Aug 19

Gamescom Presentation Summary

Hello Citizens!  Here we bring you coverage of CIG’s big Star Citizen presentation at Gamescom 2016!

Summary by Erris & CanadianSyrup

TLDR(Too Long;Didn’t Read)

  • Star Citizen Alpha 2.5.0 will have another PTU before it goes live. Could be tonight, but definitely next week.
  • Star Citizen Alpha 2.6 will feature Star Marine, the long awaited FPS combat arena that allows players to get into action quickly without worrying about losing their stuff. It will also feature two flyable ships: Aegis Vanguard Hoplite, and the The Drake Herald. Arena Commander is getting some love with 2.6 that will feature optimisations, new additions, and tweaks to the game modes to make them more enjoyable and fluid.
  • Star Citizen Alpha 2.7’s name is no more and has been renamed Star Citizen Alpha 3.0 due to the features it holds.
    • The Stanton system comes online with Hurston, Microtech, Crusader, Delamare, Arc Corp, a dozen moons and over 30 space stations to explore.
    • Procedural Planet tech with seamless Space to ground transitions(What was shown in the demo was only v1.0 and v2.0 will be in SC Alpha 3.0
    • Basic professions become a reality with Trading, Cargo Transport, Piracy, Mercenary, Bounty Hunting.
    • New technologies come online such as: Item 2.0, StarNetwork 1.0, Subsumption 1.0, Mission 1.0.
    • Interaction system will replace the USE button and allow you to do different actions with the same object, Grabby hands also will be in.
  • They performed a live demo of Star Alpha 3.0 showing space combat, ground combat, space to ground transitions, cargo system, interaction system, mission system, and new sounds and effects.
    • During the demo we saw the Drake Dragonfly and Ursa rover in action and fighting.
    • Dragonfly WILL fit inside the Freelancer, very tight fit though.

Full Summary

  • Ok! We have audio, here we go folks
  • It can be a very difficult job, Tony explained to Sandi in more detail about how game development works. Sand will give a short version. That is, when you’re building a tech foundation for a game that’s pushing the envelope, progress is exponential. Many of the visible dividends come in the later stages after everything else is in place. Here’s CR, to explore the SC universe with you.
  • And Chris is on-stage. Black golf shirt, sport jacket, here we GO!
  • Tonight going to show something CR thinks is pretty cool. Before that though, we’ll recap. Were hoping to go live today, but there’s gonna be another PTU today, might go live end of US time today or early next week. There’s a random framerate issue. Runs well on most machines, but… they’re trying to track it down. 2.5 alpha will be out very soon. It has GrimHex, new features like ship landing, audio improvements, new graphics features, new highlights and lens and tone mapping system etc…
  • New content, new S5 laser cannon that’s mean to be on the Starfarer, couple new flyable ships, the MISC Reliant & the Argo utility craft.
  • Grim Hex, New Hub for the more morally ambiguous player. Spawn location for wanted players. new locations – Bar, Shops, Hacker / Bounty booth, Racing Kiosk.
  • It’s got shops to buy different things than you can get on Olisar. It’ll have some more few locations coming in over the next few patches (the locations listed above)
  • They want to put racing in-fiction. There’s also a new landing system, that was featured in AtV. 3 modes. Manual, semi-automatic, and fully-automatic. Also have system & HUD improvements.
  • Fully Automatic will only be available in stations that have it equipped in PU. Not available everywhere.
  • HUD improvements to landing so it’s more readable, they’ll continue to work on UI and graphics of that.
  • The Argo has a video playing now. Cute little ship.
  • Seems to be a new song with this little Argo trailer – gorgeous music.
  • UK ship team did Argo.  Multi-purpose utility vehicle. Short range. Utility craft for Idris & bigger ships.
  • It’ll have 3 roles – rescue & recovery, cargo, and, passenger pods.
  • Other flyable ship is the Reliant by Misc. A video for it is playing now.
  • Someone in the crowd ‘oh my god I LOVE it!’
  • Reliant is one of CR’s favourite ships.
  • SC Alpha 2.6 is the next patch. CR’s gonna do a highlight of it. 2.6 is Star Marine. Showing some new animations for Star Marine.
  • ‘The rumours of its demise have been greatly exaggerated’ They’ve been working on it a lot. Motion, eye stabilisation, bringing Star Marine in. Originally they wanted to use it as a test bed for FPS, but there’s still a reason for that. Like in AC you might just want to jump in and fight without losing items etc…
  • Idea of Star Marine is to have a quick in and out competitive shooter to practice skills. It’s a little more tactical based FPS. Working on new area to play that’ll have both FPS & 0G EVA combined, which is different than was shown last year. Fully remastered weaponry. There’ve been hints of that over time.
  • The controls, gun handling, moving around, everything is more fluid than they had before. They didn’t bring it out originally because they wanted it to feel and work well. It’s also got some new characters now. Part of the changing of the character and shading tech. They’re pushing on things for SQ42, and that all benefits Star Marine.

