Night Goat
The Immovable Autism
"What do I do in this game" is a pretty important thing for potential customers to know. If the devs aren't telling, it's because they don't know either.
We are making the best game ever! BUY IT, but we don't want to spoil the fun, so we are not going to tell you anything about it, just show you some useless screenshots with no content at all.
We are making the best game ever! BUY IT, but we don't want to spoil the fun, so we are not going to tell you anything about it, just show you some useless screenshots with no content at all.
He said they will show before release, not sure if stupid or trolling.
it's an interesting bit of trivia that most games Blaine show enthusiasm for end up being scams
The end
Incidentally, there is a kind of End Game, just like in Minecraft. For the End Game, you reach the center of the universe. This is not just a matter of your spaceship and fly to it, because you first ship is not powerful enough for this and also does not have enough gasoline. You should scan the environment of planets to look for resources, which you can then sell again to get new and better ships. So you can slowly but surely getting closer to the center of the universe. According to the developer can certainly take a forty to one hundred hours, and that is if you play it really optimal. What is shown in the center of the universe, ie the developer yet and we will no doubt come in handy to know after release.
You get to become God of No Man's Sky, directing the future of the universe. You also get a share of No Man's Sky future profitsWhat is shown in the center of the universe, ie the developer yet and we will no doubt come in handy to know after release.
Red-hued stars signify resource-rich areas. In actions that will be familiar to Minecraft fans, touching down on a planet and exploring on foot enables you to dig for resources. And by dig, we mean blast. With a grin Sean starts chipping away at rock with a laser gun and then switches to a plasma ball to blow a large deposit of resources out of the planet’s crust. “Resource gathering in games is really boring, generally,” Murray explains. “So a big thing is that we wanted this to be quite fun. The terrain is all destructible.”
Spades aren’t for spacemen, it seems, but jetpacks are. Pack away your fears about falling down a deep pit and never emerging, becoming a lonely voice lost on a planet nobody else will even see, let alone explore – you can get yourself out of any hole with your pack’s thrusters. That’s not to say No Man’s Sky is free of peril. One of the fastest ways to gain resources is to try and gun down cargo ships making their way through space. A word of warning to all who try: they’re heavily defended, and if your ship isn’t strong enough, you’ll likely be creating a debris field with your body parts.
lifting off from a planet’s surface, flying all the way to another and then touching down, all without a single load screen, are unlike anything else we’ve experienced in the history
What are the "resources" for? What's the point of telling people that if you don't know how it's connected to the gameplay? Is the whole game just digging up resources so you can buy a better ship to dig up more resources with?
.
lifting off from a planet’s surface, flying all the way to another and then touching down, all without a single load screen, are unlike anything else we’ve experienced in the history
primarily by manipulating lines of code, they make mathematical rules that will determine the age and arrangement of virtual stars, the clustering of asteroid belts and moons and planets, the physics of gravity, the arc of orbits, the density and composition of atmospheres—rain, clear skies, overcast
Planets in the universe will be the size of real planets, and they will be separated from one another by light-years of digital space. A small fraction of them will support complex life
hey are scheduled to finish at the end of this year;
Players will begin at the outer edges of a galaxy containing 18,446,744,073,709,551,616 unique planets. By comparison, the game space of Grand Theft Auto: San Andreas appears to be about fourteen square miles.
Nearly all video games rely on digital façades, drawn by artists, to give the illusion of an explorable world that is far larger than it really is, but No Man’s Sky will contain no such contrivance
“If it is nighttime, and you are in space, and you see stars, those are real stars,” he added. “Those are suns, and they have planets around them—and you can go and visit them.”
Because of its algorithmic structure, nearly everything in it is interconnected: changes to the handling of a ship can affect the way insects fly. The universe must be developed holistically; sometimes it must be deconstructed entirely, then reassembled
People can mine, trade, fight, or merely explore. As planets are discovered, information about them (including the names of their discoverers) is loaded onto a galactic map that is updated through the Internet. But, because of the game’s near-limitless proportions, players will rarely encounter one another by chance. As they move toward the center, the game will get harder, and the worlds—the terrain, the fauna and flora—will become more alien, more surreal.
With the press of a button, I activated a jet pack and popped into the air.
a planet hung in the sky, and a hovering robot traversed the horizon. “Those are drones,” Murray said. “They will attack you if they find you killing animals or illegally mining resources.”
oh man oh man, Elite mentioned We are going back into the 80'sMurray realized early that the only way a small team could build a title of comparable impact was by using procedural generation, in which digital environments are created by equations that process strings of random numbers. The approach had been used in 1984, for a space game called Elite, which Murray played as a child.
Back in those days, games had a lot of procedural generation, because memory on computers was very small; it was largely forgotten, but now it is being rediscovered.”
The seed defines the over-all structure of the galaxy, and the random numbers spawned from it serve as digital markers for stars. The process is then repeated: each star’s number becomes a seed that defines its orbiting planets, and the planetary numbers are used as seeds to define the qualities of planetary terrain, atmosphere, and ecology. In this way, the system combines entropy and structure: if two players begin with the same seed and the same formulas, they will experience identical environments.
The design allows for extraordinary economy in computer processing: the terrain for eighteen quintillion unique planets flows out of only fourteen hundred lines of code
Murray compared the process to a sine curve: one simple equation can define a limitless contour of hills and valleys—with every point on that contour generated independently of every other. “This is a lovely thing,” he said. “It means I don’t need to calculate anything before or after that point.” In the same way, the game continuously identifies a player’s location, and then renders only what is visible. Turn away from a mountain, an antelope, a star system, and it will vanish just as quickly as it appeared. “You can get philosophical about it,” Murray once said. “Does that planet exist before you visit it? Sort of not—until the maths create it.”
After a coder gave trees and rocks collision, they became destroyable; he shot at a hillside, causing rocks to tumble down, hitting one another in a cascade
The galactic map—as bright and compelling as an image from a Carl Sagan documentary—gave the ship’s location by framing its proximate sun in a white square. A panel of text noted the solar system’s computer-generated name, Ethaedair; a diagram of vectors indicated stars that were reachable with the ship’s hyperdrive.“This has been in games before, but it has always been a fake,” Murray said, gesturing to the map. “Normally, it would be a painting that somebody has made, and there would be two little levels that you can go between, or ten levels, each set on a pretend ‘solar system.’ ” Like a magician working toward a showstopper, he added, offhandedly, “But it is quite nice to just pull around . . .” He manipulated his controller, and all of space rotated around Ethaedair’s sun. Stars and plumes of luminous cosmic matter arced past; what had seemed like a two-dimensional representation suddenly revealed itself to be full of depth. Gibbons gasped, and Murray began to speak more softly: “If I pull back a bit, you start to get a sense of the size of what we are building.” Millions of stars drifted by. Gibbons laughed softly. “It’s like a huge box of chocolates!” he said.
Adam Boyes, a vice-president at Sony PlayStation, described it to me as “potentially one of the biggest games in the history of our industry.”
primarily by manipulating lines of code, they make mathematical rules that will determine the age and arrangement of virtual stars, the clustering of asteroid belts and moons and planets, the physics of gravity, the arc of orbits, the density and composition of atmospheres—rain, clear skies, overcast
It’s like a huge box of chocolates!
If it is nighttime, and you are in space, and you see stars, those are real stars,” he added. “Those are suns, and they have planets around them—and you can go and visit them.