three room slots
where we should be able to switch all the rooms between as we want to. For 3.0 however this is more what it is going
to look like here, where it is these small camps with just one or two of these smaller
buildings and a corridor connecting them so you don’t have to go through an airlock
every time you walk between buildings and here we have another one that’s just three
slots. As you saw in the presentation, you get an
understanding for how we can faster build our locations that we’re going to place
on planets – we still have to place this manually however this system is going to make it faster
so that we can fill up the world, make it feel more alive and then more gameplay for
you guys.That’s all from me this time, and thank you. BC: Thanks guys, I look forward to making
all the variants you guys have been putting together and how we’ll eventually encounter
them as you jump from planet to planet. For the rest of the team, they are incredibly
busy and we look forward to showing off more work from other disciplines in the very near
future but for now that wraps us up for Frankfurt – appreciate you guys watching and thanks
so much for the support. Back to the Studio CR: Thanks Brian, so those reworked weapons
were looking really good. SG: They were, they were looking very cool. I feel like we’ve talked about modular sets
a lot on AtV. CR: Well, you know, it’s one of those systems
that you have to have when you are making a game the scale of Star Citizen. SG: Cool. So in the spectrum between completely custom
locales where everything is hand crafted and the opposite end of the spectrum which is
procedurally generated locations where would these modular systems fall? CR: So hopefully best of both worlds – the
modular sets allow us to build out the different locations very rapidly and then we dress them
up with props and banners and different art to give them an individual feel and character. SG: Nice. So next update, let’s check in with Tyler
Witkin for this week’s Community Update. Community Update w/Tyler Witkin Tyler Witkin (TW): Hey everyone. Tyler Witkin, Community Manager, in the Austin,
Texas studio here to bring you this week’s Community Update. Last week the Vanguard Warden won the title
of Galactic Tour’s Combat Ship of the Year landing in the spot on our pledge door for
one week and that sale will end tomorrow. Fast forward to this week and the battle continues. This time between the Aegis Retaliator and
the Anvil Gladiator competing for the coveted title of Galactic Tour’s Bomber of the Year. It’s looking to be a very close finish, so
make sure to log in to our website, cast your vote and we’ll post the results tomorrow. Now I said it last week, and I’ll say it again. The Bar Citizen fever is spreading around
the globe. Last Saturday I had the privilege to attend
the Bar Citizen event in Orlando, Florida, and let me tell you it is an unforgettable
experience. We have some upcoming events. One in Denver, one in New York and even one
in France. You can find out all the details about those
events and more at TinyUrl.com/BarCitizen. Now, it’s convention season. CitizenCon is right around the corner, but
first TwitchCon. Alexis, Ben, Jared and myself will be present
wandering the show floor, so hopefully we’ll run into some you guys while we’re there. Last week also brought us a new issue of Jump
Point for subscribers packed with awesome content and even a fun in-fiction piece that’s
definitely worth checking out. Now it’s time for this week’s MVP award. A huge congratulations to Utho Riley for his
talented efforts in creating some fan Star Citizen music. Browsing through his YouTube channel piece
after piece continued to blow my mind, so congratulations, Utho. You’re this week’s MVP. And lastly the week would not be complete
without Reverse the Verse. We’ll be broadcasting live at Twitch.TV/CIGCommunity
tomorrow at 7:00 AM Pacific Daylight Time, so make sure to tune in to catch all the talk
about everything that you saw on today’s episode. Thanks again everyone for your support, and
we’ll see you in the ‘verse. Back to Studio CR: Thanks Tyler. So love the passion and creativity from this
community. I mean they do amazing stuff all the time. SG: They do amazing stuff. In last week’s newsletter the sneak peek
was a video demonstrating the changes to our Vision Stabilisation System. CR: Yes. So as a first person universe, the transitions
between flight and ground base gameplay, obviously the players perspective is an essential element
to get that right. So you have to have it feel both smooth and
realistic. SG: Without motion sickness. CR: Yes, that too. So anyway, it’s been an ongoing process
of trial and error to get it right. SG: Very cool. So here’s Ivo Herzeg to explain the tech
and the improvements that we’ve made. Behind the Scenes: Vision Stabilisation Ivo Herzeg (IH): Hi, I’m Ivo Herzeg, Lead
Animation Engineer at CIG and today I want to talk about experiments we did to get the
camera stable in the first person view. The first person mode we have in Star Citizen
is a bit unusual because it is unified with the third person body and it’s also driven
by the animations of the third person body. And it took quite a while to get this kind
