"if everything is large, then nothing is large" YES! When we can immerse ourselves into a location for hours and then move out and truly feel how massive the game is, I'm very happy!
Arcorp has so much potential for tons of different urban gameplay. Industrial areas could have tight little battlegrounds with tons of verticality and enclosed areas to only allow smaller vehicles.
yeah, NB is a negative example for that. The buildings are so large, that you don't even realize that the mountains surrounding the valley are more then 3.000 high.
Until your inventory glitches, your ship quants without you, fall through the mesh, try to use ground vehicles on Hurston, get shot by an NPC you already killed and then crash to desktop. But yeah, so awesome its big!
Agreed, this was the problem with Elite Dangerous for a long time. Until Odyssey, there was no real scale of reference, or rather no sense of the massive scale of planets. You need those small points of interests to bring things into perspective.
Can't wait to come across a new player that's been wandering the streets of ArcCorp for weeks and trying to convince them that they haven't even left the spawn area!
i wish you can make real roads connecting cities or the satellite part of the city and we can play delivery missions like eurotruck simulator and once road becomes a thing you can start working on the real estate stuff
They have talked about how the river tech we have already seen in game would also be used for the road generation when that comes around, as per the ISCs that happened around the Rivers. Really, we just need better cargo ground vehicles - I don't think the MULE is worth while with only 2SCU of cargo, either make it so its forks can pick something larger or make a larger ground cargo vehicle.
This is one of the reasons why we're still in alpha 12 years later. Because CIG has played the "wouldn't it be cool if we could..." game so much that they now have to deal with a boatload of stuff that still needs doing. There's like a dozen more gameplay loops that still need to be built and once they are, they have to rework many assets and other gameplay systems to make them work with the new game loops. So no, I don't want to see yet another thing on their endless list of unfinished features... please save the freaking roads for after 1.0.
Please, no markers for enemy NPCs... unless you scan. I hope the scan has a very limited radius. Keep up the awesome work, you are killing it... no pun intended
Yeah, I'm not fond of dead giveaway markers. If I was hiking in the woods in RL, it would be nice to know where all the wildlife is so I may see it. Especially the predators. Lions and tigers and bears, oh my! But it adds to the thrill of the adventure, by not seeing where they are, and searching for the nice ones.
@@festersmith8352 900 years into the future. Your world is augmented. It makes total sense. Mabye not when using a helmet or glasses but it should be as they are doing it. augmented.
@@wraith511802003There are so many things that are left out on purpose in this "far future" because of gameplay. Eventhough there is still way to much augmented reality going on in this "fully physicalized first person" game for my taste. The new AR contact lense completely destroys the need for mobiglas, mfds, screens, signs, panels, physical maps and helmet huds. What do we need all that stuff for, if there is a capable interface build right into the peoples eyes? CIG did spend all that time and effort on building a physical universe but now they are slapping a lazy first person shooter UI on top of it, while calling it augmented reality.
I think Stanton is fine as it is, its perhaps a good starting point for new players? Very simple and safe, and then you venture out to more exciting and dangerous places.
9:33 To be honest, I don't really understand why there are no options to move around within stations other than using the elevator. Wasn't there even a plan to generate gears procedurally? similar to the food court
Totally agree. The elevators are an ok placeholder, but ideally I'd want to see an elevator free way to get to just about everywhere in a station (perhaps excluding the procedural hangars--those can still have elevators going to them.)
В реальности лифты не летают так, как там) Им нужно построить полноценную станцию с разнообразием интерьеров , а не одних и тех же скучных модулей. Помимо лифтов должны быть отсеки и двери и лестницы для обслуживающего персонала.
I think people underestimate just how large these stations are. Try to EVA from a landing pad to the lobby and see how long that takes. The initial versions of Levski and Grim Hex were a good example of the limitations involved when we don't have "magic" elevators.
honestly the level design of the new distribution centers is fantastic. There's so much potential with them and they're fantastic in how non-linear they are. I really hope that the space stations and the landing zones get a similar treatment eventually because currently they're /painfully/ generic and bland.
Yeah they’re cool. A bit confusing to get to the offices on top though. My friend and I could not find an elevator and had to fly to the landing pad on top.
It would be great to experience it solo but I always crash to desktop on first approach forcing me to be in a group and pray to get same server when I reblog, then performance is fine...it never fails. Zephyr and the other POI were like that for me when they first got added so hopefully it will eventually change after performance upgrade passes
Ships should also have night vision - they said they don't want to add a gimmicky shader version, they "want to do it properly" which means it will take forever
Star Citizen's dev blogs inspired me to be a game developer. Now I'm in year 8 of my professional career as an gameplay programmer but Star Citizen has not been released yet 😅
The moniker "It has not release yet" is debatable. Specially when people have been playing an increasingly complex experience for 11 of those 12 years. This is unheard in the gaming industry. What I think they are making a mistake, is that they are leaving polishing to the end. This happens due to the uncertainty they have to deal with on the development of certain tech without reference in the market. 1.0 "Beta" will provide an opportunity to freeze features and polish them, while they continue developing the game in stealth mode. This will happen depending on the sales success of SQ42
Many people including me view it as this: We hope it will never release. That means, it will never be in a final form because it should always be a playground for developers to try to integrate new tech & gameplay features. We hope it never is "feature complete" which means there always will be something new.
