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Wingman's Hangar ep058 . February 26, 2014 (english subtitles)

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    Wingman: Hey, everybody. Welcome to Wingman's Hangar episode 58.
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    This is an inside look at everything Star Citizen, Chris Roberts' new epic space adventure.
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    We take you around the 'verse with all the teams that are making Star Citizen possible.
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    Let's get to it.
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    Coming up today, we've got the Oculus Rift. Where? In your hangar!
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    F-f-f-forum Feedback with your questions,
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    a round table interview with the devs who are bringing you the Oculus Rift in the hangar,
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    and we've got David Haddock in from L.A. to talk about Squadron 42.
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    Should be fun. Let's get to it.
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    What happened this week at CIG? Lots of new hires.
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    In Austin we have Calix... oh, Jason Cobb in Austin, we have Calix Reneau and William Lewis in L.A.,
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    and in Manchester Luke Pressley.
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    We're still hiring, so get your stuff in at CIG: hr@cloudimperiumgames.com.
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    Let me know; we need more folks.
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    What else is going on this week? Dogfighting.
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    We've got the servers worked out. We're now testing internally across multiple studios. Dogfighting!
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    I'm looking at you, Maverick. Watch out for Dakota - coming at you!
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    The Vanduul Scythe is near completion and it's ready to kick some dogfighting butt.
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    And of course, RSI comments are revamped and we're restoring all the old comments.
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    If you remember the way it used to work on the Comm-Links, the forum wasn't associated with them.
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    So right now, you put a comment about the Comm-Link...
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    "Comment about the Comm-Link," there's some alliteration action for you.
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    But essentially it will now be attached to that Comm-Link rather than in the forums,
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    so it's going to clean that up a bit. Something you guys asked for.
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    And of course, The Next Great Starship episode 1.4 aired last Friday.
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    Really cool, and the Wild Card winners were announced and saved,
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    and you got a look at the new Mustang. A very, very cool episode.
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    Sandi does an amazing job with that, I think. If you haven't checked any of these out,
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    you need to go on the stick, start looking at them.
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    There's some really fun stuff happening there, coming up.
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    And of course, it wouldn't be a Hangar without some fan gifts! From Nicki and Ska!
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    Hey, everybody! We got a fan gift, and you know what that means.
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    Ooh, it says "Wingman".
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    Let's see what it is. It says...
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    "Thanks to Chris Roberts and the team," which is all over the place, "from Nicky and Ska."
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    Well, what did you guys send us? But you know, I like the look of this already.
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    Mark, what do you think? It's looking good, isn't it?
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    Oh yeah! It's Friday, too!
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    High West whiskey and Single Barrel Four Roses.
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    Mark: Daddy like.
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    Wingman: Woo! What do we say, everybody?
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    Thank you!
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    See you.
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    Thank you, Nicky and Ska. It is always very, very nice.
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    Gifts are very much appreciated, especially those of the persuasion of the boozish area.
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    So listen, today, what's going on? We've got a Hangar patch coming out right after this show.
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    The Hangar patch is pretty important today. We've promised Oculus Rift support - today we release it.
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    You're going to be able to tool around in your hangar; if you have the Oculus Rift,
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    you'll be able to check it out, walk around, see what's going on.
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    It's not completed yet. It is like the first pass at that. There's a lot left to do.
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    We don't have an interface which shows you which way you're facing,
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    so you might be looking this way while you walk. But you know, that's okay.
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    First pass, we want your feedback. That's exactly what we need out of it.
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    And earlier this week I sat down with Jason Spangler, Kevin Southall and Tom Davies to talk about -