of setup to work. If you just take a camera and put it at a
point between the eyes of the third person model and move around, then it is pretty crazy
what you get on the screen. So that’s how it looks with a camera attached
to the head. As soon as you start to move you get you get
this crazy camera shake and it almost looks like the camera is randomly bouncing around. So this is nothing we can use in the game
and it’s certainly not how humans perceive motions in real life. But the funny thing is this is actually the
real motion of the head: this is all part of the mocap data. If you take a GoPro camera, attach it to your
forehead and move around then it looks exactly like this. So this means head motions can be pretty extreme
and it also means that our eyes and our brain are doing a pretty good job to compensate
it. That’s why we are not even aware that this
issue exists in real life. And the first thing we did to improve this
was eye stabilisation. And that’s something humans do all the time. It’s basically a counter-rotation of the
eyeballs to compensate for the movement of the head. And this is pretty easy to implement: all
you need is a camera with a focus point and that’s just a point in the distance you
can control with the mouse when you’re aiming. So that’s how it looks with eye stabilisation. When I move around everything feels much smoother
than before and the image is now perfectly aligned with the horizon. And by using this focus point we are actually
trying to emulate the biological principle that keeps the image stable on the retina
of our eyes. But instead of counter-rotating both eyes
we only counter-rotate the head camera in the direction of the focus point. And with this simple trick we can eliminate
about 80% of all the camera noise. But if you look now on the screen, you can
see the image is still not perfectly smooth and that’s because eye stabilisation only
works well if you move forward in an open environment and focus at a point in the distance. It doesn’t really work when you move close
to walls and it’s something you can’t avoid in narrow corridors. And we have lots of them on a spacestation. It also doesn’t work when you straffe in
front of walls. And strafing is something we do all the time
in a first person game. And it looks pretty terrible with all the
stop and start motions that we have. So when you start to run and stop directly
in front of an object then you get this “bounce back” effect. So all this is nothing new – we already had
it in PTU 2.0 – and nobody was really happy with the result, mainly because of all the
camera noise and head bobbing. And then some people started to complain about
motion sickness and for many it was just an immersion killer and not realistic at all. And this all makes sense because eye stabilisation,
if you look at it as an isolated feature, it can only compensate the rotation of the
head and that’s it. It doesn’t help much with the translations
of the head but that’s why we still have all the trouble with the camera. Now the interesting thing is these head translations:
they happen all the time in real life and it’s never a problem. When I walk into the kitchen to get a coffee
then my whole body and my head is moving of course, but the whole motion feels more like
floating through the corridor. And maybe that’s what we expect to get on
the screen. But if I repeat the same experiment with a
camera attached to the head, and even if I use exactly the same mocap data, the result
on the screen looks more like an earthquake. So this issue was keeping us busy for a while
and we spend some time trying to understand how humans are doing vision stabilisation. But it turns out it’s a pretty complex mental
process and there wasn’t a practical way to get that into a first person camera. So that was a dead end. And all the techniques to stabilise handheld
cameras: they don’t work in our case because our camera is attached to the head and driven
by a human body. So we had to find something else. And we found something it was just a bit unexpected. We learned that birds, or at least most types
of birds, they have a pretty interesting problem. They can’t roll the eyes around the way
humans can and that makes it a bit hard for them to keep the vision stable and move the
body at the same time. If you can’t keep your vision stable by
moving your eyes, well then the next logical step is to try to do the opposite and just
keep the head stable. And that’s what they do: birds have a long
neck so they just counter-translate all the body motions. It’s kind of a camera stabiliser invented
by nature. But the really cool thing is this one operates
only on joints and that means we have a pretty good candidate for implementation into an
animations system. Now to get all this to work with the human
rig in the game we design a full body IK system to control the hands, the legs, and the head
independently. And we only use the special IK only for the
hands in first person. And what we see here is a combination of eye
stabilisation with head stabilisation. And stabilisation itself happens mainly on
the head camera and only for a few extreme motions we distributed the rest over the entire
body. And the adjustments on the body are only a
