Star Citizen Live Gamedev: Making FOB

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Published 2024-07-26
On this week's gamedev episode of Star Cititzen Live, Lead Environment Artist John Griffiths takes the Distribution Centers and gives them a Pyro flair to create a new forward operating base POI.

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Roberts Space Industries is a spacecraft manufacturer within the persistent-world game "Star Citizen" and its companion single-player spaceflight sim, "Squadron 42." RSI is also your portal for information, updates, and purchases of your very own spacecraft with which to trade, plunder, and protect the citizens of Star Citizen.

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All Comments (21)
  • @Nayrock
    Jared is my favorite person on the internet, period. Always makes me chuckle haha
  • (Affectionate) Jared, get in the locker for that Jetfire story. (Affectionate)
  • @whoisj
    engineer -> manager -> engineer -> manager -> engineer . . . sounds like my career. 🤣
  • @BC-vv3ot
    I’m relatively new to star citizen. The game you guys are making is really cool. The game is beautiful. I’m hoping that the implementation of server meshing and its stabilization will be a strong foundation for bigger changes in the future.
  • @odsgaming105
    it'd be cool if they made bunkers surfaces look like that, makes it look alot more interesting then just a building in the middle of no where
  • @AAX1975
    ROFL. Right when I was like...does FOB mean FOB....Jared was like...FOB means FOB. Awesome stuff!
  • @Ken211
    I coulda swore he was about to call out SaltEMike at the beginning there 😆
  • Maaann i'm listening to this at work and you drove me CRAZY with that Teams call. I was like "Where's the freakin answer button?!?"
  • @joshua41175
    SaltyJared making a return after scrolling through SC youtube thumbnails.
  • @Mr_Flerb
    It makes me inexpressibly happy to see Spaceship Earth on your shelf. I knew EPCOT was a strong source of inspiration for SC, but it’s lovely to see it.
  • @ph11p3540
    These are the first level designers who say there should be no such thing as dead ends to trap players. Every other FPS game I have experienced has had carefully designed hidden death traps by design. You guys fundamentally broke that level design rule and I love you for it.
  • @Hemebean
    Great to see these guys together ;)
  • @kryptostheos2770
    This is why this game takes so long to make because they are making the systems to make the game first. But the way they are approaching this is going make the final product something special. I tell everyone all the time that this is the only game truly raising the bar of game design.
  • @sounddd
    wait complex integrated highways, we just wanted some nice roads through the mountains of microtech to a destination of importance or something like that, but i guess if spaceflight is so common it makes no sense, but are we that far in the future where roads aren't needed, aren't there roads and vehicles inside cities so what is stopping you from putting POI's out there that have one long road within reach of most ground vehicles from a city, just one road, somewhere! Even if for hiking, recreation etc, make the verse feel more alive, it feels like nothing is habitable and no one has trekked or explored anything ever lol, minus a few ship wrecks but I would expect more when you have the scale you have..
  • @eXpG_Harlock
    Whenever i watch these i can feel the fun in the voices. They love their job so much.
  • @Hippida
    You'll Never get fired Jared. Presenting content as they are in fact just around the corner, knowing it may not be released for years, that is a rare talent. All this deception, and we still Love you. Jared is a Unicorn
  • @WillPOWR
    Pretty neat watching skilled people doing their craft.
  • I would find loading cargo far more immersive if I had a cargo loader "walker" like in the aliens movie, or a hovering forklift / telehandler.
  • @angepano8591
    The great thing about SC content is...if people don't rage about something it means they don't care. So, there's no shortage of people who care.