Star Citizen ATV Video Covers Improved UI, Character Creation, AI Animations
Star Citizen ATV
(Last Updated On: June 9, 2017)

Roberts Space Industries released a new Around the Verse episode that covers some of the updates for the game leading toward the release of alpha 3.0. The new episode is just over half an hour long, giving gamers a look at a lot of new assets they’ve been working on, new animations they’ve added, new AI logic algorithms, new effects, new damage modules, and a look at the modular derelict ship missions.

The episode was posted up over on the official RSI website. The first 10 minutes covers a large swathe of the development that the U.K., studio has accomplished over the past month. You can check it out below.

One of the most important features they’ve worked on is the UI. The in-game GUI has been updated, along with context sensitive user interface hints to help players navigate usable objects, actions and panels within ships, space stations and other areas of gameplay. The in-game UI was one of the most highly criticized features in the current alpha builds of Star Citizen, so the all new context sensitive UI will roll out with alpha 3.0.

The UI update also ties into how the mission structures are setup and how players can easily see what new missions are available, what he objectives are, and what the bonus objectives are.

New spawn locations have been added as well as refined spawning for players who spawn into space stations within the persistent universe.

Another new feature that they’ve added are better animations for NPCs, including smoothed movements, idle stances and walking animations. This also ties into the new AI pathfinding algorithm that blends the animations and movements of the characters, so instead of moving like they’re nutcrackers on a clock track, the AI NPCs will move a lot smoother with granular smoothing as opposed to moving and turning from node to node.

The character creator is also planned for release in alpha 3.0.

Star Citizen - Character Creation

They briefly showcase what the GUI looks like for the character creator, which will allow players to craft and make their character the way they want.

Briefly they discuss the interstellar nebula backgrounds becoming a big part of the traversal process, while also mentioning that they will be utilizing new volumetric and particle effects to give the vast expanses of space a lot more character so it’s not just blackness bespectacled by the light of stars.

The rest of the video covers the item 2.0 that they’ve been talking about for months, along with how they’ve had redo the way the seats and interactivity works with getting in and out of vehicles and messing around with stuff, along with a brief look at more improvements and art assets being implemented for the truck stops.

Alpha 3.0 is still a long ways off, but it’s supposed to be the defining turning point of Star Citizen’s development. If the procedural planet feature actually works as intended it would be a breakthrough in the AAA development space, along with the use of item 2.0. A lot of people are cautiously optimistic about alpha 3.0 just because of how much it promises to add to the game, but it would cement in a lot of necessary components so that they can start the final stretch of adding in miscellaneous mechanics, quests, and the finalization of the core gameplay.


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About

Billy has been rustling Jimmies for years covering video games, technology and digital trends within the electronics entertainment space. The GJP cried and their tears became his milkshake. Need to get in touch? Try the Contact Page.

  • Joe_Blober

    Nice summary Billy.

    Complementary information: Alpha 3.0 aka Star Citizen 3.0 (MMO) is planned for release to Evocati (super Backers testers) by end of June or so, then after several weeks of test/bug fix released around end of July to PU (Persistent Universe) to backers.

    Then will follow 3.1 and 3.2, okay without too much surprise 🙂 by end of 2017 bringing job missions like Mining, Bounty hunter and more.

    Squadron 42 Chapter 1 (solo) will get a schedule for release later this year.

    I strongly suggest to Readers to check latest “youtube Star Citizen ATV” which are the weekly update, seen in this article.

    • Ulric L. Wolf

      ,,,of course the leaves out that Chris originally stated a ‘release’ of 3.0 bye Dec 19th of 2016.

      Now, it’s seen removal of the Stanton system, and have been ‘pushed’ from june to late july ‘release’, presuming it is not pushed back (repeatedly) again.

      “Squadron 42 Chapter 1 (solo) will get a schedule for release later this year.”

      Which was also hyped as to be ‘released’ EoY 2016, then 2017… with the most recent ‘status’ being “Hopefully – 2017”

      • ,,,of course the leaves out that Chris originally stated a ‘release’ of 3.0 bye Dec 19th of 2016.

        Dude, take all of their tentative release schedules with a huge grain of salt. It’s open development, and every new thing will break an old thing or will require an update for a newer thing.

        I’ve always said that they should just stop putting time frames on things because it’s never going to go according to plan. They should just set tentative possible windows but at this stage it’ll never be set in stone until all of the core mechanics are finished from top to bottom.