couple of centimeters. But as you can see this is already enough
to keep the image perfectly stable on the screen. The unified rig is not the only unusual thing
in the shooter. Another pretty big difference is how we spawn
the bullets. In a typical shooter they come from the center
of the camera and they go to the center of the screen. Which means you are actually shooting with
your eyes and the gun in your hands has no practical purpose. But in Star Citizen we spawn the bullets directly
from the gun barrel and that changes a few rules. For example iron sights and scopes don’t
point directly at the target so you always need to aim a little bit higher, maybe two
or three centimeters. And because now all body motions have a direct
impact on the gun barrel, running and shooting doesn’t works so well: there’s way too
much bullet spread going on. And the same goes for recoil: when you’re
firing too fast while the gun is recoiling then it’s very hard to hit something. And as a player when you are moving around
in a shooter you always have this gun in front of you and most of the time you are not even
aware that there actually is a body. And you only notice your own body when you
look down at the ground and see your own shadow and how the feet are moving. And that’s the moment you realise that the
recoil, all the hand animation, all the body animations – every single frame – is actually
identical in the shadow because it is one single rig and all the animations are shared. Back to Studio SG: Thanks Ivo. So he mentioned in the beginning that most
games have different animation sets between first and third person perspectives. Why was it important for you to unify them? CR: Okay so Star Citizen is a multiplayer
game and it’s very important to ensure that what you see in first person and what your
friend standing next to you sees is the same thing. So we do a lot of things for instance if where
our gun is pointed exactly where we’re going to shoot as opposed to most first person games
where the center of the screen is where you’re going to shoot, so actually in a lot of first
person games you’re going to point not exactly in the same direction as where your bullets
will fly. So that’s a problem, but also when you’re
sitting next to it and I do something, you’ll see exactly me doing that thing and if you
wanted to shoot me, not that I hopefully you, I wouldn’t want you to shoot me, that you
would be able to where I think my body is, is where it actually is and where you can
hit it and there’s a lot of games that doesn’t happen because they fake the first person
view, it’s different than where the actual physical body is. So sometimes you’re going to be playing
a first person game and you’re going to be hiding behind cover and then get hit where
you wouldn’t thought you would have been hit because your first person view is slightly
different than what your body really is. So for us because we’re a multiplayer game
and there’s going to be so many interactions, your friends are going to be next to you,
say flying a ship like a connie or something and you’ll be seeing people do stuff, that
we needed to unify it so whatever the character was actually doing they were doing, but it
was also what you were seeing in first person and then the problem is if you place say a
Gopro on someone’s head and you run around and you look at the footage, the footage goes
like this and it’s really sort of barf inducing, that’s sort of the blair witch issue that
you solve, there’s sort of found camera footage stuff. So the vision stabilisation is just basically
mimicking what our brain does when we’re bringing in the imagery because if you run
around, your vision is quite stable. So we spend a lot of time to do that so we
can have one unified set of animation and character assets whether it’s first or third
person, it works and the view that you have is great and nice and smooth and feels more
akin to what you do in real life. Not many, in fact no games have done this,
I think Arma is one of the few games that have managed to do it. We’re very proud of what we’ve done, it’s
taken a lot of work. Most people don’t try as hard, if we were
doing just Squadron 42 we’d probably wouldn’t have done it because that’s a single player
game, but because Star Citizen is such a multiplayer game, it’s super important so we’re very
proud and Ivo and the rest of team doing that did an awesome job. SG: Very cool, I look forward to trying it
out. Outro SG: That is it for this week’s Around the
‘Verse. As always we’d like to thank our subscribers
whose monthly contributions allow us to make this extra community content. CR: Yeah, thank you guys, and also to all
our backers and supporters out there who got us here in the first place. Thank you very, very much guys. SG: Yes, thank you. Be sure to check into Reverse the ‘Verse
tomorrow at 7am Pacific, 3pm GMT, or 4PM Frankfurt time where Brian Chambers will be chatting
with Ben Dare and Ivo Herzig from this week’s episode as well as revealing some exclusive
new footage. CR: Cool. So on next week’s Around the ‘Verse we’ll
explain some of the changes to the flight model that you’ll see in 2.6. So make sure you check it out. SG: Definitely, and thanks for watching everyone. CR: We’ll see you.. Both: Around the ‘Verse