  •  In addition on 2.6, they’ll spend some time on AC as well. It’ll work on the competitive quick arena game-modes, AC and SM. As since 2.0 has been focused on adding stuff to the PU, not AC. AC hasn’t had enough love, and they feel that it needs some love, so they’re making a focus on that to go with Star Marine.
  • Combat improvements, improved camera modes, game play improvements, ‘Slalom race’ track around Grim Hex, new MP death match arena, etc… Lots of life-style upgrades to AC.
  • They’ll play with different game modes in terms of re-arming, not allowing people to crash into an asteroid to respawn with ammo, etc…
  • New flight-ready ships – Drake Herald & Aegis Vanguard- Hoplite. They’ll be flight ready in 2.6
  • Hoplite’s a drop-ship variant of the Vanguard that’s used in SQ42.
  • Gamescom Concept Sale – Anvil Terrapin. It’s got a long-range sensor suite, heavily armored, powerful shield generator. Originally it was a UEE reconnaisance ship, it focuses on scanning, long-range radar, shielding, etc…
  • The stats have gone on-screen, it’ll all be on the website.
  • Inside cut out view of the interior, looks compact, but roomy.
  • The next slide is Star Citizen 3.0. Originally it was to be called 2.7, but with what they’re adding they’ve made it 3.0 and have it slated for the end of the year.
  • They’ll try before Dec 19; Chris gets shot for making promises though. it’ll be the debut of planetary tech. They’ll be expanding Stanton – ArcCorp, Hurston, Microtech, Crusader, Delamar, new stations, moons, & asteroid belts.
  • Basic professions: Trading, Cargo Transport, Piracy, Mercenary, Bounty Hunting.
  • Today they’ll show v1 of tech; at Cit Con they’ll show off v2 of the tech which will be better than what we see tonight.
  • Right now, 2.4 or 2.5 PTU has a few stations; Olisar, GrimHex, couple of places to visit – Port Kareah, Covalex, etc… With 3.0 they’ll put the full Stanton system in. Major planets, etc…
  • They’ll put Delamar in there, which is where Levsky is based. Fictionally in Nyx, but they’re bringing it in as another location. Also over a dozen moons, 30 or 40 space stations.
  • Goal in terms of building out the star systems is focusing on lots of density for the play area. Instead of going from system to system and visiting one planet or base in each, there’s a lot of texture, character, and history in each area.
  • Key for Chris, and there’s lots of talk from NMS and Elite, SC is more focused on =building a Universe and a World. They have lore and a history, so it’s a different approach. Won’t have billions of planets or systems, but they’ll craft them. In the planetary tech they use some procedural, but it’s all artist driven. It helps artists create planets at scale quickly, but the artists determine where to put rivers, forests, etc…
  • Big reason for that is to craft the universe as a living alternate reality.
  • Chris wants the environment to be relatable to, historically, emotionally, and tactile-ly
  • Professions’ll also be added. Right now you can shoot each other, shoot each other again if you want, but there’s not much variety. 3.0’ll have first implementations of trading, cargo transportation, piracy, mercenaries, bounty hunting, etc…
  • Additionally 3.0 will have the first iteration of the AI system – subsumption. They want to have a diverse universe, make it feel – it’s a big Universe. There’s 7 billion of us on Earth, and there’re still areas you can walk for days and not see anyone. Even in one star system, with the amount of planets you can walk on, there’ll be areas you won’t run into other players even if they had 3k players in one area. AI plays a big part in making things feel populated.
  • Huge strides in tech: Item 2.0, StarNetwork 1.0, Subsumption 1.0, Mission 1.0
  • 3.0’ll be the first iteration of subsumption. Schedules for NPC’s – people do things, get lunch, etc… – whole bunch of other things as well, which is why they’re calling it 3.0. It’ll also have items 2.0 – which makes a world of difference.
  • They’ll do an ATV episode on this – instead of just USE on a ship, it’s contextual. You could walk up to a Hornet, look at the ladder, deploy ladder, retract ladder, deploy ladder, retract canopy, etc… same with getting into the cockpit. You’ll be able to interact with the areas of the cockpit.
  • If you had a water-bottle, you could contextually look at it, pick it up, drink, put it down, etc…