        • Ulric L. Wolf

          Dude, can the ‘tentative release schedule’ BS… most of those ‘dates’ were given without Chris’s little caveat or the infantile ‘dodge’ of “He didn’t pwomise!”

          Repeated Scaling issues, Illfonic-Star Marine.. these are management failures not ‘never going according to plan’.

          If/when you are CHRONICLY off by a factor of 1/2 a year+, there are problems, issues beyond ‘not going to plan’…. and therein is part of the ‘rub’.
          55-56 months and they’re no where near having ‘core mechanics’ anywhere near implemented in the some of the most basic systems.

          • Dude you have no clue how AAA development works. Three years of work and BioWare Montreal had to scrap a lot of it and go from scratch because they couldn’t get core systems to work in Mass Effect Andromeda. It had a five year development cycle; so more than half of that time was spent on stuff that didn’t even make it into the game.

            This is what open AAA development looks like. There will be delays, especially if you know the first thing about gutting a game engine and building a network and procedural design infrastructure from scratch. Unless you’ve worked on or have already built an engine, you’re only talking out of your a$$ about how long you think it takes to make one.

            I would say they’re actually about ahead of schedule due to the scale of the game.

            Look at DayZ, they also had to gut their engine for the Enfusion and it’s still not finished. They’ve been working on that since around 2013 and DayZ is no where near as big in scope as Star Citizen.

            It took almost ten years to make World of Warcraft. Last Guardian was in development for nearly a decade, along with Final Fantasy XV, and both of those games aren’t even close in scope to Star Citizen.

            You’re complaining that a game using a procedural galaxy generator with cinematic-quality visuals is off on its time-schedule by half a year?

            GTFO with that noob nonsense and go read up on some actual documents of how long it takes to gut and re-engineer an engine from the ground up. Hint: It’s not easy.

            A perfect example is APB: Reloaded going from Unreal 3 to Unreal Engine 3.5. Again, much smaller in scope than Star Citizen but it’s taken them years to port over to the new code after gutting out the old UE.

          • Ulric L. Wolf

            ROFLMAO, ah yes the next cry of the fan boy ‘You have no clue’…

            Lol, guess again zealot…

            I REALLY like you skip over the basic level SCREWUPS by CIG I mentioned.
            Shall we discuss how much time and money was wasted in the star marine-illfonic fiasco? Not because ‘coding is hard’, no… that’s pure management incompetence.

            10 years for Wow? ROFLMAO

            “You’re complaining that a game using a procedural galaxy generator with cinematic-quality visuals is off on its time-schedule by half a year?”

            NOW I know what your problem is…your reading comprehension is horrible.

            Let’s start with ‘cinematic-quality visuals’ rofl, try again. Stop drinking the CIG kool-aid first. The ‘quality’ and ‘fidedlty’ is NOT ‘cinematic’ quality, and it’s not using a ‘procedural galaxy generator’. Sheesh talking about gilding the lilly…

            Hell it was 2015 when Chris announced the guys handling proc gen had made better progress than planned. Proc Gen was a stretch goal planned for post release use.
            We’re not ‘talking’ a half year off timeline….it’s YEARS off it’s ‘timeline’. Every primary module but 1 has been 6+ months late. DFM 7 months, Star Marine…rofl a year? Gee how about 3.0, 7 months past the ‘original guesstimate’ and growing.
            Gee what’s the cumulative effect there?

            Reality is you’re the clueless twit.

          • Shall we discuss how much time and money was wasted in the star marine-illfonic fiasco

            Why would I mention it when Star Marine is already playable? In AAA game development there are a lot of times where some prototypes don’t work. Sometimes they have to redo entire segments. It’s not a fanboy comment it’s called science you idiot. Programming is not something you take and throw at a wall and hope it sticks. You have to exact the science to make things work, and if they don’t work you scrap it and start again. Yes, they had to scrap and start Star Marine again. This happens all the time in game development.

            Anyone who has worked on a game knows that.

            10 years for Wow? ROFLMAO

            So you have no rebuttal about actual dev cycle times, just laughter? What are you 12? At least act 15. It took nearly half a decade for just the core game, and another four or five years before they peaked.

            Let’s start with ‘cinematic-quality visuals’ rofl, try again.

            You really are an idiot. Here’s a screenshot since you don’t know how to navigate Google.
            https://flic.kr/p/rAwVG7

            We’re not ‘talking’ a half year off timeline….it’s YEARS off it’s ‘timeline’.