@@DevanowI think once the engine is fully complete and the flight mechanics are excellent and squadron 42 releases then we will have a “finished product”. And then will just love service it and add more and more content as time goes on. So I do think they will have a “1.0 release”.
Less enclosed elevators and more physically attached spaces is the way to go! Levski, Grim Hex and the mall/bar at Orison do elevators well. If I was king of CIG for a day enclosed elevators would only be used to get to hangars and nothing else.
Step 1: Tell everyone about your open world game with no loading screens Step2: Place closed elevators at every major location where players are able to spawn.
@@Ectropy The funny thing is, that all the glitching of the elevators is caused by the fact, that they are acutal moving elevators and no hidden loading screen. They are the worst of both world.
@@raptorkysen177 The enclosed elevators might as well be loading screens. These are different than elevators or transit where you can see that you’re moving (good for immersion).
After watching this video I still wonder - why was Lorvile area redesigned? What was the goal? What existing and future game features did that redesign brought? Of course, it was a colossal job and a lot of human resources were spent - but for what?
Once Pyro gets released I really hope CIG just focuses on PERFORMANCE PERFORMANCE PERFORMANCE. I feel as though there is plenty on meat on the bones at this point and I would truly love to start enjoying some of the gameplay but the biggest reason I'm not playing is it is just such a brutal experience due to bugs/glitches/and just general performance. If this gets focused on I'll try to get my friends back in and maybe we could have a real good time.
Question: Are the Stanton space stations working in terms of level design according to them when taking into account what Star Citizen is supposed to be?
I wonder if they will ever make an "abandoned" city. Would give them good practice for future cities and city undergrounds. Also a great place to find gameplay.
I find that there are some scary speeches in this video. In an immersive world, you don't have to design everything like a video game. You can have areas that are there just to add life. For example, Port Olisar could have been kept without replacing it with Station Seraphin. It wouldn't have broken the game. The more the game progresses, the more I get a feeling of nostalgia. Perhaps proof that your level design is going in a direction that is too 'video game'.
Right now, the servers cant handle more players, assets and locations. I am sure once the the stability issue is figured out, we will see an increase of locations on each planetd. Those planets are vast and CIG might scatter a thousand caves or settlements on each one and they will still be mostly empty. Also stuff like dense forrests with a lot of vegetation and wildlife are not possible ar this moment.
This video perfectly shows my main issue with the Star Citizen levels: Everything is just soooo dark. Why are the main hallways of public areas as badly lit as a cave or a maintenance shaft? I really hope this will change once the new lighting system comes online.
@@MichaelDavidWiller It just makes no sense. One of the devs even mentioned, that they have to be carefull where to place Objects and NPCs, so they are not completly invisible in the shadows. That might be fine for a cave, but thats giant hall of a distribution center. Why would an active logistics hub be so dark, that you are not able to see a person?
Because they are mainly showing Pyro shitholes in this episode? If you go to poshy places in-game like NBabbage or Orison they are so well-lit it's almost flat looking
I would like there to be not only projects of abandoned places or garbage dumps, but also interior designs of our days with a wide range of options, rather than places where garbage accumulates and decomposes. So that you can do the interior decoration of your apartment in the city or office in the suburbs. for example, the office decoration that is presented in this video. very boring unchanging types of metal and plastic. In the game, they can be used in the construction of foundations, where it gives strength and durability. but in the city of the future, we would like to see the interiors of our time with realistic lighting and detail, this is normal for the city. Of course, metal and space style look best in the databases of organizations, but even there you can bring variety and beauty, and not just a garbage untidy style. Game good👍
I’m surprised cig has not released a whole system where players can mod the area with the in game tool lol I would love that and I know any modded would take it to another levek
@Endymion. I would love it if they let us use player made maps or levels for Arena Commander... that's a start. But what I want the most is player made skins(that get approved after getting a "safe for work" check by CIG), I want to make cutsom skins so bad, for ships, guns, you name it...
So glad Jerod is still apart of the team. I still remember the very first video he hosted back in the day. Shows come along way since the early days. Love it
Need a series on the counter-intuitively named, living breathing Universe. It's nice to see all the "build it and PCs will come" stuff but it would be nice to see plans on "NPCs come and see what they build".
I wished that landing zone habs had different designs and not just from Covalex. Same for the shops and hospitals in space stations. It would really make those locations more unique and not just cookie cutter, cut and paste jobs.
I really like the way you go, even when some people doesn't agree with it, it's interesting to know more about the Teams and how they work. Maybe also to understand that's a lot of work to bring all the parts together. And I am pretty sure that you're focused on the real important things. I hope that in the future the development procedure will become faster and that we all can enjoy more and more stuff in this really so strong game keep on going and stay focused I will follow you to the release, hopefully in an early future 😉 Finally, its true, the elevators in SC have the highest kill count 😅 Greetings from Germany.
Stanton seems to be the middle ground, and Pyro is the development of the Pirate home system with Grim Hex being a sub-hub, so now do we get to see a fully inhabited tourist system for all the cargo (and tourists) to move to?
Seeing the player place a crate on top of a grated section at an outpost in order to create a bridge definitely gave me Tears of the Kingdom feels. CIG, can we get a feature that will let us weld items together? Let users create their own structures? That would be dope.
