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Vapourware Scam Citizen - Only people with too much money can become StarCitizens! WOULD YOU LIKE TO KNOW MORE?

Perkel

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Joined
Mar 28, 2014
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15,875
Started to reading it and then instantly i knew it was kotaku.

They claim fundrising started with Kickstarter which is obviously false. Kickstarter was launched after CIG own servers couldn't keep up with demand people made. In the end they got 4mln on their site + 2mln+ from kickstarter securing both Squadron 42 and Star Citizen.

Original shipping date on kickstarter was from 2014 assuming it will be only SQ42 and nothing else at 2mln range (which would be like 20 missions)

Also developement didn't start in 2011. Kickstarter was run at THE END of 2012. Then they assembled dev team and started to work on game. 2011 roberts work and few people was just some assets and animation to present for kickstarter.
That naturally would be obvious to anyone watching his conference at GDC before he did any crowfunding but i guess for "press" this is too much.

Game also doesn't grow anymore in features. Feature creep stopped at 60mln streatchgoal and most of streatchgoals were either way mostly additional systems and so small stuff. Bigger ones like own animation studio, procedural generation and so on are already done or in next update.

SQ42 release also should be announced at near citizent con next month in like 2 weeks.

So if we will get SQ42 in 2017 (let's say by end of it) that will be 4 years since kickstarter/cig crowdfunding. Which is pretty normal time of dev for new IP these days and we are not even counting that they are making at same time SC...
 

vean

Scholar
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Jan 3, 2016
Messages
296
Elms continues. But, he says, the shift has allowed the team to move from the “tiny little bubble that we tested space combat in [in Arena Commander] to these huge environments that you can now fly in. Not long ago that just wasn’t even feasible.”
Yeah it was so infeasible that Elite did it in 1993.

One big source of delays was a fundamental change to the CryEngine: moving it from 32-bit calculations to 64-bit. This would allow the engine to track an object's position in the game space to a significantly higher degree of precision, catering for vast open environments. When CIG tried creating these environments in the engine with only 32-bit tracking, they ran into problems. “We were having all kinds of things like the HUD tearing and ships jumping around all over the screen,” says Nick Elms, creative director at Foundry 42.
Why is the HUD drawing dependent on-

you know what

fuck this
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,875
Yeah it was so infeasible that Elite did it in 1993.

You are technically correct but...

Elite doesn't have environments as big as SC.
Elite used procedural generation to create level as you go and dropped old stuff from memory quickly after you left.
Or should i say you didn't move but whole level around you was moving and was generating on fly.

What is the difference ? I mean in the end effect matters right ?

Difference is that custom content and especially multiplayer hates that kind of stuff.

So essentially making moon base in which some players had bar fight, meanwhile you were at earth getting job would be impossible in Elite because Elite only cared what was around you and generated things from math wat was before you as you moved.

Elite 93 and SC here difference is mostly about math and data structures. Elite is math oriented and SC is Data structures oriented.

In essence Elite had whole galaxy before most of the games existed even but price for that was that only patch of galaxy you were in was "alive"

SC on other hand is data structure oriented which means that whole "level" is "alive" at same time for everyone and everything.
And since they will be using servers to host their game world it means that everything in SC will be "alive"



Why is the HUD drawing dependent on-

you know what

fuck this

Actually that is pretty easy to answer. HUD needs also position in 3D space if it is 3D thing. IF you fly away in 3D space and you are using 32bit position then you are bound to fly so far away that numbers start being not nearly precise as you want thus weird stuff starts to happen from UI problems to ship moving very weird. You can see it clearly here in NMS video:

 

Perkel

Arcane
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Mar 28, 2014
Messages
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No Man Sky trainwreck was just the buffet, this is the real deal. :hype: :smug:


We'll see in ~2 weeks. At next citizent con in two weeks they will probably announce release Q or exact date for SQ42. I am betting q4 2017 for that holiday spot.
 

Grotesque

±¼ ¯\_(ツ)_/¯
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Vatnik
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Divinity: Original Sin Divinity: Original Sin 2
After reading the article, I am confident more than ever that Star Citizen is in good hands. :)
 
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What does it matter how good your skin pores look in a game about space ships? They should really focus on stuff that's actually important to core gameplay and spend time on such crap once they actually release something fun to play.
 

Perkel

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Mar 28, 2014
Messages
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What does it matter how good your skin pores look in a game about space ships?

Because they are going for both big and small. IT would be very jaring if you would have spaceships that look straight out of space movie (in therms of graphics) coupled with poor looking people who man it.

Second reason is this:

maxresdefault.jpg


One of the main reasons why people got on board with SC was to finally show middle finger to consoles. From start they wanted to make showpiece for PC with full power without any downgrades due to console release.
 

commie

The Last Marxist
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Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
What does it matter how good your skin pores look in a game about space ships?

Because they are going for both big and small. IT would be very jaring if you would have spaceships that look straight out of space movie (in therms of graphics) coupled with poor looking people who man it.

Second reason is this:

maxresdefault.jpg


One of the main reasons why people got on board with SC was to finally show middle finger to consoles. From start they wanted to make showpiece for PC with full power without any downgrades due to console release.

Yeah because rendering mostly empty space with a few ships and generic 'nebula effects' like in every space game since 1998 is the epitome of what the PC is capable of. :M


Waiting for the PS4 Pro VR release...


Woah their face skin tech is unmatched:



Yep. Almost as good as LA Noire from 2011. I'll give them that they managed to put higher res textures than a 5 year old game at least.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,875
LA Noire was just video on face of model. Interesting tech but horrible resolution aside it had all problems of video. It works only under certain lightings, you can't edit animation and plethora of other problems with it.

IF you want to follow same rabit hole you can just as well point out FMV games from early 90 for having best unmached facial tech.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,079
"How to be a fanboy 101"
>Be hyped about "great" features that you wouldn't even care about after first time seeing them in action.

Also, it does seem that their tech is not made entirely by work of an animator. They even said about capturing those faces from actors, so how is it any different from LA Noire? Asked about changing the features, they are talking only about eye colour, hairstyle, skin colour and other simplistic things - not about model sliders which might totally ruin the animation.
"Unmatched", but we haven't seen it in action. :V
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,875
Some info from this video for people who don't want to watch, skipped uninportant parts (like their roadmap for ptu and animation system)

- They will show SQ42 on their next SC con.(october 9)
- They will present Planet Procedural generation 2.0 on their next SCCon.
- V1.0 was just procedural generation of planet like in Space engine or NMS (what we saw earlier) 2.0 is whole toolset combined with procedural tech that create planets and artists can frely modify everything about planets, mountain ranges and so on.
- Planets will have different biomes per planet (unlike all other space games)
- All planets will have simulated weather and they will change depending on biomes etc. Clouds, rain, atmosphere etc.
- Plants and animals (though not specified if they will show them or if this will be even in 1.0 of SC)
- Design of each planet will be mash of procedural tech and artist handmade stuff. This something like Cryengine brushsets for map creation just with planet size maps.

edit:

Rumor goes they will be showing full SQ42 mission from start to finish
 
Last edited:

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,067
IF this ever comes out, it might be one of those games I play years later due to not having good enough PC at release. This is how I played Crysis 1 :D
 

SymbolicFrank

Magister
Joined
Mar 24, 2010
Messages
1,668
This is what happens when you hire 300 people in a short time, and just tell them: "Do your best!"

And why coordination is essential.
 

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