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    what it's like to play the Oculus in the Hangar today.
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    Alright. We've talked a little bit about the Oculus Rift,
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    and I'm here at the Oculus Rift summit / round table with Jason Spangler - our CTO,
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    Kevin Southall - lead programmer, Tom Davies - gameplay programmer.
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    And we're now going to be implementing the first iteration, or the first blush at the Oculus Rift.
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    Now, Tom, you've been working on it a lot these last couple of weeks. So, what can the fans expect?
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    Tom: Well, it's very exciting. I'm excited to get it out there because it's really cool.
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    It's definitely an early version of Rift support. It's going to be a pretty ongoing process to get it going.
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    Right now you can walk around the Hangar, you can look at the ships, and it all works pretty well.
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    You can check out - you can sit in the pilot seats, check everything out.
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    But there's definitely some issues with it that we want to iron out.
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    Wingman: Right, right, first blush.
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    And Kevin, you've taken over the build process here and so this is actually going to be your first build!
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    So, it's coming out today.
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    If you haven't got your build for the Hangar, or your patch rather, for the Hangar,
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    it's to be out right after this airs.
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    So, what can they expect?
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    Kevin: Well, we're updating the patcher and the launcher. I'm taking over all those processes.
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    This will be a good first test for some changes that are coming down the pipe in the launcher,
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    and be my first patch to put out to the wild, too. So that'll be...
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    Wingman: "To the wild" is a good way of calling it. Exactly.
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    So, Jason, this is the first Oculus Rift support. We promised it at the $12M dollar stretch goal.
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    But there are still some issues. This is not finished.
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    Jason: Yeah. Some of the issues are... The engine seems to have some higher latency.
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    Some of the demos you're used to was measured like maybe at 16ms, and this is like 40ms.
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    Tom measured it after he implemented support for the Oculus Latency Tester.
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    Some others are...
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    We're only using the post-processing stereo effect and not the true stereo rendering.
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    So you can see some stereo separation visible sometimes.
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    We only have some tracking and movement issues, too.
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    But they're all things we're planning to solve in the future.
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    Wingman: Right, but we've gotten to a point now where -
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    we think it's good enough for people to get in there and play with, and we want their feedback.
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    We talked earlier, before we came in here,
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    about how right now you can actually be walking this way and your head looking that way.
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    We don't have an interface that shows you how to align that right.
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    Tom: Right. And with a lot of other games that isn't such an issue,
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    because you have some kind of point of reference on the screen, like a gun or something,
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    so you kind of always know which way your body is facing.
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    Or games in some cases will have some kind of head steering,
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    so you'll actually walk which way you're looking,
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    rather than your head being detached from your body.
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    So, it's another thing we can look into, as well.
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    Oculus is such an early technology right now; everybody's kind of figuring all this stuff out.
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    It's very cool to get it out there and see what feedback there is.
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    Wingman: It's funny, but in 1992,
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    Chris had kind of created an early version of this for Strike Commander,
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    where you could look around the cockpit, you could see your hands moving and stuff like that.
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    One of the things that he was very excited about with Oculus Rift, when they came up,
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    was he could see his vision realized in Star Citizen.
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    So, we've been working very closely with these guys since they started and since we started,
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    and they've been very good to us. We've gotten really good support.