I have to admit that the level design these guys do is absolutely beautiful. When I saw Distribution Centers and the size and magnitude I was floored at the artwork. The downside, the game is unstable and in many cases relatively unplayable in performance, bugs, lag, latency, animation queue delays and lastly nothing works. Can't use a pool table or arcade machine, no PVP barfights on stations, so many elements but no actual use.
Great video, love to see how the teams describe their work and what their goals are. Just had a question about the environments being "static", will we see things change within stations and outposts, things like componants or boxes piling up, building panels being open for repairs with NPC working at them or maybe it could offer a repair mission for a player? will we see roomba drones sweeping up rubbish? just stuff that communicates a degree of change over time.
I had an IC about making pizzas buyable and adding ranch, red pepper, and parmesan cheese props , then had to make a suggestion post because they turned off my IC 🫤
The random PIcos etc found out and about in the verse should be different colours to the standard blue. So they actually have a different value, are exciting to find and start to create some player economy for supply vs demand. These are basics that should have been in the design docs 12 years ago. It's so frustrating to watch a sandbox game be designed at a glacial pace like a single-player game when all you needed to do was copy the best of EVE Online and make it all first person.
We do get a bit more actual footage of the game than SCL, SCL tends to be more just talkings. This one and the weapon one from last week had quite a few teasers for upcoming content if you look closely.
Level designers: Consider adding dynamic lighting to POI locations and giving players the option to turn off/on lightsources at locations. Dynamic lighting and RNG scenarios for missions will dramatically increase replay value. Darkness as a gameplay element and interactive obstacle is largely underutilized in many games due to convenience.
Feedback: If you make things too streamlined, other places will completely be neglected and ppl will only focus on the "efficient places". SC lives from some kind of tedium. It's part of the appeal. If you cut the tedium too much, ppl will flock to that part of the game and the rest will be barren. I think it is better to embrace the tedium to degree and make the weakness a strength about immersion, suspense of disbelief and tension.
The smaller space stations in stanton feel, to me, like they should all have the same layout. Like walmart or target. Those companies go to great effort to provide consistency on the interior layout of their stores, so it's not frustrating to find and buy what you need. Often I'm stopping at the stations to pick up something as quickly as possible and I don't want to spend ten minutes finding something just because the layout has been randomized. Also loose the elevators! thanks! 🙂
Exactly the field I'd love to work with in SC. Montreal is the studio that gets all the fun level building tasks right? Glad its so close to home. I have spend 15 hour sessions on own level design projects and I wasn't even being paid for it! Everyone has their thing they can get lost in and work on because it is so fun.
This was the Frankfurt level design team talking in this video, but I am sure they have level design positions at all studios. For Montreal if I recall they have a lot of Environment art people there so I am certain they also have level design.
2:08 "If you die in an elevator that is actually a problem" - got it, next time I want to respawn I'll do it in the elevator. Just for testing purpose.
Until traversing these locations is filled with things to do(missions), find(rare loot, riches, NPCs), fix(missions), learn(lore and professions), trigger(random events like killing a rare spawn to trigger a server-wide retaliation), etc. Locations will be another set piece where you go there once and then fly around doing bounties.
I'm liking the philosophy they spoke of with Pyro and balancing the gameplay to visual content but I am really not sure how much I'll actually get to enjoy and play it. So far Pyro tests have been a gankfest. Not sure I can see that changing. I mean that's fun in it's own right but if I'll I'm doing is going to a larger PVP arena that'll get old fast. Prefer some deeper gameplay really. Shame if that's the case because it looks stunning.
What happened with the questions about the members of the team? I really enjoyed hearing about the team members as well what they get up to in game development.
Very impressive and I'm sure a lot of fun to work on. Are there any updates on procedurally generated levels which will allow for a lot more urban spaces?
(2012) Aeon Backer Here Also wtf pyro station looks like it was built by the UEE but broken if solar blast is active enough to be an issue UEE would never have built there Areas Looking Big With Limited Area TO Move? that is not procedural generated sandbox Please Explain who ever did the grey box of the pyro station needs a talking to asop terminal is not even straight at 9:21
YES!!! I tried to have a conversation with an org mate once about how the layout of the R&R “truck stops” are asinine; that each is completely different and random just to be different, and that it’s bad design. He argued with me, if you can believe it. All you have to do is look at REAL WORLD stations/truck stops. They are uniform across brands, layouts are very similar, and they make SENSE. Imagine going to a gas station and having to walk down a long corridor, take a flight of stairs, then an elevator, and then another flight of stairs just to get to the soft drink fountains.
@@mjss88 And the other half of players will complain that they are the same nd boring. CIG will never win 100%, with anything they create. I'm one who likes the different layouts. Sounds like your friend might be on my team.
@@festersmith8352 To be honest I don’t think it would have bothered me so much, but to me the layouts just did not make sense; these space stations are huge, so clearly space isn’t an issue…so why would you design a station where important places inside are located down corridors with multiple turns and dead-ends. It just felt like designing complex and “randomized” layouts for randomness sake, not logical or gameplay reasons. That said, I’m pretty far past it bothering me, and the added info in the star map, as well as local area map have helped those points…but I do like the idea of not NEEDING a map to figure out where things are; Logical layout and signage should be enough. Another thought: if they had gone with the idea of different truck-stop companies, then they could have had a couple different design styles/layouts for each company. Then they could have had style and layout variations between the company’s but more consistency inter-company (if that makes sense).
