Star Citizen: Around the Verse - Serialized Variables

“Chris and Erin Roberts host this week’s episode, which focuses on how serialized variables make networking a game of this size and scope possible. Plus, Los Angeles provides a studio update.”

In this episode of “Around the Verse,” Chris Roberts and Erin Roberts discuss the ongoing development of Star Citizen. They highlight the importance of having the entire production team on the same page to track progress and ensure smooth integration of new features and assets. One of the exciting upcoming technologies is Serialized Variables, which is a critical system that improves the game’s networking capabilities. This system simplifies the coding process for programmers and reduces the risk of bugs. It also enables data to be serialized over the network, stored in a database, or saved as the game state.

In the Los Angeles studio update, senior producer Eric Kieron Davis discusses the various tasks and features being worked on for SC 3.0 and Squadron 42. The narrative team has been busy creating component descriptions and NPC voice packs, while also developing a resource for tracking dialogue lines for mission givers and NPCs. The team is also focusing on immersive environmental storytelling by creating props, posters, signs, and set dressing. The cargo mechanic is being introduced in 3.0, with cargo grids and the ability to transport commodities like minerals, scrap, and food. Object containers have been implemented for planetary and space locations, making level creation and editing more efficient.

The lead network programmer, Clive Johnson, explains the importance of Serialized Variables in networking the game. This system simplifies the process for programmers, enabling them to mark variables that need to be serialized. The system automatically handles the serialization and optimization of data, reducing the risk of errors. Serialized Variables also play a crucial role in building a seamless persistent universe by allowing control to be transferred between servers using tokens. This enables entities like AI pirates to move freely in the simulated universe.

Lastly, the hosts remind backers to enable 2-step authentication for account security. They thank subscribers for their continued support and announce the upcoming episode of Happy Hour Friday where Ben Lesnick will discuss the game Wing Commander. The episode ends with a heartfelt thank you to all the game’s backers for their support and enthusiasm.

Overall, this episode highlights the importance of having the production team on the same page, introduces the serialized variables system, discusses ongoing development tasks, and reminds backers to ensure account security.