  • That’ll allow for a lot of – picking up objects, putting them down, grabby hands as its been described, will allow for a tactile universe. Imagine flying in space, ship’s under attack, your Connie fuses are blowing, have to go repair parts of it and change them out, items 2.0 allows all that.
  • Additionally there’ll be the first iteration of the net-code refactoring, which they’re calling StarNetwork 1.0. It’ll still have a ways to go into next year, they’re trying to mesh servers together, but the first iteration’ll increase throughput and performance. Should allow more complicated scenes and more players.
  • Mission system 1.0 will also be in 3.0. It’s built on top of Subsumption, allows dynamic missions that interact with AI, can be built up procedurally, allows to make interesting encounters.
  • Chris’ gonna show something that shows a taste of those here in a second.
  • 3.0 Gameplay Preview.
  • Planets are using v1 tech, v2 tech will be at CitizenCon. Previews a lot of the things Chris’ just talked about. They’ll show what a more in-depth mission’ll be like. Besides the environmental missions based on what’s going on in a star system; this location needs goods, this factory needs goods, those create missions for cargo hauling, piracy, & protection, there’ll also be more story based missions in 3.0
  • There’ll be several different characters in every system in SC – shady guy, etc… more complicated missions will come from them. Then there’ll also be general missions, and player-player missions.
  • And here we go, demo is playing now.
  • Demo is being played live it looks like.
  • Starting on Port Olisar.
  • Glen is going to be the surrogate player.
  • Text shows up on screen saying there’s a video message – opening mobiGlas, there’s a video that plays, of a guy running a ‘security outfit’ who wants to hire you.
  • Lots of using some different apps in mobiGlas
  • They’re heading to Levsky to meet with the person to accept the mission. They’re doing a mini multi-crew mission for this performance. Glen is the action here, someone else is doing the piloting.
  • There are new NPC’s hanging around in Olisar.
  • Exiting the Olisar interior now, heading to a ship.
  • They’re hopping into a Freelancer now.
  • Gameplay looks smooth; no stuttering or anything. Opened the side-door on the Freelancer that works now.
  • Frelancer UI is new, looks great. Stretches across the screen at the front of the ship.
  • HUD is definitely much improved on the Freelancer now.
  • They’re showing the star-map in-game. Early WIP of the starmap; it’ll be further along by the end of the year.
  • The capabilities and visual qualities in game will be the same as on the web.
  • Use the map for nav markers, because having them all on the screen is too much. Zoom in on the navmap and you can see planets and individual mooons etc…
  • Whole HUD looks different, there’re new effects in the Quantum jump as well. Much more polished.
  • They’re playing the game with Xbox controllers right now it seems.
  • Talking about Levski right now, how it was founded, etc… going down to land on it on the planet.
  • Smooth transition to a closer station around the planet. The planet is below; every planet and every moon will be fully rendered. You can land anywhere and walk around any of them.
  • One they’re above is 2,000 meters in diameter. There is no clip or draw range. The horizon line is the real horizon line, being done by the guys in Frankfurt.
  • As they pull down they’re entering atmosphere; the front of the ship is lighting up as the ship falls to the ground
  • Looks gorgeous
  • As they get to the atmosphere there’s an atmospheric flight model. There’s lift, etc… Anywhere on Delamar they could land, get out, and walk. Lots of mountains. They’re going to just land and get out somewhere random on the planet now.
  • There are structures all the way along, look like mining towers.
  • They’re landing, and the back of the Freelancer is open, watching out the back as the ship lands.
  • Ship has landed and they’re stepping out onto the surface of the planet.
  • Planet looks very smooth; mountains are nice, but the textures are still kinda smooth. Looks absolutely astoundingly phenomenal though.
  • Ship is landed at a bit of a weird angle; the ramp is off the ground. They’re taking off and moving so they can get into the back of the ship again.
  • on-screen character is laughing.