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    So, what are the differences between the original dev kit and the high-rez one -
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    other than not making me ill?
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    Kevin: Well, they've beefed up the hardware on that and it's higher definition, of course,
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    so it's a little bit cleaner. You don't have as much swimmy stuff as the original one.
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    What else am I missing on that?
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    Tom: Yeah, I think that's about it. One thing in particular about our game is -
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    everything, all the textures, the models, everything is so high definition.
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    When you're looking on such a low resolution screen as the original dev kit,
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    there's a lot of pixel flickering and blinking, all that aliasing.
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    So it definitely looks a lot better on the high-rez one.
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    Kevin: My term sounded more technical. "Swimming." I liked it.
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    Wingman: We got a chance - some of the fans got to try it out last week, because we had fan visits,
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    and what did they think, Jason? Did you get to see it, what did they think?
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    Jason: They seemed like they loved it. They were really excited and thought it was really cool.
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    Wingman: It's kind of, they were testing it out, we've been testing it around the office. I like it, too.
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    I can't wait to actually test it in dogfighting.
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    That's going to be kind of fun, and then we'll really be able to tell whether it's going to make you...
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    My son the Winglet is really looking forward to it. But some of those old dads are not.
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    Kevin: It's really cool, too, because you were talking back in '92...
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    When I was in college we were doing some of the original VR stuff -
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    through some companies that were trying to set up VR as the next big thing, and it just didn't happen.
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    And now it's actually happening, and it's really cool to be working on it.
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    Wingman: Yeah, and we've dedicated a little extra time to making sure that happens,
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    because we've promised people that we're going to do it.
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    Even if it takes a little longer, we're going to get it done.
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    We are working with the CryEngine team to make sure it works.
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    Sometimes we're waiting on them to update; sometimes we rewrite stuff ourselves.
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    It's an interesting process. We believe in making sure that we do meet those requirements,
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    even if maybe it takes a little bit of time sometimes to get it right.
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    But we've been playing with it for a while, right Jason, a little bit, in the Hangar?
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    And so, why are we doing it now? What's the deal now, we just feel it's time?
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    Jason: Yeah. It was time. We had the time available in the engineering side to -
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    really fix these last few issues that we really thought we needed to before releasing.
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    We have our high-def dev kit prototype, so that we can see it in higher resolution.
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    And - just, it's the time.
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    Wingman: It is the time. And the cool thing about this whole thing is that -
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    both our companies are crowd-funding successes,
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    and we are big on finally letting the voices of the community or the world be heard on what they want.
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    Clearly they want the Oculus Rift, clearly they want Star Citizen,
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    and clearly they want the Oculus Rift in Star Citizen - and that's happening now.
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    Go get your patch today. You'll enjoy it. I think if you've got an Oculus Rift, great.
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    If you don't - find somebody who does.
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    It's always good to see how those things are done with the Oculus Rift and the team that's behind them.
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    And now, of course, it's time for... (F-f-f-forum Feedback!)
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    Hey, guys. How are you?
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    Dave: Good. Rob: Great.
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    Wingman: Dave, good to see you. Rob, how are you doing. You guys ready for a little Forum Feedback?
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    Dave: Sure. Rob: Sure.
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    Wingman: Tag team action today. Cool, cool, cool. Let's get right to it.
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    From Infidus:
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    Hmm. Good question.
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    Dave: I don't know. Rob: How big are they?