            Years off of what? Compared to what? It’s a game with procedural planet generation, space flight, FPS combat, vehicular gameplay, and CG quality visuals and animation. Please, oh wise one, what game was designed in a shorter time-frame that featured everything Star Citizen does on the same budget? Take your time, I’ll wait.

            Every primary module but 1 has been 6+ months late.

            Yes, because that’s what happens when you have to engineer a lot of the infrastructure from the ground up. Try designing your own modules in UE4 or Unity (it’s free) and get back with me when you try to do something more ambitious than printing “Hello World” to the screen.

            DFM 7 months, Star Marine…rofl a year?

            A year off for an entirely separate FPS game module? Only a fool would say that a fully functional FPS module being a year late is a bad thing. ME: Andromeda had a three-year-late procedural planet generation system that didn’t even work.

            Gee how about 3.0, 7 months past the ‘original guesstimate’ and growing.

            So what? It took Keen Software House three years to achieve single planetary generation instances. Are you seriously so daft to complain that it took them seven months? Are you even being serious right now?

          • Ulric L. Wolf

            Lol, I get it… you have absolutely no clue WTF has been going on with Development of SC beyond the marketing bs spewed forth by CIG.

            “Shall we discuss how much time and money was wasted in the star marine-illfonic fiasco

            Why would I mention it when Star Marine is already playable? In AAA game development there are a lot of times where some prototypes don’t work. Sometimes they have to redo entire segments. It’s not a fanboy comment it’s called science you idiot. Programming is not something you take and throw at a wall and hope it sticks. You have to exact the science to make things work, and if they don’t work you scrap it and start again. Yes, they had to scrap and start Star Marine again.”

            ROFLMAO, as I said you have no farking CLUE. Dude, pull your head out of Roberts arse and do some research. Time and money wasted not because of prototyping Star Marine and it sure as hell wasn’t ‘programming’ issues
            . Plain and simple MISMANAGEMENT was the issue there.

            Gee how about 3.0, 7 months past the ‘original guesstimate’ and growing.

            So what? It took Keen Software House three years to achieve single planetary generation instances. Are you seriously so daft to complain that it took them seven months? Are you even being serious right now?”

            Gee, you might have a point if the delay was actually PROC-GEN related… but oh gee, it’s got nothing to do with that. However, let me congratulate you on demonstrating your horrid reading comprehension.

            In each of your attempts (or rather, failures) to rebut my comments you’ve repeatedly failed by demonstrating no knowledge/understanding of the
            cause behind any of them… one would think you’d at least be somewhat familiar with CiG’s statements/commentary in regards to each of those delays…but you, Lol, you’ve displayed absolute, clueless ignorance.

          • “Hurr durr, CIG er fayures! Hurr durr!”

            Dude, that is literally your argument. No one gives a sh*t about the hurdles of Star Marine if it’s already playable, and it is.

            https://youtu.be/OqHUik56Yhg

            If it works, then whatever numbskull argument you have against it is moot. No one cares about what didn’t work during prototyping if they already have a finished module. Period.

            Gee, you might have a point if the delay was actually PROC-GEN related… but oh gee, it’s got nothing to do with that.

            It doesn’t matter. They have multiple modules in the works at the moment and there’s a lot of fine balancing taking place between each each module so the whole networking infrastructure doesn’t crash and burn.

            As I said, even as big as the game is they’re still ahead of schedule compared to games like Space Engineers, DayZ and APB: Reloaded, each of which had to go through similar processes to either gut their engines or restructure the pipeline for a larger scope.

            The fact you would rather troll with “hurr durr” comments shows me just how much you don’t know about game design. When they’re actually ahead of schedule compared to the design time-frame of similar projects, then all it does is make your argument look like it’s coming from an arm-chair mercenary with absolutely no knowledge about programming, engine design, or network infrastructures.

          • Ulric L. Wolf

            Wrong moron, just psychotic zealots like yourself that ignore the problems of the past, refusing to learn from history.

          • It took you three days to come up with that? ROFL.

            http://imgur.com/k1mUUFR.png

          • Ulric L. Wolf

            No, it’s just demonstrates that, unlike yourself… I do something beside sit @ the computer monsterbating to Chris Roberts 24/7.

