Star Marine Status Update

Undefined Undefined None

Content

Greetings Citizens,
Greetings Citizens,

Jason Hutchins, Senior Producer at Cloud Imperium Games Austin reporting from Illfonic. While Sean Tracy headed to sunny Wilmslow for a character summit and then over to meet with the guys at Foundry 42’s new Frankfurt studio, Steve Bender and I have remained in Denver to assist with the Star Marine process. Our overall goal is to keep the focus on our core gameplay systems and character locomotion.

Here is what progress we made as a group this week:

An Internal playtest using a new version of the launcher across all of our studios. The new launcher successfully patched itself and the game client, and did it about 3 times faster than older launcher.

The internal playtest was also our first run through on the freshly-developed Generic Instance Manager (see Chris Roberts’ latest letter for details on this tech.)

There has been a cross discipline effort between animators, engineers, and technical artists, and tools specialists to resolve character locomotion animation issues. One thing to keep in mind is that while we are using CryEngine, what we are doing is not a simple reskin of a game like Crysis 3. There are fundamental differences between Star Citizen and other traditional shooters in the way we keep our 1st person and 3rd person models and camera in sync. Going into why we are in this state is a much longer topic for another day.

The complete juke/start/stop set for the Run animation is complete as of today. We are still seeing a slight pop in some quick transitions but it is a significant improvement!

The popping we saw in Turns has been resolved, and we look forward to seeing that in our internal test next week.

The cover system, which was removed from the build for a review, is now back in and working. It needs tuning and some bug fixing still, but the base functionality is there. When you get near an object that will provide cover, you’ll go into a cover mode. You can strafe or move out of cover to fire, or lean out of cover to fire.

Prone animations are much improved and we are looking at a version that has your weapon visible to you while in first person. This will continue next week.

We examined some new concepts for weapon sight components on the ATT-4 Laser Rifle. These are modular components and will eventually be integrated into the game for other weapons, too. We want weapons to be as customizable as the ships in future Star Citizen modules, so variety is the order of the day when looking at these kinds of assets. For the short term, we are going to pick one of these to add to the standard load-out on the ATT-4. Which one would you like to see as standard? I’m partial to the ghost sight for close encounters, but that may be just because it reminds me of what I use on my trusty [redacted] 590-A1 shotgun.

We have re-integrated a crosshair reticle into the HUD. This is not a traditional eye’s front cross hair, it is more like a visible laser “red dot” aim system that points where your muzzle is pointing. In previous builds, we had disabled this because of weapon animation issues and because QA was using the crosshair exclusively to hip fire their weapons while on the move. We made the decision to bring it back thanks to improvements to the weapons animations. We will deal with the run & gun gameplay using other designer-tunable methods. John Crewe at Foundry 42 has several knobs and dials he can use to tune these values until they feel right to us. Then when we get it into your hands we’ll listen for your feedback and be able to respond.

The VFX and Tech Art teams did a performance pass on the Gold Horizon level last week that informed a bunch of optimization work that we were able to integrate this week. Below you can find a video that showcases some VFX in the level that look great and are much less costly to client performance.

We have code support to deploy gadgets and grenades working again, and in a consistent manner.

We’ve even added some additional art resources, created in the past few weeks. New Proline Grenade models by Behring, have been added and new HUD icons for weapons, grenades and gadgets are in.

The teams across the pond are essential, too! Players can now heal themselves or stop bleeding out by using a Medpen gadget from the Foundry 42 team. BHVR mocked up the UI hints for it, which we’ll hook up next week for the playtest.

The new Free Play Practice mode (essentially a free-for-all mode on the Gold Horizon map) is all hooked up through the Lobby UI and will be featured in our internal playtest next week. We knew that this ‘free fight’ mode was a big request for the community, so we wanted to make sure it was added.