@@mjss88 Everything you're thinking does make sense, if looking at it from a RL perspective. But now we get back to RL verses game argument, and the balance to it. Its an argument as old as this project. And continues to expand at every new thing. Plenty of examples of it to be seen. Pick your battles. They do plan to bring more to the verse that may take up some of that empty space we see everywhere.
@@festersmith8352 And I totally get that. It’s the how much “Sim” do we put in our “game” (if I may use the terms 🤓) debate. I guess from my perspective, if they are trying to go for “immersive”, where it feels like a living breathing universe, it would make sense to have these locations make sense from a practical standpoint, which I believe would also make for better gameplay and immersion.
Why don't come up with a modding tool (like other games do) to allow people to design their own areas, obviously give them guidlines so that it works and fits well into Star Citizen. It will be closed area and it can then be submitted to CIG for review, and might be added into the game? Since the devs have so work to do, it always helps to let modders (who are extremely creative and talented) have to do what to you guys quite a while to do. Anyone who thinks is a good idea get together with each other and push the idea to CIG. I'm quite sure they would except the idea and everybody wins. 😎🖖
It’s a kickstarter promise that they broke because they are scummy for one and two, the only « mod » released in this game is the Redeemer ship that no one uses 😂
Every time i see cool stuff in these episodes, my first thought is: Shut up and take my money! Cant wait to see what 2025 brings. This game is so wild!
The number 1 issue tge game has is performance. The jank from this 1 issue affects EVERY aspect of the game, from opening doors, riding tge tram to blowing your roc up with a mining lazer.
"if everything is large, then nothing is large"
YES! When we can immerse ourselves into a location for hours and then move out and truly feel how massive the game is, I'm very happy!
Arcorp has so much potential for tons of different urban gameplay. Industrial areas could have tight little battlegrounds with tons of verticality and enclosed areas to only allow smaller vehicles.
yeah, NB is a negative example for that. The buildings are so large, that you don't even realize that the mountains surrounding the valley are more then 3.000 high.
Until your inventory glitches, your ship quants without you, fall through the mesh, try to use ground vehicles on Hurston, get shot by an NPC you already killed and then crash to desktop. But yeah, so awesome its big!
Agreed, this was the problem with Elite Dangerous for a long time. Until Odyssey, there was no real scale of reference, or rather no sense of the massive scale of planets. You need those small points of interests to bring things into perspective.
@@elise3455 you said it better than I did :D
someday, when the tech allows for it, I hope to have a fully explorable Arc Corp that you can get hopelessly lost in.
Can't wait to come across a new player that's been wandering the streets of ArcCorp for weeks and trying to convince them that they haven't even left the spawn area!
i wish you can make real roads connecting cities or the satellite part of the city and we can play delivery missions like eurotruck simulator
and once road becomes a thing you can start working on the real estate stuff
That would be cool. I'm a Euro truck fan so completely unbiased 😆
They have talked about how the river tech we have already seen in game would also be used for the road generation when that comes around, as per the ISCs that happened around the Rivers. Really, we just need better cargo ground vehicles - I don't think the MULE is worth while with only 2SCU of cargo, either make it so its forks can pick something larger or make a larger ground cargo vehicle.
This is one of the reasons why we're still in alpha 12 years later. Because CIG has played the "wouldn't it be cool if we could..." game so much that they now have to deal with a boatload of stuff that still needs doing. There's like a dozen more gameplay loops that still need to be built and once they are, they have to rework many assets and other gameplay systems to make them work with the new game loops. So no, I don't want to see yet another thing on their endless list of unfinished features... please save the freaking roads for after 1.0.
sounds cool but what's the point of long distance road travel in the future when you could just load up a starship?
Bro this is just beyond unnecessary. It's not a road trucking simulator...
Please, no markers for enemy NPCs... unless you scan. I hope the scan has a very limited radius. Keep up the awesome work, you are killing it... no pun intended
Indeed. I want to look at the world when I'm playing, not the HUD.
Yeah, I'm not fond of dead giveaway markers.
If I was hiking in the woods in RL, it would be nice to know where all the wildlife is so I may see it. Especially the predators. Lions and tigers and bears, oh my!
But it adds to the thrill of the adventure, by not seeing where they are, and searching for the nice ones.
@@festersmith8352 900 years into the future. Your world is augmented. It makes total sense. Mabye not when using a helmet or glasses but it should be as they are doing it. augmented.
@@wraith511802003There are so many things that are left out on purpose in this "far future" because of gameplay.
Eventhough there is still way to much augmented reality going on in this "fully physicalized first person" game for my taste. The new AR contact lense completely destroys the need for mobiglas, mfds, screens, signs, panels, physical maps and helmet huds. What do we need all that stuff for, if there is a capable interface build right into the peoples eyes? CIG did spend all that time and effort on building a physical universe but now they are slapping a lazy first person shooter UI on top of it, while calling it augmented reality.
It negates any sense of danger when you're doing FPS combat..
Who in this team is validating caves design ? I would like to talk with them :D
They are randomly generated alot of the time
You mean the caves that has no enemy npcs? Because they spawned inside walls ?
Or the caves that you get stuck on stupud holes, yeah i feel you
@@goodink8557 Yeah, I become the next Missing Persons mission
@@goodink8557Very Nutty Putty, that…
whitebox to final art transition is so cool!
