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Per the Monthly Report: September 2014 we will be getting images, videos, Dev posts, etc... about the WIP that CIG is now starting to reveal on the Persistent Universe. We can use this thread to collate all new WIP items about the Persistent Universe like these sister threads:
Below are some collated WIP items from the Sep. monthly report specifically on the PU (wanted to summarize these so we can track their WIP on this thread):
CIG Austin - Our team has been working hard on Persistent Universe tasks and a multitude of Live Operations activities. ..wrap up Large World “Phase 1” this month as well, which is the first step to getting truly expansive galaxies in place that will literally take days to traverse without quantum travel. ... wrapped up development on the System Layout Tool, which our designers will be using to physically lay out our universe in-game as well as define properties and attributes of various planets and other objects within a solar system. ...completed the first design iteration of Subsumption, Star Citizen’s objective-oriented NPC AI system, and we’ve now moved into full production. ...highly data-driven design, which will in turn eventually allow the constitution of the NPC population and even their daily schedules to be algorithmically determined based upon what’s occurring in the surrounding environment, and heavily contribute to providing the feeling of a living, breathing universe. Some sensational examples we looked into this month include the Dark Nebula, Pulsar, and Ice Giant. ...standardizing our props for environments, investigating how we might incorporate FPS into our planetside locations, and developing reputations for the various corporations within our universe. ...the first planetside location, ArcCorp, up and running. Concept work for our next planetside environment – Terra Prime – is nearing completion, and full production will soon commence.
Long before introducing the AMX-1 Repair Bot for personal craft, Saga Datasystems was known for its more industrial designs. The M3-A Multifunction Space Drone has been in service for more than 50 years, and is ideal for performing basic unmanned tasks in and around stations. While never fit with any advanced AI or communications capability, the M3-A is perfectly capable of performing any basic assigned task – from simple repairs to tug functions and the manipulation of heavy mining and cargo containers.
Citizen Con 2014 is almost upon us. This year the present and future of Star Citizen will be unveiled in Los Angeles on October 10th. We will be livestreaming a presentation from Chris Roberts to backers around the world that will review what we’ve accomplished to date and then give you a sneak peak and what’s coming up for Star Citizen.
There will be a number of reveals about the Persistent Universe soon and please post any reveals, WIP images, vids, dev posts, including any Sandi Leaks - Thanks
This week’s episode of Happy Hour we’re going back to the Gamedev that started it all.
As you know, Star Citizen will need lots of star systems, and those systems will need planets, and those planets will need inhabitants. In this Friday’s Happy Hour: Gamedev, Character Art Director Josh Herman will create the concept of a new creature LIVE with direct input from you, the backers. This is your chance to be a part of the creative process live, as we’ll take suggestions from the chat, and put important decisions up to vote. What creature will you help Josh create this Friday on Happy Hour? Post your initial ideas below, don’t forget to vote on the ones you like, and tune in LIVE this Friday at 12pm PST on http://twitch.tv/starcitizen.
Post only ONE suggestion at a time. Suggestions below should be for types of creatures i.e. birds, fish, tigers, etc. Replies with more than one suggestion skewer the voting and will be removed. You may post as many suggestions as you like, as long as they are in individual replies to the OP. Only post replies to the OP. We are using Nested so we can easily sort your most voted on suggestions, not to have a nested conversation (unfortunately Classic threads cannot be sorted by votes at this time. Nested replies will be removed and thus not considered. Keep your suggestions short. One or two words, max. Brevity is your friend. Suggestions that are too long will be removed and thus not considered. Suggestions can be about any form of creature you can think of. We will be picking the top voted suggestions and creating a hybrid of them. No links or images. You may (and should) vote on as many suggestions you want to see included as you can. Have fun with it. About Josh Herman:
Josh Herman is currently the Character Art Director at Cloud Imperium Games, working on Star Citizen and Squadron 42. He arrived at Cloud Imperium Games having specialized in designing, modelling, and sculpting hard surface and organic characters for some of the industry’s biggest films and AAA games as well as commercials, short films, music videos, and rapid prototyped statues and marquettes for client presentations and collectibles. With exceptional skills in ZBrush and Maya he has had experience in Art Direction, Character Development, High Poly Modelling and Sculpting, Designing, Look Development, Retopology, UV Layout, Texturing and Shading.
Josh has worked at Legacy Effects on projects such as Real Steel, The Amazing Spider-Man, Total Recall and The Avengers. Josh left Legacy to try his hand at games, working for Naughty Dog on Uncharted 3: Drake’s Deception. He was then recruited by Marvel Studios, where he worked as Lead Character Artist on films such as Iron Man 3, Thor: The Dark World, Captain America: The Winter Solider, Guardians of the Galaxy, The Avengers: Age of Ultron, Doctor Strange and others before joining the team here at CIG.
I've been chatting with Ziff PHH on Spectrum for his idea of an ambulatory shade tree that follows my herd animals. Predators want a shady place to eat their kill and to launch attacks from, and when they're done eating, the trees ingest the corpse cleaning up the landscape.
Could be really cool to watch, plus it solves the problem of players just killing everything that moves and leaving bodies around.
So, given the amount of debate around CIG's pricing practices, especially when it comes to new ships, policies about CCUs, etc... we've decided it would be best to keep commentary about said practices OUT of the threads for the specific ships, and in a single thread that members of the SCB community can contribute to. While we want to foster good debate and discussion, this thread WILL be moderated heavily for violations of our forum rules.
We know this is a highly charged topic, and that a lot of people have strong feelings both for and against CIG and the pricing practices they have been adopting, but we ask that members display common courtesy and respect when discussing this sensitive topic.
Three of my weekly podcasts I watch have suddenly interviewed CIG employees this week, where some of them have gone years without an interview. Is this a sign?
Redacted interviewed Matt Sherman discusses ship design including docking collars, cutlass black rework, etc.
Bad News Barron interviewed Disco Lando and a bunch of people jumped in answering questions including Aaron Roberts who went on to say 3.0 schedule is very soon, orbital mechanics, atmospheric damage, and Player custom made housing will be in game eventually. (remember Aaron is the more down to earth one.)
And finally our own SCB round table where they asked Sean Noonan about why some bodybags have boobs, why Star Citizen has a marketing team over 1 million strong, explosive barrels, and seriously they really got into some good details on Star Marine and its maps.