Here are our current blockers:

Melee attacks aren’t working/animating.There are a couple of animations using the weapons that we need to clean up and properly randomize so players aren’t doing the same attack all the time. It’s a last ditch attack, though, I don’t recommend it. Hopefully you can put a little distance between you and your enemy with these attacks. Sorry, Disco Rambo, no combat knife one shot kills just yet.

Ongoing weapon recoil issues: we need to get animation, tools, and code support in a place where designers can effectively tune recoil values; timing, muzzle rise, drift, etc without having to change animation assets.

There are still a number of locomotion animations still need to be cleaned up and integrated. Starts/Stops/Jukes for Crouch movement

Crouch Locomotion and Idle pass

Weapon Select and deselect broken in Standing for all weapons

Weapon Select and deselect broken in Crouch for all weapons

Weapon Select and deselect broken in Prone for all weapons

Hurt/injured Animation Locomotion

From healthy to Injured State Animations

ADS to Lowered, ADS to Idle, Idle to ADS, Lowered to ADS

Jump for Stocked, Pistol- from Standing

Jump for Stocked, Pistol- from Crouch

New Grenade Throw animation and implementation for Stocked and Pistol in Stand

New Grenade Throw animation and implementation for Stocked and Pistol in Crouch



Bugs relating to Hit Reactions. Our first person and third animations, being synced, may cause gameplay related issues with getting it. Correcting this will require some additional R&D and tuning to feel good.

We are seeing some inconsistencies in the way characters are dying and how they ragdoll.
Grüße Bürger,
Grüße Bürger,

Jason Hutchins, Senior Producer bei Cloud Imperium Games Austin berichtet von Illfonic. Während Sean Tracy im sonnigen Wilmslow zu einem Charaktergipfel und dann zu einem Treffen mit den Jungs im neuen Frankfurter Studio von Foundry 42 aufbrach, sind Steve Bender und ich in Denver geblieben, um den Star Marine Prozess zu unterstützen. Unser Hauptziel ist es, den Fokus auf unsere Kern-Gameplay-Systeme und die Charakterbewegung zu richten.

Hier ist, was wir als Gruppe in dieser Woche erreicht haben:

Ein interner Spieltest mit einer neuen Version des Launcher in allen unseren Studios. Der neue Launcher hat sich selbst und den Spiel-Client erfolgreich gepatcht und das etwa dreimal schneller als ein älterer Launcher. Der interne Playtest war auch unser erster Durchlauf mit dem neu entwickelten Generic Instance Manager (siehe Chris Roberts' neuesten Brief für Details zu dieser Technologie). Es gab eine disziplinübergreifende Anstrengung zwischen Animatoren, Ingenieuren und technischen Künstlern und Werkzeugspezialisten, um Probleme mit der Animation der Charakterbewegung zu lösen. Eine Sache, die Sie beachten sollten, ist, dass wir während der Verwendung von CryEngine nicht nur ein einfaches Reskin eines Spiels wie Crysis 3 verwenden, sondern auch grundlegende Unterschiede zwischen Star Citizen und anderen traditionellen Schützen in der Art und Weise, wie wir unsere Modelle und Kameras der 1. und 3. Person synchron halten. Zu erfahren, warum wir in diesem Zustand sind, ist ein viel längeres Thema für einen anderen Tag. Das komplette Juke/Start/Stop-Set für die Run-Animation ist ab heute komplett. Wir sehen immer noch einen leichten Pop in einigen schnellen Übergängen, aber es ist eine deutliche Verbesserung! Das Platzen, das wir in Turns gesehen haben, ist behoben, und wir freuen uns darauf, dies in unserem internen Test nächste Woche zu sehen. Das Deckungssystem, das für eine Überprüfung aus dem Build entfernt wurde, ist nun wieder funktionsfähig. Es muss noch angepasst und einige Fehler behoben werden, aber die Basisfunktionalität ist vorhanden. Wenn Sie sich einem Objekt nähern, das eine Abdeckung bietet, wechseln Sie in den Cover-Modus. Du kannst dich strecken oder aus der Deckung bewegen, um zu feuern, oder dich aus der Deckung lehnen, um zu feuern. Anfällige Animationen sind stark verbessert und wir schauen uns eine Version an, die Ihre Waffe für Sie sichtbar macht, während Sie in der ersten Person sind. Das wird sich nächste Woche fortsetzen. Wir haben einige neue Konzepte für Waffenzielkomponenten am ATT-4 Lasergewehr untersucht. Dies sind modulare Komponenten, die schließlich auch für andere Waffen in das Spiel integriert werden. Wir wollen, dass Waffen so anpassbar sind wie die Schiffe in zukünftigen Star Citizen-Modulen, daher ist Vielfalt an der Tagesordnung, wenn es um diese Art von Assets geht. Kurzfristig werden wir eine davon auswählen, um die Standardauslastung der ATT-4 zu erhöhen. Welchen würdest du gerne als Standard sehen? Ich mag den Geisterblick für Nahkämpfe, aber das mag nur daran liegen, dass er mich an das erinnert, was ich für meine treue (redigierte) 590-A1 Schrotflinte verwende. Wir haben ein Fadenkreuz wieder in das HUD integriert. Dies ist kein traditionelles vorderes Fadenkreuz eines Auges, es ist eher wie ein sichtbares Laser-Zielsystem "red dot", das auf die Stelle zeigt, an die Ihre Schnauze zeigt. In früheren Builds hatten wir dies wegen Problemen mit der Waffenanimation deaktiviert, und weil die QA das Fadenkreuz ausschließlich dazu benutzte, ihre Waffen während der Fahrt zu feuern. Wir haben beschlossen, es dank der Verbesserungen der Waffenanimationen zurückzubringen. Wir werden uns mit dem Run & Gun Gameplay mit anderen vom Designer abstimmbaren Methoden befassen. John Crewe von der Gießerei 42 hat mehrere Knöpfe und Zifferblätter, mit denen er diese Werte einstellen kann, bis sie sich für uns richtig anfühlen. Wenn wir es dann in Ihre Hände bekommen, werden wir auf Ihr Feedback hören und in der Lage sein zu reagieren. Die VFX- und Tech Art-Teams haben letzte Woche einen Performance-Pass auf Gold Horizon-Niveau durchgeführt, der eine Reihe von Optimierungsarbeiten beinhaltete, die wir diese Woche integrieren konnten. Unten finden Sie ein Video, das einige VFX in der Ebene zeigt, die großartig aussehen und viel kostengünstiger für die Kundenleistung sind. Wir haben Code-Support, um Gadgets und Granaten bereitzustellen, die wieder und in konsistenter Weise funktionieren. Wir haben sogar einige zusätzliche Kunstressourcen hinzugefügt, die in den letzten Wochen entstanden sind. Neue Proline Granatenmodelle von Behring wurden hinzugefügt und neue HUD-Icons für Waffen, Granaten und Gadgets sind in Vorbereitung. Auch die Teams über den Teich sind unerlässlich! Spieler können sich nun selbst heilen oder aufhören zu bluten, indem sie ein Medpen-Gerät aus dem Foundry 42-Team verwenden. BHVR hat die UI-Hinweise dafür verspottet, die wir nächste Woche für den Playtest einholen werden. Der neue Freispiel-Trainingsmodus (im Wesentlichen ein Free-for-all-Modus auf der Gold Horizon-Karte) wird alle über die Lobby-Benutzeroberfläche angeschlossen und wird nächste Woche in unserem internen Spieltest vorgestellt. Wir wussten, dass dieser "freie Kampf"-Modus eine große Forderung an die Community war, also wollten wir sicherstellen, dass er hinzugefügt wurde. Hier sind unsere aktuellen Blocker:

Es gibt ein paar Animationen mit den Waffen, die wir brauchen, um zu bereinigen und richtig zu randomisieren, damit die Spieler nicht die ganze Zeit den gleichen Angriff durchführen. Es ist ein letzter Grabenangriff, aber ich empfehle es nicht. Hoffentlich kannst du mit diesen Angriffen ein wenig Abstand zwischen dir und deinem Feind halten. Tut mir leid, Disco Rambo, noch kein Kampfmesser, das ein Schuss tötet. Laufende Waffenrückstoßprobleme: Wir brauchen Animation, Tools und Code-Unterstützung an einem Ort, an dem Designer Rückstoßwerte, Timing, Mündungsanstieg, Drift usw. effektiv einstellen können, ohne die Animationsressourcen ändern zu müssen. Es gibt noch eine Reihe von Bewegungsanimationen, die noch bereinigt und integriert werden müssen. Starts/Stops/Jukes für Crouch Bewegung Crouch Locomotion and Idle Pass Weapon Select and deselect broken in Standing für alle Waffen Weapon Select and deselect broken in Crouch für alle Waffen Weapon Select and deselect broken in Prone für alle Waffen Hurt/injured Animation Locomotion From healthy to Injured State Animations ADS to Lowered, ADS für Idle, Idle für ADS, Lowered für ADS Jump für Stocked, Pistole - von Standing Jump für Stocked, Pistole - von Crouch New Granate Throw Animation und Implementierung für Stocked und Pistole in Stand New Granade Throw Animation und Implementierung für Stocked und Pistole in Crouch Bugs im Zusammenhang mit Hit-Reaktionen. Unsere First-Person- und Third-Animationen, die synchronisiert werden, können zu Problemen im Zusammenhang mit dem Gameplay führen. Um dies zu korrigieren, sind zusätzliche Forschungs- und Entwicklungsarbeiten und Optimierungen erforderlich, um sich wohl zu fühlen. Wir sehen einige Unstimmigkeiten in der Art und Weise, wie Charaktere sterben und wie sie ragdollieren.
Greetings Citizens,
Greetings Citizens,

Jason Hutchins, Senior Producer at Cloud Imperium Games Austin reporting from Illfonic. While Sean Tracy headed to sunny Wilmslow for a character summit and then over to meet with the guys at Foundry 42’s new Frankfurt studio, Steve Bender and I have remained in Denver to assist with the Star Marine process. Our overall goal is to keep the focus on our core gameplay systems and character locomotion.

Here is what progress we made as a group this week:

An Internal playtest using a new version of the launcher across all of our studios. The new launcher successfully patched itself and the game client, and did it about 3 times faster than older launcher.

The internal playtest was also our first run through on the freshly-developed Generic Instance Manager (see Chris Roberts’ latest letter for details on this tech.)

There has been a cross discipline effort between animators, engineers, and technical artists, and tools specialists to resolve character locomotion animation issues. One thing to keep in mind is that while we are using CryEngine, what we are doing is not a simple reskin of a game like Crysis 3. There are fundamental differences between Star Citizen and other traditional shooters in the way we keep our 1st person and 3rd person models and camera in sync. Going into why we are in this state is a much longer topic for another day.

The complete juke/start/stop set for the Run animation is complete as of today. We are still seeing a slight pop in some quick transitions but it is a significant improvement!

The popping we saw in Turns has been resolved, and we look forward to seeing that in our internal test next week.

The cover system, which was removed from the build for a review, is now back in and working. It needs tuning and some bug fixing still, but the base functionality is there. When you get near an object that will provide cover, you’ll go into a cover mode. You can strafe or move out of cover to fire, or lean out of cover to fire.

Prone animations are much improved and we are looking at a version that has your weapon visible to you while in first person. This will continue next week.

We examined some new concepts for weapon sight components on the ATT-4 Laser Rifle. These are modular components and will eventually be integrated into the game for other weapons, too. We want weapons to be as customizable as the ships in future Star Citizen modules, so variety is the order of the day when looking at these kinds of assets. For the short term, we are going to pick one of these to add to the standard load-out on the ATT-4. Which one would you like to see as standard? I’m partial to the ghost sight for close encounters, but that may be just because it reminds me of what I use on my trusty [redacted] 590-A1 shotgun.