"Lessons learned in Stanton for Pyro". I hope that means Stanton stations will be updated to match the 'flow' of Pyro stations in future...
I think Stanton is fine as it is, its perhaps a good starting point for new players? Very simple and safe, and then you venture out to more exciting and dangerous places.
@@MercenaryZack None of what you said is relevant to reworking stations or not
9:33 To be honest, I don't really understand why there are no options to move around within stations other than using the elevator. Wasn't there even a plan to generate gears procedurally? similar to the food court
Totally agree. The elevators are an ok placeholder, but ideally I'd want to see an elevator free way to get to just about everywhere in a station (perhaps excluding the procedural hangars--those can still have elevators going to them.)
В реальности лифты не летают так, как там) Им нужно построить полноценную станцию с разнообразием интерьеров , а не одних и тех же скучных модулей. Помимо лифтов должны быть отсеки и двери и лестницы для обслуживающего персонала.
Elevator sim
@@yomancs Hey let's play StarCitizen : Bed > Door > Elevator > Door > Door > Elevator > Door > Train > Elevator > Elevator > Door > Game
I think people underestimate just how large these stations are. Try to EVA from a landing pad to the lobby and see how long that takes. The initial versions of Levski and Grim Hex were a good example of the limitations involved when we don't have "magic" elevators.
honestly the level design of the new distribution centers is fantastic. There's so much potential with them and they're fantastic in how non-linear they are. I really hope that the space stations and the landing zones get a similar treatment eventually because currently they're /painfully/ generic and bland.
Yeah they’re cool. A bit confusing to get to the offices on top though. My friend and I could not find an elevator and had to fly to the landing pad on top.
It would be great to experience it solo but I always crash to desktop on first approach forcing me to be in a group and pray to get same server when I reblog, then performance is fine...it never fails. Zephyr and the other POI were like that for me when they first got added so hopefully it will eventually change after performance upgrade passes
@@club2772 the security posts by the central lift platform have elevators that go up to the lobby area. Check on either side, second floor.
It would be good if they had some team members capable of creating non-combat missions to go with the levels they create.
@11:00 is that a drake Mule carrying a box. Don't you do this to me CIG. Make it happen!
They will do it, and then it will bug out
@@jeffroLifelol so funny and clever 😅 software bugs!!
@@jwonyoutube I’m not wrong lol
Please please add some landmarks that make spaceports more visible at night! NBIS is terrible to find in the dark.
Ships should also have night vision - they said they don't want to add a gimmicky shader version, they "want to do it properly" which means it will take forever
Did I hear someone making a break at 0:18? Solids or stripes?
Motioncap for the pool table
@@jamesdevaney1137imagine 😂
i thought it was a tabletop kicker? is that what you call it?
The moment I heard it I scrolled down to the comments to find this one on top
We need an answer
Star Citizen's dev blogs inspired me to be a game developer. Now I'm in year 8 of my professional career as an gameplay programmer but Star Citizen has not been released yet 😅
The moniker "It has not release yet" is debatable. Specially when people have been playing an increasingly complex experience for 11 of those 12 years. This is unheard in the gaming industry. What I think they are making a mistake, is that they are leaving polishing to the end. This happens due to the uncertainty they have to deal with on the development of certain tech without reference in the market. 1.0 "Beta" will provide an opportunity to freeze features and polish them, while they continue developing the game in stealth mode. This will happen depending on the sales success of SQ42
Many people including me view it as this: We hope it will never release. That means, it will never be in a final form because it should always be a playground for developers to try to integrate new tech & gameplay features. We hope it never is "feature complete" which means there always will be something new.
@@DevanowI think once the engine is fully complete and the flight mechanics are excellent and squadron 42 releases then we will have a “finished product”. And then will just love service it and add more and more content as time goes on. So I do think they will have a “1.0 release”.
Less enclosed elevators and more physically attached spaces is the way to go! Levski, Grim Hex and the mall/bar at Orison do elevators well. If I was king of CIG for a day enclosed elevators would only be used to get to hangars and nothing else.
Step 1: Tell everyone about your open world game with no loading screens
Step2: Place closed elevators at every major location where players are able to spawn.
@@oO0Xenos0Oo haha exactly. Feels like a waste to have no loading screens when there are elevators anyway
@@Ectropy The funny thing is, that all the glitching of the elevators is caused by the fact, that they are acutal moving elevators and no hidden loading screen. They are the worst of both world.
@@Ectropy so you"re comparing a loading screen which is immersion breaking and elevator which is clearly not immersion breaking ?
@@raptorkysen177 The enclosed elevators might as well be loading screens. These are different than elevators or transit where you can see that you’re moving (good for immersion).
10:55 I really hope the MULE work in the 3.24 (or 4.0 at the latest)
It was never meant to work. It is an lti token cash grab. Nothing more.
Awesome show meeting the team explaining all these parts of the game sometimes are overlooked. Or at least I didn’t know. 👍
"...load up your Drake Mule, drive it over to your ship, load that ship, then fly out with your goods."
This is like the Final Boss of Star Citizen.
Lol i love these insight videos they are essentially a free entry level class into game development on the process in making video games!
After watching this video I still wonder - why was Lorvile area redesigned? What was the goal? What existing and future game features did that redesign brought? Of course, it was a colossal job and a lot of human resources were spent - but for what?
