Hello (from one of the devs)
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Tagged: joysticks LEAP controls
This topic contains 427 replies, has 273 voices, and was last updated by
Dunnlang 5 months, 1 week ago.
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October 18, 2012 at 2:37 pm #25804
Hi all,
I just wanted to introduce myself. I’m the designer/coder for the Star Citizen HUD and additional 2D elements. While a good deal of my work wasn’t integrated in time for the live demo, that was largely because what we’ve been doing has pushed the limits of Scaleform and CryENGINE – and is radically different from the standard game HUD formula that’s prevailed for the last decade. Taking inspiration from previous Chris Roberts ship controls, nothing in our work is similar to the templates you’ve seen in more recent games; it’s been engineered from the ground up to deliver an unparalleled degree of control and detail to the pilot. Chris is an inspiring guy to work for, and I’m honored to have been picked for the job. We aren’t cutting any corners. All the elements of the HUD systems we’ve developed are based on procedural algorithms and can be customized to different ships and styles to a huge degree of depth and flexibility, keeping the scope of the universe in mind. My task is to pack as much useful information as possible into tight, clear displays, to give pilots those crucial visual cues that can mean the difference between life and death in a dogfight. The HUD will be your friend, and learning to read it reflexively will shave crucial milliseconds off your reaction time. Sometimes it feels more like I’m developing an avionics package for the military than for a game!
For my qualifications, I have 15 years in Flash/Flex development, including dozens of casual games and a custom gaming platform for a Bitcoin site I operate. I’m very much a DIY, self-employed developer, and this is my first team effort in over ten years. But this is a game I’m dying to play, and I couldn’t say no… I’ve been a fan of Chris’s work since I was a kid playing Wing Commander, and it’s a dream job for me to work with the team he’s assembled.
There are lots of reasons to pledge to this project, but one of the best (in my view) is that the authenticity of the flying/fighting experience is going to be unparalleled. I can confirm that all the pieces are in place to ensure that it will be – and as for the avionics, I think this HUD will be the gold standard in “AAA” games for the next decade or longer.
I hope to hear your feedback as we go along, and thank you all for showing your support and helping to building this awesome game!-
This reply was modified 7 months ago by
Josh Strike.
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This reply was modified 7 months ago by
Josh Strike.
October 18, 2012 at 2:43 pm #25825Nice to hear from someone inside! I appreciate your hard work and dedication to make this an above-average game and yes, I’ve pledged
If there’s some concept art of your work (HUD), I’d be glad to see it!
October 18, 2012 at 2:46 pm #25834October 18, 2012 at 2:48 pm #25840Nice to meet you! Looking forward to seeing your work!
Close cover before strikingOctober 18, 2012 at 2:53 pm #25859o7
Hi! Now you’ve gone and made me curious! Need to see some work in progress there, mister!
October 18, 2012 at 2:53 pm #25860\o/ That our man! \o/
Hope we see sth awesome soon
October 18, 2012 at 2:56 pm #25873Hello, it’s great to hear from a developer! Please post when you can, it will help us pass the time until we can enjoy the fruits of all your hard work.
October 18, 2012 at 2:56 pm #25875It is great to hear from the development team! Time to treat you guys like the superstars you are becoming (when games have higher revenues than movies… that is what they are)!
Keep us updated on the progress!
October 18, 2012 at 2:57 pm #25877They should really make a section at the homepage dedicated to the team.
Also nice to have you here, we appreciate you’re work and cannot wait to see what you did with the HUD.
Star Citizen Wishlist — http://www.robertsspaceindustries.com/forums/topic/star-citizen-wishlist/
Check out the unofficial Star Citizen FAQ – https://docs.google.com/document/d/1PpyHDNdAsKqS6khYnAlbvaXCfRJzIX-3lyeoTDduZ2w/edit
GanjaOctober 18, 2012 at 2:58 pm #25880*Shakes with excitement… falls off chair… dead*
@Josh Strike: Thanks so much for the post! Fantastic to see the Devs getting behind the project like this (not always a given), sounds like the dev team has caught Chris’s vision and have a sense of excitement and ownership with what they’re creating. Sounds awesome!
October 18, 2012 at 2:58 pm #25882welcome!
you need a dev account