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    Dave: They're really big.
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    Wingman: They are really big.
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    Dave: Yeah. The scale on that demo with the guy running across a platform...
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    A Hornet is very small compared to one of those things.
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    I saw one, they had one at the test level of the dogfighting test.
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    I flew up right next to it and it was just sort of like...
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    Staring up in awe. It's amazing, yeah.
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    Wingman: So probably not, right Rob?
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    Rob: Not on the small ships, no. You're going to need a bigger ship. I don't know how big.
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    Wingman: Well, unless you use the shrink ray.
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    Rob: What?! Wingman: [laugh] There is no shrink ray.
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    Totally kidding.
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    So no, we can't fit one in Idris, there's no way. It's just too big.
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    And they'll already be there. There'll be corporations that own those,
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    and they'll be there on the things that you can then get when you're there.
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    Dave: It looks like a real high-end thing...
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    Wingman: Yeah, and maybe there'll be ships that transport them later. I mean...
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    We just showed a destroyer the other day. We just showed that off to everybody, so that's kind of cool.
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    Alright. Let's get right to it. From Darklander:
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    Rob: [cough] Sorry.
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    Wingman: Yeah, that's a big adjective, "starring."
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    Rob: Starring.
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    Wingman: It's more like showing up... Rob: What does a Wingman do?
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    Wingman: To answer the question in all seriousness: meetings, meetings, and more meetings.
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    We do a lot of coordination between all the studios, all the offices.
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    My job is primarily to manage the Austin studio, as well as check on the integration.
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    The Austin studio is responsible for integrating all the bits and pieces into the game itself,
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    and the Persistent Universe. So there's a lot that's going on. We manage the teams in Austin,
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    we work with the teams in Montreal, we support Chris in dogfighting in Los Angeles,
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    and Erin in Foundry 42. So it's a lot.
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    It's a many hour a week job that is way beyond the 40, that we're supposed to work.
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    But it's also a passion, and that's what we do.
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    So, I manage the Austin studio, is the short answer to it. And I star...!
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    Rob: Way too late for that.
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    Wingman: Yeah, I know, way too late for that. Too late for that.
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    Alright. From Icinix:
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    That's a good question.
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    Rob: Quick answer - we're doing short answers again. No. No, it hasn't changed that focus.
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    It's something we've planned for all along, so we're still planning to support that whole range of -
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    soloists can go out there and wander around and do their thing, and small groups -
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    we really want to support small groups as well,
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    and while they may not be able to do things as epic as the very large groups,
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    there'll still be plenty for them to do to gain reputation.
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    So we're supporting all of that.
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    Wingman: Yeah, and it's exactly right.
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    If you ever played Privateer or Freelancer you'll know exactly what kind of game we're designing for people.
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    If you think about, like, buckets, there'll be things to do for the big ones,
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    there'll be things to do for the mediums, there'll be things to do for the smalls.
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    I personally like to group play with people, but I also like to sometimes go out and just play by myself.
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    I like the answer to that. From Karu:
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    Rob: Dave, you want to take this?
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    Dave: Let me break it down. No, I haven't a...
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    Rob: So, another quick one - yes. And in fact we already do,
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    but the engineering team has plans to further support that,
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    to extend the capabilities of the engine to use it better.
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    Wingman: So we'll be taking advantage. That's one of the things that Chris has always said,