"Do you always succeed? No" honesty is amazing. Love it
Once Pyro gets released I really hope CIG just focuses on PERFORMANCE PERFORMANCE PERFORMANCE. I feel as though there is plenty on meat on the bones at this point and I would truly love to start enjoying some of the gameplay but the biggest reason I'm not playing is it is just such a brutal experience due to bugs/glitches/and just general performance. If this gets focused on I'll try to get my friends back in and maybe we could have a real good time.
Yup. 23fps at Loreville just sucks and you can't wait to get out of there.
I love that they have a billiard board in the office I could hear it when jarred was speaking
I’m glad you are cutting down on elevator space magic. Keep doing that for all systems please.
Question: Are the Stanton space stations working in terms of level design according to them when taking into account what Star Citizen is supposed to be?
I wonder if they will ever make an "abandoned" city. Would give them good practice for future cities and city undergrounds. Also a great place to find gameplay.
You have been creating the same space stations and bunker for years. Great job
Well, i imagine the truth has been that the majority of level designers/artists have been making SQ42 for most of that time.
That was super interesting and insightful. It gives me a much greater appreciation of the magic that everyone at CIG is working.
Some of those shots.... we miss you Levski!
I find that there are some scary speeches in this video. In an immersive world, you don't have to design everything like a video game.
You can have areas that are there just to add life. For example, Port Olisar could have been kept without replacing it with Station Seraphin. It wouldn't have broken the game.
The more the game progresses, the more I get a feeling of nostalgia. Perhaps proof that your level design is going in a direction that is too 'video game'.
Right now, the servers cant handle more players, assets and locations. I am sure once the the stability issue is figured out, we will see an increase of locations on each planetd. Those planets are vast and CIG might scatter a thousand caves or settlements on each one and they will still be mostly empty. Also stuff like dense forrests with a lot of vegetation and wildlife are not possible ar this moment.
This video perfectly shows my main issue with the Star Citizen levels: Everything is just soooo dark. Why are the main hallways of public areas as badly lit as a cave or a maintenance shaft? I really hope this will change once the new lighting system comes online.
It's called art design, and some of us prefer it to everything being lit like a hospital room (looking at you, Starfield). Let them cook
@@MichaelDavidWiller It just makes no sense. One of the devs even mentioned, that they have to be carefull where to place Objects and NPCs, so they are not completly invisible in the shadows. That might be fine for a cave, but thats giant hall of a distribution center. Why would an active logistics hub be so dark, that you are not able to see a person?
Because they are mainly showing Pyro shitholes in this episode? If you go to poshy places in-game like NBabbage or Orison they are so well-lit it's almost flat looking
Honestly, this series alone is well worth the price of my pledges. Great work guys!
Looking forward to ideas to munch on.
Design in most facets seems to have come around nicely.
Loving this video series!
Thanks for sharing the process of game development with us. 🙃
I would like there to be not only projects of abandoned places or garbage dumps, but also interior designs of our days with a wide range of options, rather than places where garbage accumulates and decomposes. So that you can do the interior decoration of your apartment in the city or office in the suburbs. for example, the office decoration that is presented in this video. very boring unchanging types of metal and plastic. In the game, they can be used in the construction of foundations, where it gives strength and durability. but in the city of the future, we would like to see the interiors of our time with realistic lighting and detail, this is normal for the city. Of course, metal and space style look best in the databases of organizations, but even there you can bring variety and beauty, and not just a garbage untidy style. Game good👍
Can't wait for personal hangers, it's kinda the "level design at home" us players get to have...😄
I’m surprised cig has not released a whole system where players can mod the area with the in game tool lol I would love that and I know any modded would take it to another levek
@Endymion. I would love it if they let us use player made maps or levels for Arena Commander... that's a start. But what I want the most is player made skins(that get approved after getting a "safe for work" check by CIG), I want to make cutsom skins so bad, for ships, guns, you name it...
Oh I know all about not being able to see enemies because of a blocked area 😂.
Always awesome to see the team and the work yall do o7
Please also bring back the Sprint reports
I know right. They are slowly moving away every episode
@@minbajunidAs Jared mentioned last week, they are just detoured for several shows. They'll get back to the old ways soon enough.
@@ericwollaston5654 I hope so 🤞it’s been a while…
@@ericwollaston5654 thanks! This is good to hear
Why would anyone use a mule when it only carries 1 1scu box? Tractor beam can carry one of anything.
It can carry two. One in the front on the forks and one underneath at the rear. At least it will when the forks work.
So glad Jerod is still apart of the team. I still remember the very first video he hosted back in the day. Shows come along way since the early days. Love it
I miss Wingman sometimes, but Jerod has really, really grown on me. Didn't really like him/DiscoLando at first.
I don't have much interest in null sec systems like Pyro, but it does give me hopes for a future high sec one.
Need a series on the counter-intuitively named, living breathing Universe.
It's nice to see all the "build it and PCs will come" stuff but it would be nice to see plans on "NPCs come and see what they build".
They have pretty big spray paint bottles in Pyro, making those symbols hundreds of feet large on the station hull.
really like the reclaimer mission with the wonky gravity & jumptown , can't wait for JT to be dynamically triggered, kudos level design team :)
Love the work you guys do but can we please straighten the New Babbage writing in the hangars lol
I wished that landing zone habs had different designs and not just from Covalex. Same for the shops and hospitals in space stations. It would really make those locations more unique and not just cookie cutter, cut and paste jobs.
