Remember what we say at Gamescom well that wasn't all of it. Also no game beside ARMA has unified TPS/FPS but it doesn't get the stabilization correctly. Chris Robert seem a lot more enthusiast being interviews about all this. Sounds like he confident on what there working on.
This article will extensively detail the interviews and provide some initial insight to our future postings. We also discuss past interviews with Roberts and the progress from then til now. Timestamps for the video are below, if you prefer that content.
4:00 - Updates in the immediate future, Arena Commander update, Star Marine and FPS system refactoring.
6:50 - Alpha 3.0 initial discussion, including brief detailing of professions, gameplay, and locations/worlds.
8:40 - Procedural Planets V2 information, including discussion on artist authoring, world-building techniques, and planetary biomes.
10:00 - Biome details (specifically), height maps, and distribution maps.
11:55 - Weather systems in Procedural Generation V2.
14:20 - Artist hands-on with every single plan, artist production pipeline and time required to make planets.
15:10 - Scheduling challenges and planet-building that meets stretch goals.
16:50 - Biome rulesets, edge blending, avoiding carbon copy planet generation.
21:20 - What will be shown at CitizenCon?
Roberts immediately jumped into Star Marine and Squadron 42 updates for CitizenCon, then focused on update 2.6. The 2.6 update will drive the FPS game mode to include new vision stabilization technology that more closely mimics the human eye's function when walking or running. This eliminates undesirable headbob, but manages to keep the unified first- and third-person animations and models as CIG wants them.
Unifying the view points means that first- and third-person views of a character show the same skeleton, animation, and mesh in both points of view. Most FPS games use separate animations and body positions between points of view. Crysis 2 is an easy example (and in the same base engine): The player's arms are effectively attached to the side of the head in first-person, allowing a down-the-barrel view for better gameplay. Multiplayer has the arms lowered, nearer the mid-section, and bullets appear to fire at an angle out of the guns. Call of Duty, another example, has more intricate animations and movements in the campaign than in multiplayer, which must use a simplified art set to focus on gameplay and production time.
Roberts referenced glitches in CSGO, Crysis, and Battlefield that are a result of the non-unified systems. Battlefield's neck glitch is among the most comical and exaggerated examples.
To explain this focus on points of view, Roberts elaborated:
"There's a disparity between what you see in first-person view, when you're faking it, and what really is happening. We don't cheat at all. Where your gun points is where you're shooting. That's another big difference -- almost every FPS, the center of the screen is where you'll shoot. The bullets don't fire straight from the muzzle of your gun. [...] None of that's fake [in Star Citizen/SQ42], so when you actually aim, you aim down the sights.
"What you see [your friends] do is what they're actually doing. That's really important, and we're kind of doing that to a level that I don't think anyone else has done that. That's more important for Star Citizen than it is for Squadron 42, because Squadron 42 is a single-player game, so we could have faked it. [...] We're quite happy and proud of where it is.
"We're doing a lot of work on Arena Commander itself. It hasn't had a lot of love and attention since we focused on 2.0, which is the large world, so we've gone back, changed the flight handling and modeling, balanced things to be sort of up-close dog-fighting. We're just about to roll-out to the Evocati test group. They're our first-wave of community testers, so they test stuff very early. [...] We've been balancing and testing flight changes and model changes. Dog-fighting is going to be more up-close and have the original sort of Wing Commander spirit. [...] We've rebalanced things and changed stuff in the flight model."
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