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    that we're going to be supporting those with very high-end machines,
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    because nobody's out there doing that now. And that's part of our message, our core message.
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    So, you bet your bippy we'll be supporting that stuff.
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    From Loopydog:
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    Well that's a pretty good question, Rob.
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    We just had the design meeting today on airlocks, and boarding and stuff.
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    Rob: Yeah, and Dave was on a plane, so Dave missed the design meeting.
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    Wingman: Snakes on a plane.
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    Rob: Excellent movie.
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    Wingman: Yeah, right. So, airlocks?
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    Rob: Yes, airlocks are going to be different sizes,
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    and that means not every ship can dock with every other ship. That's the theory behind it, at least.
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    So, at the same time we're not going to let you buy a giant space suit and fit it in an Aurora.
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    So, you won't have trouble getting out of that airlock, because you can't get into the ship in the first place.
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    So, you know, the armor is also a scale thing. You have to have a ship that supports that level of armor.
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    Wingman: Okay. Cool. From Beltran:
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    Dave:I believe so, that's the understanding we are moving forward with, you are going to hear
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    your character speak. As to how many variations we have I'm not sure, that's for Martin.
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    Rob:TBD Dave:Yeah
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    Eric:Yeah, exactly right, again, this is one of the things the audience will help us determine,
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    maybe they come up with ideas on how many they want or what things they want.
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    There will be different reactions in SQ42 to different people, there will be multiple levels of
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    answering questions from folks, right? So maybe somehow put that into the PU, we'll see how it goes.
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    So TBD is the answer there, I know we have not done that in a while.
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    Rob:We also have voice chat and livedriver, so people can talk directly to one another.
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    Eric:From Shrike...
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    Rob:Well the er......the way we are doing it right now is there will be a token that allows you to
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    flip your LTI Aurora to an LTI Mustang, and for the more expensive variants of the Aurora,
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    if there's a price difference, we will give a refund in store credits I believe.
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    Eric:I think that's right, and there might be some Mustang variants perhaps in the future?
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    Rob:(laughs)Maaaaybe. Eric: stay tuned for that!
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    And last, but never least, from Andy Goodstar...
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    Eric:(laugh)Are we gonna have horses?
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    Rob:Piece of cake! (sarcastically)
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    D'you know how to make an artist cry? Tell them they have to animate a horse.
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    It's already been done, we think their horse technology is awesome, but no plans for
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    horses in our game at this time.
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    Eric:Cool, well, Rob, Dave, thankyou very much, and now it's , on THIS camera, it's time for
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    Mike Morlan with this weeks MVP.
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    Hi, I'm Michael Morlan, standing in again for Ben Lesnick, for this weeks MVP.
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    This week it goes to Markemp for his post "How to create your own art using RSI's assets".
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    Now this happened quite a long time ago when people figured out how to strip our assets out of the builds
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    and we thought that was pretty amazing, most developers would not think that was too cool, but
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    we LOVED what you guys are doing with it.
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    So Markemp set up a post that walked you through exactly how to get those assets out of the build
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    Thanks Markemp, you are the MVP this week.
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    This weeks Fan Focus is Caden Welborn, he an a group of friends got together and created an
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    entire Star Citizen soundtrack, it is REALLY cool, let's listen to some of the songs (music clips for each)
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    One of my favorites "Delivering the Stars" by Nick Fitgerald, so cool, love that stuff.
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    We have "To War" by Caden Welborn, these guys, very talented,
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    and we have "Decadent" by Lethe River and Nick D, wow, and it would'nt be complete without
  • 19:28 - 19:36
    "Sunk in the Void" by Yuchen Tian, I hope I did not butcher you name.
  • 19:36 - 19:42