100 thoughts on “Star Citizen: Around The Verse 3.8 – DE

  1. I also have a problem in that eye stabilization should only be stabilizing the EYES and not the *whole skull*, shouldn't it? the HELMET OVERLAY should still be moving, albeit subtly, kind of like it had been before — and probably the HUD too. I mean, maybe it wouldn't be convenient, but I believe it would contribute effectively to aesthetics. just make an option to toggle it off.

  2. I never noticed that your in game "eye" focuses on a the front iron sight of the pistol and the back is out of focus, how shooting a gun actually works. I can't think of another fps that does that, neat!

  3. It's cool that there is this much work going into the animations and whatnot for all of these mechanics. I however wonder how this is going to translate when multiple people from all around the world with all different kinds of connections are going to function. Will there be latency issues, sync issues, or even just engine constraints because of it. Arma for instance runs fine when playing with only a few people, but when you get too many with all the different aspects of the game playing from different people, it can get pretty hectic and start to harm performance server wise.

  4. Oh boy! You can just feel SC starting to finally catch on to the masses! I think 3.0 is what started it along with these awesome uploads, making it a reality for everyone. You can also see it in CR, you can tell he is stoked as his vision is manifesting 😀

  5. wow! way better stabilization!! I never really cared about the FPS part of star citizen but after seeing this I cant wait for it

  6. They need to make space revolvers in star citizen with mixed ammo types. Personally, I would love to see something based off of the Taurus Raging Judge 28 Gauge Revolver.

  7. i'm a console guy but WOW i might have to get a really good gaming PC for this one, i know its not going to be ported to ps4 pro or xbone scorpio, i don't think they can handle this game, well it will be awesome if they could tho

  8. I tried the trial during the gamescom weekend and something felt off just walking around, glad they're refining the camera motion. Hope we'll be able to turn off motion blur and have wide range of FOV adjustment.

  9. I'd like to see an aftermass of a supernova, perhaps this could help create more area's without having to do to much detail work for mining in dangerous places. Be cool to beable to mine on a dangerous Lava planet.

  10. bullets firing from the barrel is awful, in games that use this you end up shooting the ground while prone or just shooting into the cover u are using. Prepare to spend alot of time missing your first shot
    when in an ambush, and then having to overexpose yourself to compensate for this mechanic.

  11. I love it when devs working on a space game and a rocket scientist on youtube both find things to learn from the way chickens avoid vision destabilization. Check out Destin on SmarterEveryDay. He explores lots of cool science.

  12. Wow, this is worrying. First person viewpoint games are an old hat. Rather than take what already works, they are going through all of this nonsense, adding in system after system, piling up extra code and effort, to what end… Why reinvent the wheel?

  13. That's good and all but i really hope there will be an FOV slider. Developers must stop forcing us to play their games with such atrociously low FOV settings.

  14. Uhh satellites, I like that. Satellites in KSP are so cool, hope here are cool too. /Also 8 GB, 950 OC 2 GB and I3 6100, can I run the game?

  15. shooting looks MUCH better now, everyone dies from a few hits, finally. good job, guys!! and head shaking looks perfect to me! I' ll do all the rest of head shaking with my VR set on 😛

  16. Nice to see that they go down deep into the details regarding natural animations and skeleton yet they use motion blur when you turn your ingame head around, it'shorrid, remove that shit man it's unatural and annoying and it is resource demanding. firsting i do when i see a game using motionblur options and disable it.

  17. I like that you can kill a person and then USE him right away! But seriously, that "F to Use" option should not be interfering with the crosshair while in combat.

  18. So a lot of time was spent recording a wibbly wobbly camera and then even more time was spent coming up with a complex solution to stabilise the wibbly wobbly camera so that the view is EXACTLY THE SAME AS DOOM? Bahahahahahahahahahahahahaha. I love you guys seriously but Is it April 1st?

  19. Nice to see the whole perspective bit in first person sessions. It reminds me very much about how it works in the Arma games where they nailed it perfectly. I hope since they are going towards this realistic approach that you can look around while running as well. "Freelook" = for example hold alt and you are now only moving your head. This is a important thing to get a good sence of your surroundings while moving effectively.

