How did our solar system form? How is a planet born? Questions like this used to plague thinkers and scientists. Even when Humanity took its first fledgling steps out to the stars in the late twenty-first century, the study of our system’s early days was mostly theoretical or separated by thousands of light years. We had to wait until the 26th century and dozens of explored systems before we were able to find one in the earliest stages of development, a system where we could study the phenomenon up close and better understand the answers to those questions asked since antiquity.
Sadly, the fear and paranoia of the era restricted scientific access to the system and kept it shrouded in a fog of war for almost three hundred years.THE DARK SEA
The mid-26th century was a complicated period in Humanity’s evolution into the stars. Technological advances made jump point scanners considerably more affordable to the public, allowing more and more civilians to compete with ‘professional’ pathfinders. That period of rapid expansion came to a screeching halt when Gaia Planet Services began terraforming a planet in what would be known as the Pallas system without realizing that the planet was already inhabited by another species. The following fifty-seven days gave Humanity a sobering introduction to the Xi’an Empire as they negotiated the release of the terraformers.
For the first few years after the Pallas incident, there were only two known systems connected to Xi’an space. In 2531, Teesa Morrison discovered the Baker-Hadur jump point. While denied the lasting legacy inherent in discovering a new system, she enjoyed a brief period of celebrity after her flight footage found its way to the NewsOrgs. In it, her very vocal bouts of exultation upon successfully completing the jump turned to shrieks of fear when she found herself face to face with a fleet of Xi’an military ships on the other side.
The prospect of hunting for jump points had become considerably more complicated. In response, the UPE created the Government Cartography Agency (GCA) to consolidate their efforts to scan for jump points and chart new systems. They also instituted a series of intensive policies to make sure that every military NavJumper was trained in diplomatic protocols and procedures in an effort to avoid any potential conflicts.
Recently, we introduced our latest concept ship, the RSI Apollo, the Guardian Angel for rapid response and medivac operations. To celebrate the reveal, we’d like to give another Apollo away before the promotion ends! Find all the details on how you can win here, and as a reminder, the Apollo is still available here.With that, let’s see what’s going on this week:
Every week on Calling All Devs, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted for by YOU. This week we talk about crime stats, physics grids, and more! Watch the full episode here.
Tuesday, or now better known as “Lore Day”, will bring us a Galactic Guide on the Gurzil system, as seen previously in Jump Point Magazine.
Thursday will welcome another episode of Around the Verse where we’ll look at the latest Star Citizen news with a project update.
August 13th 2018Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU.You can submit your questions for consideration in future episodes of Calling All Devs here.And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions
We’re taking every opportunity we can to meet with the community throughout the whole Gamescom week. We had so much fun last year that we’re planning a similar schedule!
Join your fellow Star Citizens and members of the CIG development staff at the following locations:
Please join us at any or all of the events above and get to know the Star Citizen developers & community.
August 10th 2018Senior Character Concept Artist Jeremiah Lee has been trolling Jared for weeks with amusing concepts and shark costumes, but today will be a reckoning…To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.
The design for doctor/medical gameplay is not fully signed off, but it currently has interactive elements to it. One of the things that we always want to do with Star Citizen is to make player interactions physical rather than just pressing a button and walking away, an example being the current mining loop that requires a level of constant control instead of automatic extraction.What happens to the player while they’re waiting to be picked up, transported, and healed – are they just sitting there doing nothing the whole time?
Currently, the plan is for the player to be physically immobilized during pickup, transportation, and healing. However, during the implementation process, we will review whether this is too much and if we need to provide some level of interaction.During these ‘down’ times, we’ll make sure the player has access to feedback notifying them of their current state and an indicator showing the rough time until the next state.Will NPCs requiring treatment spawn in your ship?
We don’t plan on this being a natural occurrence, as having six random NPCs suddenly turn up on your ship requiring treatment without warning would be a pretty unnerving experience. However, NPCs can be collected via drone and treated on your ship as a result of interactions you make, be it specific medical mission participation or as you respond to other relevant beacons.Can the Apollo expel players who refuse to leave after being healed?
The Apollo itself provides no specific method for doing this, but we expect owners will find their own unique ways to remove uncooperative patients!‘Search and rescue’ gameplay involves a lot of looking and finding. How do the scanners on the Apollo compare to scanners on other ships, specifically the Terrapin and Cutlass Red, whose brochures and ship pages advertise that they can also be used as search and rescue craft?
