CitizenCon 2954: Brave New Worlds

The CitizenCon 2954 presentation “Brave New Worlds” highlighted advancements in Star Citizen’s planet and biome generation, focusing on data-driven methods to create diverse and immersive environments. Key features included improved terrain and vegetation systems, a modular design for interactive locations, enhanced NPC interactions, and advancements in lighting and sound systems to enrich the overall gameplay experience.

The CitizenCon 2954 presentation titled “Brave New Worlds” showcased significant advancements in the development of the game Star Citizen, particularly focusing on the creation and evolution of planets and biomes. Ben Parry, along with other team members, introduced the concept of leveraging data-driven, physically-based rules to generate diverse and scientifically plausible environments. The presentation emphasized the importance of creating rich, exploreable worlds that feel alive, with players discovering adventures organically rather than relying solely on predefined mission points.

The first phase of the Genesis system, presented by Will Hayne and Ali Brown, detailed improvements in planet generation, including the introduction of new data sets such as soil type, geology, and climate. These enhancements aim to create emergent biomes that vary dynamically across planets, allowing for more realistic flora and fauna distribution. The team demonstrated how the new terrain shader and vegetation systems would work together to produce natural-looking environments, with a focus on achieving high density and visual fidelity without compromising performance.

The presentation then shifted to the topic of location density, where the team discussed the need for a larger number of interactive and immersive locations within the game. They introduced a modular design approach, using a tool called “Starchitect” to scatter thousands of locations across planets based on logical rules, ensuring that each location has its unique identity and purpose. This method aims to enhance exploration gameplay by providing players with varied and interesting places to discover, while also ensuring that missions are integrated seamlessly into the environment.

Francesco Ruchi presented the next phase, focusing on how NPCs will interact with the newly created environments. He described how life will adapt to the dynamic worlds, with NPCs responding to environmental factors such as time of day and weather conditions. The introduction of perception systems allows NPCs to react to their surroundings more realistically, enhancing gameplay depth and immersion. The cover system was also improved, enabling NPCs to utilize the environment for tactical advantages during encounters.

Finally, Ben Parry and Graham Philipsson discussed advancements in light and sound systems, emphasizing the importance of realistic audio-visual experiences in the game. They showcased a new global illumination system that dynamically adjusts lighting based on environmental conditions, as well as a systemic approach to sound that responds to player actions and environmental changes. The presentation concluded with a demonstration of weather effects, including dynamic clouds and rain, which impact gameplay and player interactions, further enriching the immersive experience of Star Citizen.