Star Citizen Live Q&A: UI Features 3.23

Starting in a few minutes.
Already started.
Updated to YouTube link.

Highlights, credit goes to Hencaric:

Devs: Gabriel (Systems Designer), Bone(Technical Director), Zane (UI Developer/Programmer/Designer), and Emily (UI Programmer), don’t forget Pete!

Notable Information:

Click Here for Full Q&A➣ Q: Will we be able to select a default zoom for maps depending on my player state?
ㅤ✦ A: It won’t be player controllable but they are actively working on different states the starmap should start in. There is also a key bind on the way for better Starmap navigation.
Q: Are filters (services, amenities, etc.) planned to make POI discovery easy?
ㅤ✦ A: It’s not a top priority now but is planned.
Q: Will pins and map markers be persistent between play sessions?
ㅤ✦ A: It’s planned but requires additional backend work.
Q: Will we be able to share custom markers?
ㅤ✦ A: Yes, it’s planned.
Q: What has been considered UI-wise to help with landing?
ㅤ✦ A: There are plans for UI elements such as navigation brackets, altitude ladders, etc. but they are in the discovery phase.
➣ There are numerous concerns and tech challenges they need to work through for a lot of UI items, particularly when they engage with other game systems. Server-meshing adds to these hurdles.
Q: Why is the UI so holographic?
ㅤ✦ A: It stems from an attempt to have the world be immersive and connected, to feel like it is all contained within the universe. They know there is a line between being readable and futuristic they need to toe, and they have adjustments planned. The mobiGlas particularly is supposed to embody the holographic elements of their design but they acknowledge the feedback.
➣ Short Answer: The UI is diegetic and part of the world, not just layered on top like other games.
➣ Readability continues to be a major issue they face, particularly due to some of the other factors in the game and its wide variation of scenarios and settings users can be using them in. They feel that internally it’s headed in the right direction.
Q: Will there be accessibility options with these systems?
ㅤ✦ A: Yes they will address the needs of those members of the community but need to get the baseline functions and styles out first. These will include such things as font adjustment or colorblind settings among others.
Q: What other mobiGlas apps may we see in the future?
A: First we will see updated versions of legacy mobiGlas apps that have not been updated, this will come with an expansion of features such as org capabilities under their own dedicated app.
Q: Why did it take so long to get quantum travel and navigating in a good spot?
ㅤ✦ A: The sheer scope of what this item encompasses meant it was a daunting task and one they didn’t address for some time as they got other deliverables out of the way. Additionally, finding systemic solutions that don’t “cheat” and will allow for future development is difficult.
Q: Why are distances given from the center of the planet in the altitude indicator and why are the poles not aligned?
ㅤ✦ A: There is a new design for these items specifically but it’s more on the back burner for bringing new features to the UI. They know it is an issue.
Q: Why is the circular select wheel so different from the other UI designs?
ㅤ✦ A: Part is because of the diegetic approach but it does have an update that they didn’t have time for yet that will bring it more in line.
Q: Is there a plan to speed up the mobiGlas opening process as the animation is quite old?
ㅤ✦ A: Yes the animation needs updated and will be to decrease the time it takes.
Q: Why does pathfinding not work from foot between levels or planets?
ㅤ✦ A: There is a temporary solution coming but there are transit and other deliverables needed for it to work systemically.
Q: Will there be an easier way to track specifically where your ships are (including abandoned ones) in the future?
ㅤ✦ A: Currently with ships set to stream out but when server meshing and entities are able to exist for longer, they will want people to be able to do so.
Q: What is the plan for better supporting ultrawide and super-ultrawide monitors?
ㅤ✦ A: The idea is to be able to use the FOV scaling to better adapt to the size of the screen and better display the UI based on that which is already present.
Q: Will players be able to adjust and change where the UI elements show on the screen?
ㅤ✦ A: In an ideal world they would rather make the “perfect” layout where it doesn’t need editing and can apply seamlessly to different situations but they are not closed off completely to the idea of having it user-adjustable. They will get it to a place where they are happy with it before they introduce customization options.

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