    Some of this music is fantastic, they have about 22 tracks on there, go take a listen,
  • 19:42 - 19:48
    download it, put it on your iPhone/iPad your Samsung, whatever. It's really cool,
  • 19:48 - 19:52
    these guys have gone out of their way to create something very fun, exciting and engaging
  • 19:52 - 19:57
    for the community. It's our job to support them. Well done fellas. We appreciate it.
  • 19:57 - 20:00
    Thay's this weeks Fan Focus.
  • 20:00 - 20:04
    Wow, that was really cool, it takes a lot of work and passion, and we appreciate that.
  • 20:04 - 20:09
    A very cool fan focus. So, look who is here? Dave Haddock, we saw him earlier ovbiously
  • 20:09 - 20:14
    but you are this weeks guest, so as the lead writer, we met Phil Mellor last week on the show,
  • 20:14 - 20:19
    and talked a little about the mining colony and what was going on, so as lead writer of SQ42
  • 20:19 - 20:21
    I bet it is a fairly challenging project?
  • 20:21 - 20:29
    Dave:Yeah, there is a lot to account for, it's a pretty sprawling, epic story, and then mixed in
  • 20:29 - 20:35
    with all the wingmen and the personalities you have to manage on-board the ship it's a lot of
  • 20:35 - 20:38
    variations, a lot of characters, a lot of stuff to keep track of.
  • 20:38 - 20:43
    Eric:True, you have to, I mean, you can have variant answers or what happens in the story
  • 20:43 - 20:48
    actually can change direction it goes, so it has to be like writing multiple stories at once?
  • 20:48 - 20:54
    Dave:Yeah, it's really crazy, I had no idea, I mean, you play games like "Last of Us" or
  • 20:54 - 20:58
    "Call of Duty", stuff like that, and it's a very linear progressive thing, so you think that it is
  • 20:58 - 21:05
    a very straight forward method of story telling, but even those, it's a really complicated media
  • 21:05 - 21:09
    (laugh) Eric:Right, and the onus in on US to get something done exactly right, so you are
  • 21:09 - 21:17
    doing episodic adventures, right, we are releasing an episode at a time ...Dave:Right.... so is it
  • 21:17 - 21:21
    going to be like the old serials where you have a cliffhanger every now and then?
  • 21:21 - 21:27
    Dave:That's the idea at this point. I think with the serials we have been doing on the website
  • 21:27 - 21:35
    we have already established that as our fun way to tease the fans, but just recently we have discussed
  • 21:35 - 21:42
    what exactly are the episode breaks for all the missions and stuff, to make them manageable
  • 21:42 - 21:48
    and have the stories feel contained but still building towards a larger story, but you have to end on
  • 21:48 - 21:54
    that sort of cliffhanger, you know, dying to get the next episode to keep pushing forward.
  • 21:54 - 21:59
    Eric:It shouldn't be too long a wait between episodes for people to get in there and play, and it is
  • 21:59 - 22:04
    the prequel, it does set up the big universe, and you've been writing most of the fiction on the website
  • 22:04 - 22:10
    so, do you have any favorite characters that you enjoy writing the most?
  • 22:10 - 22:17
    Dave:Ah? Yeah, you know weirdly enough, the ones I surprisingly find a lot of fun to write are the
  • 22:17 - 22:22
    "Congess now" ones, where it's just a transcript of congressmen yelling at each other (laughs)
  • 22:22 - 22:27
    I don't know why, but for some reason they are so much fun to write, you just get these personalities
  • 22:27 - 22:34
    and they always just bicker and snipe at each other. As far as the fiction goes I like Kid Crimson a lot
  • 22:34 - 22:42
    because I love that type of "pulpy noire" novels. The Tonya stories I actually liked a lot as well.
  • 22:42 - 22:46
    Everyone has their own appeal, you know?
  • 22:46 - 22:49
    Eric:You think we might see some of those people in the 'verse somewere?
  • 22:49 - 22:55
    Dave:I think so, there's a good possibility, I mean, it's basically painting a big bullseye on them (laughs)
  • 22:55 - 22:59
    hoping that they live past "hour one" of the PU.
  • 22:59 - 23:05
    Eric:I doubt that! Rob:The people with "I [heart] Dave Haddock" bumper sticker will protect them.
  • 23:05 - 23:10
    Dave:Right, so in "hour two" when they die (laughs)
  • 23:10 - 23:19
    Eric:It'd be fun. So you do enjoy it, I mean writing these short stories is kind of, you have a
  • 23:19 - 23:23
    "creative Jones" going on, you can literally have some fun and go in all these different directions.
  • 23:23 - 23:27
    Imagine this giant universe, all these political agendas, all these things happening?
  • 23:27 - 23:35
    Dave:Right. I mean that was the best way possible to start tackling the universe. I mean those were
  • 23:35 - 23:40
    coming out, Cal Mason and Kid Crimson, were coming out during the crowdfunding, so it was
  • 23:40 - 23:46
    being able to "stress test" the universe, what we already had, to see what needed work,
  • 23:46 - 23:55
    what we needed to flesh out, what still needed to be explored, so it was a great opportunity to
  • 23:55 - 24:00
    test the limits of where we wanted the universe to go.
  • 24:00 - 24:05
    Eric:We will be seeing some more stories from some of the characters you've talked about,
  • 24:05 - 24:07
    but there might be some new ones introduced going forward?
  • 24:07 - 24:12
    Dave:Yes, we have a new serial that is posting right now, then there's stories in Jumppoint
  • 24:12 - 24:20
    there is a whole slew of characters there progressively coming out to keep everyone entertained
  • 24:20 - 24:23
    as we wait for the game.
  • 24:23 - 24:27
    Eric:The plan when the game comes out and the lore is created by some of the fans out there
  • 24:27 - 24:31
    by themselves, you might be able to pick up on some things going on and create lore around that.
  • 24:31 - 24:37
    Dave:Absolutely, you are the guy that kills Dread Pirate Roberts, you get into the galactapedia
  • 24:37 - 24:39
    someone might write a serial about you.
  • 24:39 - 24:41
    Eric:What about the guy who kills Wingman!
  • 24:41 - 24:44
    Dave:Well? Rob:It'll take five minutes. (laughter)
  • 24:44 - 24:51
    Eric:Says my wife! The point is, you know, you'll be writ.....can we CUT THAT OUT? Redact that part?
  • 24:51 - 24:56
    I believe we can. So, that will be fun, writing stories based around the lore of other people?
  • 24:56 - 25:02
    Dave:Yes, there was a question I answered in the "Ask a Dev" in response to the news update
  • 25:02 - 25:10
    about the stretch goal system, someone asked whether we would be able to be part of the lore