  • That was an unscripted adventure. They’re taking off to land at Levsky now.
  • The Freelancer just got a call on the vid-screen in the Freelancer HUD; they’re requesting to land.
  • In 3.0, they’ll have landing and various things controlled traffic; you’lll get a landing pad and land, and you have a certain amount of time to get out, then the ship goes away to a hangar.
  • They went from Olisar, travelled a million KM, to Delamar, then flew over the surface to Levsky; goal for SC was to have a structured but beautiful and tactile Universe. They’ve landed in Levsky now, they’re getting out to walk around.
  • The Freelancer’s flying away, to show how SC is a multiplayer game. The freelancer’s flying around Levsky as the player walks around the interior.
  • They just had an item 2.0 interface – Call the elevator, rather than ‘use’ it. Elevators are real elevators; they move around in real space.
  • There are NPC’s hanging around a statue.
  • Looking out the window, you can see Levsky, and the Freelancer they flew in on is hanging out outside the window
  • The amount of detail multiplayer at the same time is insane
  • You can go to a residential area to rent a bed, if you sleep in the bed that’s your ‘checkpoint’, if you got killed in space after, you’d spawn in a hospital in Levsky.
  • They’re taking an elevator down, and the Freelancer is following the elevator down. Everything in Levsky is the same as the ships. There’s no cheating, no teleporting to different areas, it’s all real.
  • this is an aside, I just want you all to know that I am giggling here. That is how good this is
  • All the landing locations in 3.0 will be selling different things; go to Levsky to buy things you can’t buy in Arc Corp. Levsky’d be more counter-culture stuff; slightly illegal weapon mods, etc…
  • He really is, I’m having a ball watching, editing and listening to him giggle like a school girl.
  • The whole area of Levsky is really cramped; lots of AI around. Proper subsumption still isn’t around, but the idea is to make all the areas as alive as possible.
  • There are video screens running randomly on the planets as well.
  • The whole area is dimly lit, punctuated by sharp neon signs pointing the way.
  • They’ve found the person they’re here to meet, they’re sitting down to talk to him.
  •  The character talking looks really good. Eyes don’t look creepy. Facial animations are excellent.
  • Able to check the details of the mission by pulling up mobiGlas and looking at the mission. Starfarer attacked by outlaws, etc….
  • The colour of the text seems to change where it’s over hard-to-read colours, making everything in the mobiGlas text easy to read
  • Excellent attention to detail.
  • They’ve got a new objective – retrieve the black box.
  • They’re speeding through Levsky, but there’s a whole ventilation system, catacombs, tunnels, etc… there’s a hospital, places you could get attacked, Concientious Objects is a shop, lots of shops as you go through Levsky or the other landing areas.
  • Freelancer’s waiting outside to pick up the player and go flying.
  • They just had a communication mixup; ship took off before passenger was in. It’s not on rails at all. This is live.
  • They’re flying around Levsky now; it’s all being done live. They’re flying up from the planet, and it’s all visible below. You can still see the lights of Levsky in the defence.
  • No clip range, no draw distance, everything is just… there.
  • They’re in space now. They’re going to quantum to the Starfarer they’re looking for.
  • The moon around Delamar has a small asteroid field around it.
  • Flying slowly past asteroids that are lit correctly, look amazing.
  • Pirates have shown up, there’s going to be some combat now. We’re seeing a turret be used, it’s working properly too.
  • Turret seemed like it was working as intended this time.
  • The music has been changing dynamically as they’ve played as well. It’s the first version of the music logic system.
  • That’ll debut in the 2.6 patch.
  • They’re coming towards a battered Starfarer now. It’s got flames and electircal sparks all over.
  • They’re EVA’ing over to the Starfarer. It’s incredibly damaged.
  • Watching the Starfarer, and the dimly lit moon behind it, floating among the asteroids is… it’s beautiful. Part of the Starfarer, one of the engines, has fully detached form the ship, catastrophic damage going on. Parts of the ship float motionless in the void.