Nice work!
I really like the way you go, even when some people doesn't agree with it, it's interesting to know more about the Teams and how they work. Maybe also to understand that's a lot of work to bring all the parts together. And I am pretty sure that you're focused on the real important things. I hope that in the future the development procedure will become faster and that we all can enjoy more and more stuff in this really so strong game keep on going and stay focused I will follow you to the release, hopefully in an early future 😉 Finally, its true, the elevators in SC have the highest kill count 😅 Greetings from Germany.
Stanton seems to be the middle ground, and Pyro is the development of the Pirate home system with Grim Hex being a sub-hub, so now do we get to see a fully inhabited tourist system for all the cargo (and tourists) to move to?
Seeing the player place a crate on top of a grated section at an outpost in order to create a bridge definitely gave me Tears of the Kingdom feels. CIG, can we get a feature that will let us weld items together? Let users create their own structures? That would be dope.
I have to admit that the level design these guys do is absolutely beautiful. When I saw Distribution Centers and the size and magnitude I was floored at the artwork.
The downside, the game is unstable and in many cases relatively unplayable in performance, bugs, lag, latency, animation queue delays and lastly nothing works. Can't use a pool table or arcade machine, no PVP barfights on stations, so many elements but no actual use.
Great video, love to see how the teams describe their work and what their goals are.
Just had a question about the environments being "static", will we see things change within stations and outposts, things like componants or boxes piling up, building panels being open for repairs with NPC working at them or maybe it could offer a repair mission for a player? will we see roomba drones sweeping up rubbish? just stuff that communicates a degree of change over time.
As long as my toon can finally eat pizza and/or nachos
Neither of which seem smart in a sealed flight suit.
Just sayin...
MRE's and burrito's are safer ; )
@@festersmith8352 Air filtration is the engineer's problem
@@DawnstealerGaming 😂
I had an IC about making pizzas buyable and adding ranch, red pepper, and parmesan cheese props , then had to make a suggestion post because they turned off my IC 🫤
Jared looking sharp!
Man, I love this game.
The random PIcos etc found out and about in the verse should be different colours to the standard blue. So they actually have a different value, are exciting to find and start to create some player economy for supply vs demand. These are basics that should have been in the design docs 12 years ago.
It's so frustrating to watch a sandbox game be designed at a glacial pace like a single-player game when all you needed to do was copy the best of EVE Online and make it all first person.
Maelstrom, environnement Map and mb Ray tracing
"WHO WANTS SOME NOODLES?"
✋
WHO WANTS S0ME NOODLES??!! WHOO WANTS SOME NOODLES!!!??
What's the point of SCL if ISC is now mini-SCL?
It's just three episodes, calm down.
We do get a bit more actual footage of the game than SCL, SCL tends to be more just talkings. This one and the weapon one from last week had quite a few teasers for upcoming content if you look closely.
@@deRNmEpRrMm Yeah after taking back when they said there would be no more ISC breaks...
Level designers:
Consider adding dynamic lighting to POI locations and giving players the option to turn off/on lightsources at locations. Dynamic lighting and RNG scenarios for missions will dramatically increase replay value. Darkness as a gameplay element and interactive obstacle is largely underutilized in many games due to convenience.
I really think we should have a White van ingame , to move boxes around 😉
@Jared Congratulations on the successful work losing weight. Inspiring me. I need to get serious about it also. Well done.
George Rankin gives me strong David Tennant as 10th doctor vibes
Feedback: If you make things too streamlined, other places will completely be neglected and ppl will only focus on the "efficient places". SC lives from some kind of tedium. It's part of the appeal. If you cut the tedium too much, ppl will flock to that part of the game and the rest will be barren. I think it is better to embrace the tedium to degree and make the weakness a strength about immersion, suspense of disbelief and tension.
Hope this shows those interior levels for cities ;)
The smaller space stations in stanton feel, to me, like they should all have the same layout. Like walmart or target. Those companies go to great effort to provide consistency on the interior layout of their stores, so it's not frustrating to find and buy what you need. Often I'm stopping at the stations to pick up something as quickly as possible and I don't want to spend ten minutes finding something just because the layout has been randomized. Also loose the elevators! thanks! 🙂
basically, I want the adventures to be interesting and the errands to be easy.
great video and some great examples thanks.
Is it just me, or is Jared doing his best Casey Kasem impersonation?
Exactly the field I'd love to work with in SC. Montreal is the studio that gets all the fun level building tasks right? Glad its so close to home. I have spend 15 hour sessions on own level design projects and I wasn't even being paid for it! Everyone has their thing they can get lost in and work on because it is so fun.
This was the Frankfurt level design team talking in this video, but I am sure they have level design positions at all studios. For Montreal if I recall they have a lot of Environment art people there so I am certain they also have level design.
I wish we have larger space station interiors, Most of the space station interior still feel too small and compact compare to their exteriors.
Speaking of Level Design... why isn't Providence Platform Orison's Spaceport? It was literally a dock/gantry for UEE Javelins.
Thanks!
Heavenly well done guys
2:08 "If you die in an elevator that is actually a problem" - got it, next time I want to respawn I'll do it in the elevator. Just for testing purpose.