          • There is absolutely nothing wrong with monsterbating… it’s all the rage these days, bro. Get with the times.

            http://www.jazjaz.net/wp-content/uploads/2013/11/Godzilla-The-Calendar-of-Sexy-Monsters-Erika-Deoudes_thumb.jpg

          • Joe_Blober

            Good job Billy trying to educate Ulric even if the chance is quite low he never see the light, not the light of Roberts the One but basic game developement workflow 🙂

            Yours comments make you my favorite Mod of all sites having shared information about SC… and this is quite an achievement on my personal scale of valor:)

            As a long time backer, I know truth is important and that… you won’t be shy to tell what you think and provide useful critical anlysis about upcoming major patch.

          • No prob. I’m not an SC fanboy or anything, but I just see so much misinformation surrounding this project and a lot of people ignoring basic info regarding design tenets and workflow pipelines, and how they affect development. Even with RSI posting up weekly updates regarding development there’s still lots of misinfo being peddled.

            Crazy times.

          • Joe_Blober

            Good job Billy trying to educate Ulric even if the chance is quite low he never see the light, not the light of Roberts the One but basic game developement workflow 🙂

            Yours comments make you my favorite Mod of all sites having shared information about SC… and this is quite an achievement on my personal scale of valor:)

            As a long time backer, I know truth is important and that… you won’t be shy to tell what you think and provide useful critical anlysis about upcoming major patch.

          • There is absolutely nothing wrong with monsterbating… it’s all the rage these days, bro. Get with the times.

            http://www.jazjaz.net/wp-content/uploads/2013/11/Godzilla-The-Calendar-of-Sexy-Monsters-Erika-Deoudes_thumb.jpg

          • It took you three days to come up with that? ROFL.

            http://imgur.com/k1mUUFR.png

          • Kuari

            I always find it amusing that those arguing about those more accepting of the problems going on with CIG always have to call fanboy and zealot rather than going into actual detail on why its unacceptable…

            I think it says a lot about where the viewpoint stands especially when those who bring up WHY they’re accepting of it often bring up multitudes of examples of delays happening for a wide variety of reasons, clearly demonstrating such problems are not unique here nor are they normally limited to any one specific area of development.

            If you actually gave a damn about history and the like you’d actually pay attention to it and use such history to prove your point rather than calling “fanboy” and the like. The only example I’ve seen anyone even attempt though is Duke Nukem Forever… which literally was scrapped completely like every couple years. Haven’t had any complete scraps like that for Star Citizen yet.

          • Kuari

            I always find it amusing that those arguing about those more accepting of the problems going on with CIG always have to call fanboy and zealot rather than going into actual detail on why its unacceptable…

            I think it says a lot about where the viewpoint stands especially when those who bring up WHY they’re accepting of it often bring up multitudes of examples of delays happening for a wide variety of reasons, clearly demonstrating such problems are not unique here nor are they normally limited to any one specific area of development.

            If you actually gave a damn about history and the like you’d actually pay attention to it and use such history to prove your point rather than calling “fanboy” and the like. The only example I’ve seen anyone even attempt though is Duke Nukem Forever… which literally was scrapped completely like every couple years. Haven’t had any complete scraps like that for Star Citizen yet.

          • Ulric L. Wolf

            It goes hand in hand with the “no clue how AAA development works.” bullshyte.

            If/when someone wants to have a solid discourse, great…but when it naught but repetitive excuses why bother with the time and effort Karui?

            Let’s take the previous discourse, B here wants to ignore/discount any/all previous ‘delays’, much like Chris wants to toss out guesses like candy out of pinata.
            2015 – Star Marine was a prime example of failure in proper management, compounded by the fact that it was a repeat of the same failures internally.
            Yet B here wants to ignore it, blow it off?
            How about 3.0 & Sq42? History demonstrates a chronic pattern of seriously under estimating complexity and remaining ‘work’ to be done by certain personnel. Including one key individual that in 2015 made the statement ” so I have heeded all your wishes to not give out dates until we are sure” . Of course, what do we see after this? The same old pattern repeated once again…

            Don’t mention or bring that up however, welcome to the 21st century of the crusades… ‘Thou shalt not talk ill of SC’, ‘Chris Wills It!’

            p.s. “Haven’t had any complete scraps like that for Star Citizen yet”
            Amusingly I’ve seen a few ‘claims’ in defense of SC, claiming 2013-2014 ‘start date’ for essentially just that due to the ‘funding’.

          • Kuari

            It gets blown off since such estimates being off are for better or for worse COMMON. As demonstrated my a multitude of other Kickstarter projects that are/were a bit behind. Hell, I’ve personally experienced some of the things that can cause these kind of delays on a small scale when earning my AAS. Even one of the biggest detractors of Star Citizen has in fact delayed his game to extreme amounts.