  • 25:10 - 25:19
    the idea came out that it would be fun to write a news article interviewing a backer who had
  • 25:19 - 25:29
    discovered a system, then release that news article to the public as a NewUnited piece, but getting
  • 25:29 - 25:35
    sound-bites from the player. Eric:That would be fun. I think the backers would like that.
  • 25:35 - 25:38
    I don't think that has ever been done before.
  • 25:38 - 25:42
    Dave:Yeah, I don't think there's been that level of interactivity.
  • 25:42 - 25:48
    Eric:Eventually, as we get into this further, as we get the PU going, we'll start writing for the
  • 25:48 - 25:53
    meta-events, large, global events going on throughout the universe, that'll be fun too.
  • 25:53 - 25:58
    Who is fighting who, where a war breaks out, what's going on in this system ...Dave:Right...
  • 25:58 - 26:02
    colonisation, that stuff. There is a LOT of fiction to be written for Star Citizen.
  • 26:02 - 26:09
    Dave:And there is, aside from the stuff that we come up with, the stuff that we have to adjust for
  • 26:09 - 26:14
    based on what the players do in the game. There are two levels, we have our plans, they have their plans
  • 26:14 - 26:20
    we have to figure out which way the universe goes based on what people do.
  • 26:20 - 26:25
    Eric:Now that also happens in SQ42 because you can take multiple paths, we talked a little about that,
  • 26:25 - 26:32
    it's got to be huge. When you think a normal script for a linear story is, what, 110, 120 pages?
  • 26:32 - 26:34
    Dave:Usually 120.
  • 26:34 - 26:36
    Eric:So what do you think this is going to be getting?
  • 26:36 - 26:41
    Dave:I have nightmares imagining the stacks of paper this script is going to be.
  • 26:41 - 26:44
    Eric:An all performance captured!
  • 26:44 - 26:51
    Dave:Yeah, the thing is Erin had a very good point about keeping the branching contained.
  • 26:51 - 26:56
    The more you branch, the more dilute your story.
  • 26:56 - 26:59
    Eric:The further it gets from the trunk of the story the weaker it becomes.
  • 26:59 - 27:02
    Dave:Yeah, you have to ensure things make sense. Everything starts to feel more episodic
  • 27:02 - 27:09
    and not have as much dramatic weight, so we have been able to keep it contained.
  • 27:09 - 27:14
    There are still choices, still consequences, but keeping focussed. There is a real threat,
  • 27:14 - 27:18
    there is a real villain, there's a real cost and real stakes, stuff like that, and
  • 27:18 - 27:21
    hopefully the player gets engaged by that.
  • 27:21 - 27:26
    Eric:Cool man, well thankyou for stopping by, always good to see you, you're in town for the Mocap shoot
  • 27:26 - 27:31
    Dave:Yes. It should be really interesting. I have never seen one of those things live.
  • 27:31 - 27:37
    Eric:Full performance capture? It's audio, it's face, it's body, it's incredible. It's going to be fun.
  • 27:37 - 27:42
    It's going to make real characters with real actions interacting with each other.
  • 27:42 - 27:46
    I want to thank subscribers and pledgers for helping us put together this show.
  • 27:46 - 27:50
    Helping the hangar. Without you guys there obviously is no "us".
  • 27:50 - 27:54
    Coming up? Well right after this show you can push that button and get your hangar patched.
  • 27:54 - 27:59
    If you have an Occulus Rift, put them on, play with it, tell us what you think, how we can make it better
  • 27:59 - 28:03
    what you like, whayt you don....well keep it to what you like. Kidding! let us know what you think.
  • 28:03 - 28:07
    What can make it better, all that stuff is important, that's why we are doing this together.
  • 28:07 - 28:11
    We just talked with Dave here about our first Mocap performances going on, we'll bring you up to
  • 28:11 - 28:16
    date with that in a future WMH, we'll go out and film a little bit of it, show you how it works.
  • 28:16 - 28:25
    Ooh, this week on the Next Great Starship the judges take a critical look at competitors initial ship design
  • 28:27 - 28:30
    CR:With the merecenary gunship we gave the specification to all 16 teams.
  • 28:30 - 28:33
    I think we are going to show on-sceen now?
  • 28:33 - 28:35
    Is that right? (laughs)
  • 28:37 - 28:40
    MS:It's Magic!
  • 28:54 - 29:00
    Watch for episide 5 coming up this Friday, it will be really fun, there are some insanely talented
  • 29:00 - 29:06
    people on that, and Sandi, and "The Chris's" and Sean and Mark...and the gold shirt (sigh)
  • 29:06 - 29:10
    The gold shirt man. Dave:(whisper)It's great. Rob:(Sarcasm)Great shirt.
  • 29:10 - 29:14
    Eric:(laughs)Yeah, that's a word I havn't heard describing that shirt.
  • 29:14 - 29:19
    Next week on WMH we are taking a look at Damage states. What does that mean?
  • 29:19 - 29:21
    You'll have to watch next week to see.
  • 29:21 - 29:27
    Subscribe to our Youtube channel, that way whenever we have something going up you will be first to know
  • 29:27 - 29:32
    You'll find out what goes on in video with either Sandi and NGS or us with WMH,
  • 29:32 - 29:36
    Ten for the Chairman, all the cool stuff that we got going on, you will be first to know as it's posted.
  • 29:36 - 29:41
    Submit your questions on the RSI forum, when you have something you want answered on
  • 29:41 - 29:44
    Forum Feedback or 10-4-TC in subscriber den, make sure you get them in.
  • 29:44 - 29:50
    We put a FF thread up, I believe, every Friday, still getting into the new flow now we are Wednesday.
  • 29:50 - 29:56
    Put questions in the thread, we'll pick a few, that's where we get our FF, without you, no FF.
  • 29:56 - 30:04
    Remember, Wingman's Hangover, 15 minutes after this show, an informal look (can it be more informal?)
  • 30:04 - 30:10
    We'll talk together, have Skype calls, get in chatroll, communicate directly, let me know your thoughts
  • 30:10 - 30:16
    What can we do better? You way of getting your voice heard while pressing on your mind....
  • 30:16 - 30:20
    Not even sure that is the right phrase I'm looking for, but it's a good time anyway.
  • 30:20 - 30:25
    If you want your stuff featured on WMH, send it in, we just might use it.
  • 30:25 - 30:27
    Where we goin' ta' see'em guys?
  • 30:27 - 30:29
    All: In The 'Verse
  • 30:57 - 31:07
    (birdsong)Your mission, if you choose to accept it, is NOT to accept the mission. What do you do?
  • 31:07 - 31:09
    Hmm?
Title:
Wingman's Hangar ep058 . February 26, 2014 (english subtitles)
Description:

Eric "Wingman" Peterson bops through another Hangar episode.

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SHOW LINKS:

Most Valuable Post:
Markemp . "Howto: Create your Own Art using RSI's Assets"
http://bit.ly/1jxzE1r

Fan Focus:
Caden L Welborn . "Star Citizen: An Unofficial Soundtrack"
http://bit.ly/OzdTUR

Forum Feedback Questions
https://forums.robertsspaceindustries.com/categories/general-chat

Wingman's Hangover
http://www.ustream.tv/channel/wingmancig

--------------------------------------------------------------

Wingman's Hangar is produced, written, directed, and edited by Michael Morlan.
With host, Eric Peterson
Executive Producer, Chris Roberts
Marketing Director, Sandi Gardiner
Linear Media Producer, John Schimmel
Reoccurring guests Robert Irving and Ben Lesnick
Creative Contributions by the Cloud Imperium team
Camera Operator: Phillip Sheldon

--------------------------------------------------------------

Roberts Space Industries is a spacecraft manufacturer within the persistent-world game "Star Citizen" and its companion single-player spaceflight sim, "Squadron 42." RSI is also your portal for information, updates, and purchases of your very own spacecraft with which to trade, plunder, and protect the citizens of Star Citizen.

Be sure to visit Roberts Space Industries here and on your favorite social platform:

RSI - http://RobertsSpaceIndustries.com
Facebook - https://www.facebook.com/RobertsSpaceIndustries
Twitter - https://twitter.com/RobertsSpaceInd
Google+ - https://plus.google.com/115090625624883320504/posts

more » « less
Video Language:
English
Duration:
31:20

English subtitles

Revisions