a jump Point connects two points disperate spaces in the physical space so basically you go through an opening on one side you travel through a sort of a tunnel and then you pop out somewhere else in space jump points are naturally occurring the first discovery of a jump point was actually by accident it was a cargo ship that had a leaky Quantum Drive basically triggered the first opening of the jump point it accidentally slipped inside and then disappeared and they found it several years later when Nick croshaw who basically was the first one who discovered that the leaking Quantum engine was the cause of triggering this rip in time space to basically open up and so he basically kind of solidified the knowledge to be able to replicate it consistently there's been a lot of information shared over the years A lot of it has changed as we've learned and had new ideas so here's a primer on the first jump point we're building today by some of the people that are currently building it and what you see and here is super work in progress so welcome to inside Star Citizen intro to jump points [Music] so a jump point is basically the means of which a player is able to transition from one solar system to another there are two different jump Point experiences permanent and transient the permanent jump points are the ones that are the most stable and they are always available for the player to travel through it's the well-trafficked well-traveled route uh most people will go through which you find on the star map the ones that you would like say transition from Stanton to pyro pyro to Stanton since they're stable and generally larger and easier to travel there are infrastructure built up around them support the Commerce that goes through them on a regular basis so we made a creative decision to remove the circular Gates that we were doing in some of the concept art before it just didn't match the the reality of how we wanted to set these up in the world they're supposed to be naturally occurring and if you have like this infrastructure around it making this circular jump gate then that's not showing like how it actually functions in the world we've lost the sort of size restriction when it comes to permanent jump points so the main jump points that lead from system to system will accept any size ship transi at Jump points are more ferrial first you'll have to find them and once you found them you don't know where they go we like to call in the narrative team the Swiss cheese approach to jump points which are smaller access points to the main tunnel those will still be restricted by small medium and large so basically it it opens up opportunities for smaller ships to kind of sneak their way through a transient jump Point may be only be able to use once it may be a little bit more permanent but you can never tell how long is one isn't Last once you find it if people are looking to avoid scrutiny we'll look for these sort of side routes to get into the jump point to bypass you know security or Customs or stuff like that in 4.0 our first and only jump point will be the one linking Stanton to pyro and Pyro to Stanton maybe the best way to share this design is simply to walk you through the whole thing so we leave lville we put on to our star map and we set our course for the Stanton to pyro jump Point QT there and then upon arrival you will fly down to the Gateway station that's located there because you're going to want to make sure that you're stocked up for your trip into pyro because pyro May well not have the things that you're used to in Stanton you probably want to pick up some ammo and you want to pick up some more fuel probably some more fuses and then after that undock and then turn yourself to view the jump point the jump points uh will be visible from for distance it probably will appear as like a small star kind of a thing that just like pulses and asks you to come near me you'll see like the massive Whirlwind from the gravity pool that the the jump Point itself is creating which is a gas cloud and you'll see it in various different colors or forms you can fly towards where the jump point will be and there is structures in Stanton that sort of lead you towards the jump point when you approach the jump Point what you'll hear is the general Ambiance of the whole area whether that's the distant portal emitting energy or violent clashes of Thunder that is drawing the player into the central Jump Zone and as we get closer this will build up and build up and the player will feel like the being drawn into something primordial with jump points multiple players can take them at the same time so it is probably likely that you will encounter other players waiting to make their jumps and you'll also see like the security and the turret infrastructure around it that's providing a a safe experience on the permanent jump [Music] gates in order to perform your jump the the first thing you need to do is get closer to the jump junk point but you won't be able to go all the way up to it like when it's not active yet it has a field around it that will push you away until you've attuned to the uh anomaly that allows you to go through you have to call ATC the anomaly needs ATC to be able to allow you to enter when you're using a jump Point you're actually just an individual so the ATC calls that you have to make are for you and then the groups that you go in are designated by the ATC if you uh contact ATC at the same time you can be put into a queue together but there's no guarantee that you'll be in the same jump group if you want to jump with your friends you need to make sure that you arrive together and when you call ATC you will be able to see how much space is in the group so if you have friends and you want to jump together you'll be able to know exactly how much room there is in that group and if it's not enough for you and you want to go with your friends later then you can forfeit and you go again in the future I definitely want to have some more quality of life features so where you can get into Queue at the ATC as a party but currently our ATC does not support queuing as a party so you'll just be doing