            Or lets look at some more recent examples that we KNOW were delayed. South Park: Stick of Truth was delayed about a year. Fractured But Whole is looking to face a similar delay. These games are ones you’d think would be on a much simpler scale than Star Citizen but enough went wrong for around year long delays.

            Red Dead Redemption 2 has been pushed back by about half a year so far.
            Horizon Zero Dawn
            Nier Automata
            Star Trek Bridge Crew
            Persona 5 had a multi-year delay
            Breath of the Wild was originally going to be released prior to the Switch

            I could go on and on and on. So many games get delayed significantly for so many different reasons. Its either accept those delays or accept half-assed products you get from the companies that enforce am iron clad date with nothing being able to change it. Personally I prefer the former.

          • Ulric L. Wolf

            Lol, thanks for demonstrating my point. 🙂

            Now try this, remove ‘dev house’ games, leaving only ‘KS’/Crowdfunded games from your list.
            Find your list of project that are still in pre-alpha state 1.5-2x their original claimed ‘release’, remove anything outside this.
            Read further than the word ‘delay’.

            Come back once that filters through….

          • Friday the 13th: estimated launch date – Nov , 2015
            Delayed by two years. Launches May, 2017
            https://www.kickstarter.com/projects/613356213/friday-the-13th-the-game/posts/1895830

            Mighty No. 9 estimated launch April, 2015
            Launches June, 2016
            https://www.kickstarter.com/projects/mightyno9/mighty-no-9/posts/1609534

            Limit Theory estimated launch Jan, 2014
            Launches – still in pre-alpha three years later
            https://www.kickstarter.com/projects/joshparnell/limit-theory-an-infinite-procedural-space-game/posts/1880761

            Tokyo Dark estimated launch: Oct, 2016
            Launches – still in pre-alpha
            https://www.kickstarter.com/projects/114971883/tokyo-dark/posts/1893527

            Descent Underground estimated launch: Mar, 2016
            Launches – Not even in pre-alpha
            https://www.kickstarter.com/projects/descendentstudios/descent-underground/posts/1786065

            Drift Stage estimated launch: Dec, 2015
            Launches – Not even in pre-alpha or in Early Access
            https://www.kickstarter.com/projects/1910344764/drift-stage/posts/1891277

            As I mentioned before, you have no idea what you’re talking about because you’ve never designed or worked on a game in your life. Even tiny indie projects can get delayed by a massive degree.

          • Ulric L. Wolf

            Congratulations, you still fail @ reading comprehension. I have not claimed or stated that projects big or small do not get delayed. 🙂

            See if that can filter past BR’s bunghole into your brain.

            p.s. What YOUR list does demonstrate… get out of the house, get some sunlight.

          • p.s. What YOUR list does demonstrate… get out of the house, get some sunlight.

            http://i.imgur.com/I0Bq05R.png

          • Kuari

            Except Crowdfunded game development is literally ZERO different from normal development beyond how much is public, but if you’re talking ones that are still in production and haven’t been cancelled (very long list) or released after long delays ranging from management to technical issue, that doesn’t leave many. Adding those two things does add quite a bit to the list, but of those I know of?

            Hero-U

            Willing to bet there are more though and as I said removing those others is pretty significant. I mean, hell, Mighty No. 9 should be on the list frankly. Clearly they needed more time on level design.

            The other problem is that many others like Shenmue 3 have given us next to no information. Again though your statement is exceedingly restrictive because if Star Citizen comes out then even THAT wouldn’t fit in with your statement, yet someone past examples of similar results isn’t good enough for you? Come on. You were just saying to learn from the past now you want to ignore the past when its not in your favor.

          • Kuari

            I always find it amusing that those arguing about those more accepting of the problems going on with CIG always have to call fanboy and zealot rather than going into actual detail on why its unacceptable…

            I think it says a lot about where the viewpoint stands especially when those who bring up WHY they’re accepting of it often bring up multitudes of examples of delays happening for a wide variety of reasons, clearly demonstrating such problems are not unique here nor are they normally limited to any one specific area of development.

            If you actually gave a damn about history and the like you’d actually pay attention to it and use such history to prove your point rather than calling “fanboy” and the like. The only example I’ve seen anyone even attempt though is Duke Nukem Forever… which literally was scrapped completely like every couple years. Haven’t had any complete scraps like that for Star Citizen yet.