  20. Something leaked during the night it seems SC was bought by Apple. I don't know if it's just crap or true. But I hope it is crap. Someone can tell me if it is true or not please?

  21. The visual fix fixes one of the biggest drawbacks I have with this game. A spacegame based on a first person engine will never work.

    Well they're making it work bit by bit.

    I'm still skeptical about release though. It's so incredibly vague.

  22. Moving the chicken around was probably my favorite part. I hope they have space chickens I can move around to show off the stabilization.

  23. 18:00 ArmA is doing this since ages. Thats nothing new exactly… Still nice you guys implemented this feature. Adds quite some immersion.

  24. Wow small world. The vid at 16:50 is from a guy names Destin Sandlin. He's the guy from Smarter Every Day. I got to hang out with him and do some science experiments at a glass studio in Tampa, Florida, less than a year ago. If you dont know about Smarter Every Day, its one of those channels thats worth a peek. Great vids, and if youre not scientiffic, hes great about doing it in a way where you feel like youre learning and arent made to feel "dumb".

  25. About Satellites: Do they provide services to the planets or moons or to ships that are nearby? What does a "Shield Satellite" provide shielding for? Something on a planet surface or for ships nearby it or both? Similar question for "Power Satellite". Seems developers make assumptions that we know what this stuff is supposed to actually DO. Thanks for anyone who knows for sure.

  26. For planetary buildings: Will there be any plans for players to be able to build their own facilities/housing on planets/moon/asteroids? This would be AMAZING if its even possible.

  27. These are exciting times in Star Citizen's development, and there has never been a better time to be a PC gamer than now. This project is starting to deliver on its promises and its great to see… Well Done CIG!

  28. WTF are they making a game that will destroy a gpu. I want a game that's playable and will not cost me $5000 for a new computer. The average person pays around $1000 for a computer every 3-5 years, make it so that an average person can afford it.

  29. 17:53 Wow those PhysX effects. Gonna need a very powerful gpu if those effects take place all around the character in a heavy firefight.

  30. that head bobbing view made me have super bad motion sickness… It doesn't work because we are sitting infront of a screen watching movement while sitting still. I get super car sick if I don't look out the window yet other people don't, maybe it's all the concussions I've had? Lol

  31. I want to be able to pull out the laser rifle and cut threw walls and the floor to make new passage ways 🙂

    Destructible terrain and buildings!!!!
    Imagine 😮

    Aww yea 😉

  32. One thing. I wish there was more gore when shooting someone. At least holes and blood splatter on the armours and space suits exactly in spots where bullets go in. Next step would be limb loss and decapitation. I don't wanna see npcs dying from a shotgun hit and just fall down with no visual "proof" of them being hit and obvious damage decals. That's exactly how it looks in this video, hope you guys planning on changing that. Oh and also, i think we could use more "impact" when firing a weapon, coz right now firing those weapons looks like firing PEW PEW toys. #crossedfingers

  33. WWOOOWWWW! That visual stabilization tech is pretty amazing. its great to see what worked, and what didn't work, and where ideas came from.

  34. Those building and sattelite systems sound awesome. The planets in this game won't be empty like no man's sky. Good job guys!

  35. So what is it about this game in particular that created the need to design a new vision stabilization system? How do all the other FPSs on the market do it?

  36. The people involved with the development of this project are absolutely incredible. I'd give them 20 years or more to create their vision (so long as I can participate in it as it grows, which I am permitted to 😀 )

  37. For more largely populated planets, it would be awesome, if (in rare cases) there were Orbital Satellite Weapons Platforms, from which you could annihilate entire cities with supreme firepower!

    I know that's asking a bit much, but still…

    [ Hopefully also, there will be grave consequences to going around shooting everyone like he did, the main one being death. Let's not have another CoD where we can just wipe everyone out easily. The AI should prove to be a severe challenge if you decide to suddenly go rambo. They should be able to take you down just as easily as you can them, and they should be tactical, and not behave stupidly. A lot of games are ruined due simply to how easy it is to just run in and gun everyone down and take the loot. ]

  38. I became interested in this game because of its unique first person camera style. Its almost everything I've been wanting from a first person game. A first person world-model done right.

  39. Everybody: Missiles don't work, you're behind schedule, frames are horrible, game is barely playable
    CIG: Lets reinvent the wheel on how the camera works in-game

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