The Terrapin and Cutlass Red both have medium scanners, whereas the Apollo has a large one, like the Carrack and some of the other bigger ships. While they both do the same things and can be used for the same purposes, large scanners have a higher range/spread and give more accurate details.
Comfort, mobility, and protection are the tenets embodied by RSI’s classic Venture Explorer Suit. This exclusive Centurion edition provides the perfect foundation for fashion and function, making a statement underneath it all. Comfort, style, and confidence start with your undersuit. RSI has you covered.Imperator Subscribers
Imperator-level subscribers will receive this limited edition purple Venture variant, along with the red Centurion design.
If you’re an active subscriber, these items will be added to your account on August 13th.
If you aren’t a subscriber yet but want to sport these suits, make sure you subscribe no later than August 12th.
More information about subscriptions can be found here
August 7th 2018Narrative Director Dave Haddock takes us on a whirlwind tour of the Banu world of Bacchus in an all new Loremaker’s Guide to the Galaxy.Remember that you can always explore the Star Citizen Universe yourself in our web-based Ark Star Map.
August 6th 2018Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU.You can submit your questions for consideration in future episodes of Calling All Devs here.And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions
Recently, we introduced our latest concept ship, the RSI Apollo, the Guardian Angel for rapid response and medivac operations. Since then, we’ve been gathering questions about the Apollo on Spectrum and are excited to bring you the answers you’ve been looking for. Make sure to keep an eye out on August 8th!
Also, if you were mining under a rock last Friday, make sure to catch up on the Letter From The Chairman and Reverse the Verse with Chris Roberts for the latest on Alpha 3.3, our video content, and UEC.
Lastly, read up on what our global studios accomplished over the last few weeks in our Monthly Studio Report.With that, let’s see what’s going on this week:
Every week on Calling All Devs, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted for by YOU. This week we talk about cruise speed decouple bugs, atmospheric flight on Hurston, and pursuing ships through Quantum Travel.
I hope you are all enjoying Star Citizen Alpha 3.2.1. We’re having a great time checking out the community streams, videos, and screenshots that you’re creating. Events like the Spanish Community getting together for a 50-person Quantum Jump to Daymar and a huge coordinated mixed-arms battle give us all an exciting glimpse at the possibilities of the universe that we’re building.CitizenCon and Star Citizen Alpha 3.3
We were very happy with the format of last year’s CitizenCon and felt it was the most successful CitizenCon yet – the community could spend a solid amount of time with the developers and had the opportunity to learn about the game in a way impossible from a single presentation. This year we are doubling down on this approach to make it even more like a convention, and we have some pretty cool things in store for you that we’ll be sharing in the coming month.
As part of our planning for CitizenCon, we need to make sure that it works with our new quarterly release schedule so that we don’t overload our development teams. In terms of focus and split deadlines, it doesn’t make much sense to deliver Star Citizen Alpha 3.3 at the end of September and then a few days later have CitizenCon, as it creates two big deadlines back to back and leaves us with less opportunity to surprise the community at the event.
Because of this, we’ve made the decision to align the Alpha 3.3 release (and subsequent 3rd quarter releases in the future) with CitizenCon, which this year will be on Oct 10th in Austin, Texas.
Going forward the release will be: Q1 end of March, Q2 the end of June, Q3 in October with CitizenCon, and the Q4 in mid-to-late December. We feel this makes the most sense for both the development teams and you, the community. We’re looking forward to Star Citizen Alpha 3.3 becoming part of the CitizenCon celebration.
August 3rd 2018Game Director for Star Citizen and Squadron 42 Chris Roberts stops by to hang out and answer questions LIVE from backers.I’ll get you next time, Jeremiah.To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.