We have re-integrated a crosshair reticle into the HUD. This is not a traditional eye’s front cross hair, it is more like a visible laser “red dot” aim system that points where your muzzle is pointing. In previous builds, we had disabled this because of weapon animation issues and because QA was using the crosshair exclusively to hip fire their weapons while on the move. We made the decision to bring it back thanks to improvements to the weapons animations. We will deal with the run & gun gameplay using other designer-tunable methods. John Crewe at Foundry 42 has several knobs and dials he can use to tune these values until they feel right to us. Then when we get it into your hands we’ll listen for your feedback and be able to respond.

The VFX and Tech Art teams did a performance pass on the Gold Horizon level last week that informed a bunch of optimization work that we were able to integrate this week. Below you can find a video that showcases some VFX in the level that look great and are much less costly to client performance.

We have code support to deploy gadgets and grenades working again, and in a consistent manner.

We’ve even added some additional art resources, created in the past few weeks. New Proline Grenade models by Behring, have been added and new HUD icons for weapons, grenades and gadgets are in.

The teams across the pond are essential, too! Players can now heal themselves or stop bleeding out by using a Medpen gadget from the Foundry 42 team. BHVR mocked up the UI hints for it, which we’ll hook up next week for the playtest.

The new Free Play Practice mode (essentially a free-for-all mode on the Gold Horizon map) is all hooked up through the Lobby UI and will be featured in our internal playtest next week. We knew that this ‘free fight’ mode was a big request for the community, so we wanted to make sure it was added.

Here are our current blockers:

Melee attacks aren’t working/animating.There are a couple of animations using the weapons that we need to clean up and properly randomize so players aren’t doing the same attack all the time. It’s a last ditch attack, though, I don’t recommend it. Hopefully you can put a little distance between you and your enemy with these attacks. Sorry, Disco Rambo, no combat knife one shot kills just yet.

Ongoing weapon recoil issues: we need to get animation, tools, and code support in a place where designers can effectively tune recoil values; timing, muzzle rise, drift, etc without having to change animation assets.

There are still a number of locomotion animations still need to be cleaned up and integrated. Starts/Stops/Jukes for Crouch movement

Crouch Locomotion and Idle pass

Weapon Select and deselect broken in Standing for all weapons

Weapon Select and deselect broken in Crouch for all weapons

Weapon Select and deselect broken in Prone for all weapons

Hurt/injured Animation Locomotion

From healthy to Injured State Animations

ADS to Lowered, ADS to Idle, Idle to ADS, Lowered to ADS

Jump for Stocked, Pistol- from Standing

Jump for Stocked, Pistol- from Crouch

New Grenade Throw animation and implementation for Stocked and Pistol in Stand

New Grenade Throw animation and implementation for Stocked and Pistol in Crouch



Bugs relating to Hit Reactions. Our first person and third animations, being synced, may cause gameplay related issues with getting it. Correcting this will require some additional R&D and tuning to feel good.

We are seeing some inconsistencies in the way characters are dying and how they ragdoll.

Images

5
image/jpeg
StarMarine-Art_v1.jpg
Details
Last Modified
10 years ago
Size
233.78 KB
image/gif Ghost Sight
Att4_ghostsight01.gif
Ghost Sight
Details
Last Modified
10 years ago
Size
418.53 KB
image/gif Holo Sight
Att4_holosight01.gif
Holo Sight
Details
Last Modified
10 years ago
Size
429.93 KB
image/gif Red Dot Sight 1
Att4_reddot01.gif
Red Dot Sight 1
Details
Last Modified
10 years ago
Size
417.45 KB
image/gif Red Dot Sight 2
Att4_reddot02.gif
Red Dot Sight 2
Details
Last Modified
10 years ago
Size
397.90 KB

Metadata

CIG ID
14829
Channel
Undefined
Category
Undefined
Series
None
Comments
450
Published
10 years ago (2015-07-11T00:00:00+00:00)