  • They’re heading into the Starfarer through one of the breaches, just flying directly into the interior.
  • Props in-air ar being bumped. And an AI enemy just came out and started to soot. Gunfire going on in the Starfarer. The dead pirate’s body floats lifeless after shots are exchanged.
  • Crew members can be seen, frozen and floating.
  • They’ve retrieved the black box, their mission is complete, and they got a video message coming in.
  • Getting more information about the mission; the cargo of the Starfarer is somewhere on the nearby moon.
  • They’re going to go down to the planet and find the stolen cargo
  • Just exiting the ship to go back to the Freelancer now.
  • Small firefight has broken out between him and an outlaw. Outlaw has a shotgun. Looks like heavy armour was being used by the outlaw which is why it took so many shots to kill.
  • They’re getting onto a Drake Dragonfly.
  • They opened a crate, and there was a Dragonfly.
  • Taking the Dragonfly back to the Freelancer.
  • Dragonfly is approaching the Freelancer now.
  • The Dragonfly will just-about fit in a Freelancer, so the dragonfly just landed inside.
  • It disappeared for a second, but it’s parked inside now.
  • They’re heading onto the moon now to look for a pirate base.
  • Seemingly no atmosphere around the moon, they’re floating in much more easily. Gunner is getting out of the gunner seat, opening the back door, and hopping onto the Dragonfly. The Freelancer s flying in the sky above the planet, the pilot on the dragonfly is inside the Freelancer, and the Dragonfly just… flew out the back. Of a flying Freelancer.
  • And the Dragonfly’s in grav-lev mode, flying on the planet surface
  • And the rover can be seen as well. The rover’s driving around on-planet.
  • They’re watching the dragonfly’s attack each other. One dragonfly just got owned.
  • Red 1 Jared – Chris
  • Dragonfly’s heading to the planetary base. The rover’s still behind, shooting.
  • Freelancer is flying above, blowing up the Rover.
  • The rover is smoking now as it drives over obstacles.
  • Just got a brief look at the interior of the Rover.
  • The pirates are clearly not hitting the Marine, for the sake of not wanting to end the demo. But it still looks much more playable, FPS wise.
  • The marine on the ground has run out of ammo. The freelancer just blew up the enemy instead.
  • They’re picking up a crate now, walking it around.
  • Showing off some Grabby Hands.
  • Freelancer is landing in decoupled while the character walks the box over the the lancer.
  • Bunch of enemy ships have just flowing in. Been double-crossed, and that’s the end of the demo.
  • That was an unscripted element of gameplay from 3.0. Wasn’t the way they’d scripted the end in the pre-play throughs, but that’s the flow they expect to have in Star Citizen. Foot, space, foot, no loading screens, etc…
  • Really excited about the v2 planetary tech that’ll be shown at Citizen Con. It’ll allow for a lot more than just dogfighting. If you want to find a spot on a planet to make a homestead, they’ll let you do that. There’s a lot of real estate now to play with. Lots of interesting missions as well. Rescue a downed pilots, research facility needs medical goods, etc…
  • Lots of gameplay coming that you don’t see in other games.
  • There’s an explorers sale going on now. Terrapin, Freelancer DUR, Aquila, Rover, & more.
  • All four studios put together the demonstration to show off 3.0. Crew on stage, sponsors, everyone involved.
  •  Shoutout to Des Owl, an INN contributor who’s on the show floor right now; impressions & interviews will be forthcoming from him in the next few days.
  • Demonstration today was truly a global effort; lots of polish, etc… Cameron who organized the event, Sandi, Jared, Tom Hennessy, all the volunteers, thanks going out to everyone who’s worked on it.
  • Thanks go out to the whole community as well
  • Chris says thanks to everyone who’s supported SC. See you in the ‘Verse and at Cit Con where they’ve got really cool stuff to show. SQ42 will be shown at Cit Con, and some other stuff we’ll really like. If you thought tonight was good…

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2 comments

  1. […] 1 | Day 2 | Day 3 | Presentation | Day 4 | Day […]

  2. Max

    *headdesk* *duble facepalm* *headdesk* who did they outsource the streaming to? TOP. MEN. from the kindergarten next door?!?

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