And I demand that I am Vroomfondel.October 18, 2012 at 3:01 pm #25888October 18, 2012 at 3:05 pm #25900Nice to meet you Josh, i’m looking forward to using your HUD when the time comes and i’m sure it will be as easy to use and intuitive as i think it will be
October 18, 2012 at 3:06 pm #25903Check out this vid I just randomly found on Scaleform. Looks pretty impressive, and this vid was from 2 years ago!
October 18, 2012 at 3:07 pm #25906I’m looking forward to showing off the design, and I’ll see if we can’t get a sneak peek in here pretty soon! You can catch a tiny bit of it in the “Immersion” video at http://www.youtube.com/watch?v=VVua4SsaGqU&feature=relmfu which shows some of the earliest integrations of marks, radar and ship displays when you climb into the cockpit. Although this is just the tip of the iceberg, you’ll notice the screen displays there look quite a bit different from anything in the other videos. What you’re seeing (for HUD-skeptics) are functional components with a lot of data layers and controls built in, but they aren’t engaged yet in that video.
Mea culpa, by the way. I was trying to do something that hadn’t been done before, which was part of the reason we missed our integration target, which is most of the reason why the targeting reticles and gun pips weren’t in for the live demo (which is why Chris missed the enemy ship — and why some people seem to doubt the HUD exists). But I promise the end result is well worth it; you’ve never seen this stuff in a HUD before, because we had to rewrite parts of the CryENGINE/Scaleform integration code and roll a whole bunch of new graphics methods just to make it work.
I’ll shut up now before I say too much, and leave it to Chris to make the big announcements
October 18, 2012 at 3:10 pm #25911Hi Josh, nice to hear from a dev, one question about the HUD, is the animation scripted for cutscenes, or does respond to player input, for example when I launch countermeasures, do we see the pilot pushing a button to release them?
October 18, 2012 at 3:10 pm #25912@Josh Strike: No, it’s ok, please… tell us more *slips Josh another drink*
October 18, 2012 at 3:12 pm #25913Hi Josh
please get me back into space , i have been waiting for years . Now mid age i am ready to suite up and bast off once again after being stuck on planet earth , and several dungeons etc over the years . Yet another space game has eluded me for all these years .
Thanks you
“see you in another Universe”
” see you in another Universe “-
This reply was modified 7 months ago by
Shenlin.
October 18, 2012 at 3:15 pm #25920Welcome

[sigpic]http://www.xenocorp.net/H_bardCorner/StarCitizen/GoldWing_NeoSigDeathsnake.jpg[/sigpic]October 18, 2012 at 3:15 pm #25921Josh Strike: The cockpit and its level of detail look very encouraging to me! I like the level of immersion that flight sims give you (DCS A-10 or Il-2, say) and I’d be delighted to see something similar, even if simpler, in Star Citizen. Thanks for posting!
October 18, 2012 at 3:17 pm #25923Nice to meet you Josh and glade to see the team talking to us lowly gamers.
Can’t wait to see the finished product. Also I hope you guys stick to your guns and keep working on this product till its perfect since your not using the pushy middle man! I hate seeing games getting released with patches within the first day to fix errors -_- Just glad to see someone who loves space games enough to push the limits!Created by the gamer for the gamer!!!
October 18, 2012 at 3:23 pm #25936Nice to meet you Josh! Please ask Ben or someone out there to change your forum Rank to “Key Master” or “RSI Developer” so that people don’t take you for a mere mortal forum dweller
. And thank you so much for your introduction. We are all very much excited here and your appearance definitely adds to all that. It sounds like train is taking off!On the bad example of Star Wars The Very Old Republic that had some very creative approach to GUI please consider to have HUD elements customizable by player in sense of ability to allow us re-arrange the HUD, if possible and viable. Or at least if possible allow us to minimize the gadgets so that we can switch between full view to a limited view similar to Freelancer.
“Squadron 42 Reserve” – SC fleet for players in EST, PST and CST time zoneshttp://www.robertsspaceindustries.com/forums/topic/recruitment-name-pending-merc-like-fleet/

CR on SP, MP, Instancing, Boardinghttp://www.robertsspaceindustries.com/chris-roberts-on-multiplayer-single-player-and-instancing/
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This reply was modified 7 months ago by
Shepard.
October 18, 2012 at 3:24 pm #25939Am I right to assume this will work perfectly when using an Oculus Rift? Menus and HUDs always were the red-headed stepchild when it came to 3D technologies.
October 18, 2012 at 3:25 pm #25941Hi Josh – thanks for posting here too.
It’s always nice to hear something from ‘the guys behind the curtains’.

Not to try is to admit defeat!October 18, 2012 at 3:27 pm #25944 -
This reply was modified 7 months ago by
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