Awesome development and content!
So nice job well done guys
"who wants some noodles"
I am getting flashbacks here
Great video guys!
love you guys
Until traversing these locations is filled with things to do(missions), find(rare loot, riches, NPCs), fix(missions), learn(lore and professions), trigger(random events like killing a rare spawn to trigger a server-wide retaliation), etc. Locations will be another set piece where you go there once and then fly around doing bounties.
I'm liking the philosophy they spoke of with Pyro and balancing the gameplay to visual content but I am really not sure how much I'll actually get to enjoy and play it. So far Pyro tests have been a gankfest. Not sure I can see that changing. I mean that's fun in it's own right but if I'll I'm doing is going to a larger PVP arena that'll get old fast. Prefer some deeper gameplay really. Shame if that's the case because it looks stunning.
Best part of this video: Cave Maps
great eps, thanks!
Cant wait for 4.0!!!
LESS ELEVATOR BIG BIG YES
What happened with the questions about the members of the team? I really enjoyed hearing about the team members as well what they get up to in game development.
That’s the Live Q&A, different from these “Inside Star Citizen” videos
That is deep. "If everything is large, then nothing is large."
Very impressive and I'm sure a lot of fun to work on.
Are there any updates on procedurally generated levels which will allow for a lot more urban spaces?
Interactable/explorable urban spaces.
(2012) Aeon Backer Here Also wtf pyro station looks like it was built by the UEE but broken if solar blast is active enough to be an issue UEE would never have built there
Areas Looking Big With Limited Area TO Move? that is not procedural generated sandbox Please Explain
who ever did the grey box of the pyro station needs a talking to asop terminal is not even straight at 9:21
Interesting stuff. +1
These guys should wield their magic making the interior of our space trucking stations actually intuitive.
YES!!! I tried to have a conversation with an org mate once about how the layout of the R&R “truck stops” are asinine; that each is completely different and random just to be different, and that it’s bad design. He argued with me, if you can believe it.
All you have to do is look at REAL WORLD stations/truck stops. They are uniform across brands, layouts are very similar, and they make SENSE.
Imagine going to a gas station and having to walk down a long corridor, take a flight of stairs, then an elevator, and then another flight of stairs just to get to the soft drink fountains.
@@mjss88 And the other half of players will complain that they are the same nd boring.
CIG will never win 100%, with anything they create.
I'm one who likes the different layouts.
Sounds like your friend might be on my team.
@@festersmith8352 To be honest I don’t think it would have bothered me so much, but to me the layouts just did not make sense; these space stations are huge, so clearly space isn’t an issue…so why would you design a station where important places inside are located down corridors with multiple turns and dead-ends. It just felt like designing complex and “randomized” layouts for randomness sake, not logical or gameplay reasons.
That said, I’m pretty far past it bothering me, and the added info in the star map, as well as local area map have helped those points…but I do like the idea of not NEEDING a map to figure out where things are; Logical layout and signage should be enough.
Another thought: if they had gone with the idea of different truck-stop companies, then they could have had a couple different design styles/layouts for each company. Then they could have had style and layout variations between the company’s but more consistency inter-company (if that makes sense).
@@mjss88 Everything you're thinking does make sense, if looking at it from a RL perspective. But now we get back to RL verses game argument, and the balance to it.
Its an argument as old as this project. And continues to expand at every new thing.
Plenty of examples of it to be seen.
Pick your battles.
They do plan to bring more to the verse that may take up some of that empty space we see everywhere.
@@festersmith8352 And I totally get that. It’s the how much “Sim” do we put in our “game” (if I may use the terms 🤓) debate.
I guess from my perspective, if they are trying to go for “immersive”, where it feels like a living breathing universe, it would make sense to have these locations make sense from a practical standpoint, which I believe would also make for better gameplay and immersion.
Interesting. Thx
FIX THE COMM ARRAY TIGERCLAW INSERT BUTTON GODDAMNIT!
I love the level design though, it's really great. One of the positives for SC 100%.
Can you at least buy them again at Grim?
Great episode guys. Very interesting stuff. Great to see how all the layers come together to bring things to life. Awesome, thank you. o7
some beautiful sneak peaks in this video but seriously how do we fix NPC's who just stand on chairs?
Cowboy Hats! When? 🙏🏼♥️
Why don't come up with a modding tool (like other games do) to allow people to design their own areas, obviously give them guidlines so that it works and fits well into Star Citizen.
It will be closed area and it can then be submitted to CIG for review, and might be added into the game? Since the devs have so work to do, it always helps to let modders (who are extremely creative and talented) have to do what to you guys quite a while to do.
Anyone who thinks is a good idea get together with each other and push the idea to CIG. I'm quite sure they would except the idea and everybody wins. 😎🖖
As always, 'In the plan'
It’s a kickstarter promise that they broke because they are scummy for one and two, the only « mod » released in this game is the Redeemer ship that no one uses 😂
Every time i see cool stuff in these episodes, my first thought is: Shut up and take my money! Cant wait to see what 2025 brings. This game is so wild!
13:08 DIAMOND CITY?!?!?
Persistent Combat Arms on planets and moons when? This to justify all the ships and land craft we purchase.
The number 1 issue tge game has is performance. The jank from this 1 issue affects EVERY aspect of the game, from opening doors, riding tge tram to blowing your roc up with a mining lazer.