The VFX Team worked on several moons for the PU, including various new biome types. This required them to expand the planet editor tools to allow for more unique and varied particle systems to be spawned procedurally using the object scattering systems. They also continued their work on the cinematic simulation assets, such as rigid and soft bodies for the Squadron 42 cinematics.AI
The AI Team determined the tasks remaining for Object Container Streaming and worked on them accordingly, adjusting AI logic if necessary to handle the current streaming requirements. Work was also completed for flight AI, creating new behaviors and changing existing ones, with a focus on making ship combat engaging and fun. Tasks were completed to improve performance, which is routinely done to ensure things are optimized as much as possible. Work has also been done on the flight pathfinder, taking it a few steps closer to having AI traverse the entire ‘verse on their own. FPS AI work focused on NPC tasks for the 3.3 release, including new behaviors, features, and optimizations.BUILD ENGINEERING/DEVOPS
The DE Dev Ops Team continued to work with the Austin teams on both extending and finalizing the toolsets that govern synchronicity between central game-dev and feature streams. The API for controlling the central auto-integration system has been rolled out to accommodate the client-side feature-stream merging tool currently in development. This gives feature-stream owners control over how current their stream should be in relation to main central development in game dev, based on their preference and workflow style. The current feature streams are battle-testing these tools as they prepare to scale up the number of feature streams needed for the project.WEAPONS
The Weapon Art Team primarily focused on Vanduul weaponry and finished the first pass of both modeling and texturing on the Plasma Lances, as well as a handful of scavenged knife variants.TOOLS
The Engine Tools Team focused on stabilizing the game editor after the Alpha 3.2 release. Usability improvements were added to increase the overall workflow quality for the designers when setting up the game entities. The new layer and universe outliner plugins received improvements based on the designer’s feedback, along with a general stabilization and performance improvement pass. The Look Development Mode, which is meant to improve in-game material setups, received an additional light mode to show assets under split light conditions, called Eclipse Mode. This helps artists improve their material setups for all possible in-game scenarios and makes it easier for them to compare the material under bright and dark conditions, for example, how an asset will look on a bright planet versus in outer space.
History ebbs and flows, often washing away what came before only to replace it with something more resilient, refined, or dynamic. To avoid the dustbins of history, one must ‘adapt or die.’ Whether a business, species, or even a star-spanning empire, constant evolution is an essential component to success and survival.
This month reminds us that an ambitious long-term vision is not new for Shubin Interstellar. Four hundred years ago, then-CEO Bernard Cousins received an offer from Fulcrum Mining Associates to purchase all of Shubin’s assets in the Centauri system. Back then, Shubin was a relatively small terraforming outfit struggling to survive in a highly competitive market. The company was hemorrhaging money, so Cousins made a bold choice: instead of selling and settling for a short-term gain, he risked everything to purchase Fulcrum and integrate their expertise into the company. The transformation led to Shubin becoming the empire’s pre-eminent mining concern.
That’s why as CEO, I have enacted my Evolutionary Management business philosophy to strengthen and streamline Shubin Interstellar. Over the past few months, I’ve removed outdated procedures and challenged entrenched ideologies to make the company more adaptable. Without constant self-reflection, companies can grow complacent and see competitors beat them to the next breakthrough.
When I was hired, I promised Shubin’s board of directors, investors and most importantly, the employees, that I would do everything in my power to maintain profitability while focusing on the future. Twenty consecutive quarters of strong earnings prove that I’ve upheld the first part of that promise. Meanwhile, the recent landmark deal to launch our first operations in Xi’an space is a testament to my commitment to the company’s boundless future. By balancing the requirements of the present with the demands of the future, Shubin Interstellar will remain an industry leader for centuries to come.
2948-07-31 marks the 400th anniversary of the monumental merger with Fulcrum Mining. Join me in celebrating our incredible legacy by doing your part to keep Shubin strong today and on the cutting edge of tomorrow.
First off, congratulations to our winners of the RSI Apollo Astromedics Contest. The RSI Apollo is still available in the pledge store through August 22nd, so check out the Ship Shape and RTV to learn more about this Guardian Angel. We’ve also collected the top-voted questions from our Q&A gathering thread, presented them to our designers and will be posting the answers in a Comm-link soon.
From footraces, to massive FPS battles, we’ve thoroughly enjoyed watching the variety of events taking place in-game, organized by communities around the globe. We’ve been highlighting a few of the best in Around the Verse lately, so make sure to share your next event on social media using #StarCitizen so we catch it. We can’t wait to see what you all come up with next.With that, let’s see what’s going on this week:
Every week on Calling All Devs, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted for by YOU. This week we cover the Origin 600i, missiles, quantum filtering, and more. Watch the full episode here.
On Tuesday, the Lore Team will publish another detailed piece of fiction, breathing life into the Star Citizen universe. Check out previously published lore posts here.
July 30th 2018Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU.You can submit your questions for consideration in future episodes of Calling All Devs here.And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions
July 27th 2018It’s the end of the week, so we’re going to kick back, hang out and play Star Citizen Alpha 3.2 with the Lore Team.Okay, it’s the highest voted thread in Spectrum history, Jeremiah.To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.