it as an individual once you are within range of it you need to be changing over to nav mode your UI will automatically change to the jump drive UI which will allow you to know if you're aligned if you're tuned if you can go go in if if it's blocked you have a visual input of the UI the uh HUD is moving is turning until you have a a message notification that tells you all right you're align if you look away of course that will trigger the cancellation of that alignment if you move away from your position you'll lose probably your position in the queue you'll have red markers that tells you or you're on the wrong side you have to move to that direction you'll have also kind of like a lending strip where you have the lights that tells you you have to go in through this area so you'll have those rings that pulse and tell you you're correctly align so as soon as the ATC has gotten to your group and you're now able to use the jump gate your jump drive will start attuning to the gate and once you have aor rization and you have open the Wormhole you have the tuning visual that's really similar to the aligning but with tuning messages that tells you what to you need to do and once that's done you'll have tuning access and you'll be ready to go inside while you're ship is attuning you'll see Rippling in the anomaly and as soon as you are attuned then you can fire a burst of quantum energy into the portal that will rip it open and you'll have a gate in space that allows you to see the tunnel Beyond and travel to your new star system when it opens you'll hear the space around the jump point being ripped apart and everything being drawn into it a really gutural swirling sound of all the space around the jump point being dragged into this one Singularity during this drawing process the ships are drawn in automatically you don't have to control anything you don't have to do anything there is in fact nothing you can do that would stop you being drawn in so the plan right now is if there's any obstructions in front of you when you're trying to attune to the gate that it'll break your Attunement so if somebody gets in your way while you're trying to attune your Attunement will pause until that obstruction has gone away however if anybody gets too close to the the jump gate and they're not attuned then they're going to get pushed away which should clear the area for anybody who's trying to get through so for the people who want to block a jump point we are actually considering options as to how to prevent that from happening when you cross the thres you'll you'll hear an instantaneous whip of the ship being pulled in and the changing of atmosphere between deep space and this Singularity that you've being dragged into once you're in the tunnel your ship will be flying at a set speed that's determined by the flow of of energy through the tunnel you'll hear the space around you flying past you at a great Pace like a really long Cosmic drain pipe and you don't have any control of how fast you're going you'll speed up in the streets and slow down the corners to a certain degree but you still have to navigate the tunnel itself is something else it needs a lot of Technical and uh graphical things that needs to happen we've got flickering lights some type of ethereal type of particle effect to show each type of the direction we're flowing we also have fog effects and this idea the always moving towards a strong bright light in the distance the idea we're going off so far is the we're working on the bending of light you'll see impressions of the exterior the location you've just come from and also hints up the way you're going to the walls of the tunnel type of curving the SpaceTime around you and eventually as you travel through the tunnel that Distortion will move away from the initial system you started in and then blend slowly towards the new system you end up in we can kind of do anything we want because it's a enclosed space so we're doing things like uh on the rendering side we're taking the sunlight which which we don't normally need when you're in an a Clos space and we're reusing the sunlight all the tech that goes behind that with high res Shadow maps and these kind of things and directional occlusion and then reusing that on top of using that to create a flickering pulsating effect in the tunnel and we can take a lot of shortcuts and do a lot of cool things that aren't really possible in the rest of the game because we have this totally enclosed and bespoke play Space you will not see two-lane traffic inside the the jump tunnel itself in the jump tunnel you'll see the ships ahead of you and if you look behind you'll be able to sh see ships that are in range behind you but you won't see traffic going the other direction why do you hate fun it's not that I hate fun it's that I want everybody to have a good experience of this tunnel and if there's other ships that you can collide with we want to avoid that kind of situation the player ships when they're traveling in the tunnel are going to be in a line so it's going to be the term that we use internally is ducks in a row so one ship behind another ship behind another ship there'll be some obstructions in some of the tunnels which you have to you have to dodge around um but for the most part it's it's a matter of turning and go and navigating through the tunnel and not hitting the sides because the closer you are to the edge of the tunnel the more likely you are to fail your jump the edges of those tunnels and those obstructions cause Distortion damage to your ship there's a pool on your jump drive and if this pool fills with Distortion then your jump drive will shut down if your jump drive does shut down then you're going to fail that jump you get booted out of the tunnel and there's a number of places in the in the system where you could end up based on like how long you've been in the tunnel you could end up back in Stanton or you you could be in pyro but you're not going to be at at where you wanted to be you're going to be at the edge of the system somewhere you're going have to find your way back currently the jumps that we are toying with are about 3 minutes but this is still open to iteration based on how many ships we want to have in that that tunnel uh how close they are and their trip needs to be long enough in order to cover the transition from your origin system to your destination system when you are arriving via a jump point you will realize that you aren't actually coming through the same entry way that you would have been passing through to go to the next system players will not be able to necessarily camp that point just for you to exit it the intention is that there will be multiple locations where you will exit too and so this will mitigate that threat it's kind of a a shotgun approach coming out of the jump gear because we don't want everybody to be slamming right into each other we want to be able to spread the the the ships out that are coming through and you get your own view of like your new setting and where you're at so when you come out of the pyate side of the jump gate you come out into completely different space than on the stantard side so it's it's sort of like a a cave of gas there's also some structures that lead you directly towards the station you can do anything you like there it's just a normal RNR station that is just nice and safe before you go out into pirate itself which is more dangerous of course we already shown on the tech preview that you can enter uh jump gate and come out the other side and we've got the ability to transfer servers we've got that working even better than we ever thought we could at the beginning we want to make the experience of going through the tunnel as seamless as possible we don't want it to be super hard but we want it to be engaging we're going to save the the challenging experience the the super hard acrobatics for the transient Gates when we get to them we're dialing in the numbers about how many people jump at the same time distance between ships precisely the speed at which ships move down the tunnel things like that there's a lot of variables involved in balancing it and there will be far more testing in the tech preview channel for jump points so you can look forward to helping us figure out there yeah it's really exciting to like be to this point where we're able to deliver this this new system of transferring yourself from one star system to another being able to visit an entirely new star system and having that experience of like going from Stanton to pyro it's going to be exciting thanks for watching and we're all really looking forward to being able to make these jumps and just a normal part of our gaming life there you go which is fun because jumping is fun so what did we learn this week well hopefully a whole heck of a lot about the first jump Point that's currently in development and scheduled to make its way into to Star Citizen Alpha 4.0 in just the next few months yeah I didn't say before the end of this year we're still targeting something a bit sooner than that that's all I'm going to say and while jump points are a major milestone for the development of this game before we let you go this week I'd like to talk to you about a different kind of Milestone unique to the program that you're watching now ISC began in April of 2019 and since then we've managed to tell a variety of different stories about more aspects of game development than your probably likely to find anywhere else that's 200 episodes so far including the one that you're watching right now with no plans to stop or slow down in the future but this journey didn't start in 2019 that's because ISC is only the latest form of a program that's nearly as old as our project before then we were proud to bring you around the verse the talk show at the end of the universe first created by Ben Lesnik and Sandy Roberts and hosted by an entire Cavalcade of cig developers filling in here and there with segments that sometimes spawned into their own serieses like bug Smashers lore makers Guide to the Galaxy ship shape and more that was 228 episodes of filled with a whole bunch of people that may not have always known what they were doing behind and sometimes in front of the camera but doing everything we could to entertain inform and simply showcase the folks who make these video games that were working on but even they built their legacy on our first weekly behind the scenes Talk show created by Eric Peterson and Michael Morin called wingman's hanger with hanger with two A's old heads will know 72 episodes of that set the foundation for cig video content to come even if some of it was just what we shouldn't do should I bring back hazy thoughts no okay so 72 episodes of wingman's Hangar 228 episodes of around the verse and 200 episodes of inside Star Citizen I had some check the math on this three times someone was me because I had to be sure that makes this show not only the 200th episode of inside Star Citizen but also the 500th episode in a legacy that we're very proud to maintain and hopefully continue to approve upon for years to come now we don't have any fireworks or anything like that and that's not really my style anyway instead I wanted to pay tribute to the 680 people that have worked worked on or participated in or otherwise made one of these 500 episodes possible and no that's also too many to sing about so instead we spent the last 3 months going through every record and video we've made in order to ensure that we didn't miss anyone but before we play our first 500 episodes credit rooll just let me thank the one group of people that aren't listed no not you move yeah there you are there you are you've allowed us to tell stories of game development for 500 episodes now now that's not even counting all the other programs over the years you do this each and every week by responding to what we share and as Dave Kaplin said just two weeks ago in this very program that engagement and feedback is truly what keeps many of us going and I'm certainly no exception so thank you once again thank you for letting us share the people and process of game development with you and we'll see you all here next week and maybe the start of another 500 e [Music] [Music] [Laughter] [Music] [Music] [Music] for [Music]