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

Blaine

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I don't even. What makes you think that the budget of the game somehow influences the time that it takes to get to a "playable" build?

There is a strong correlation between budget/staff size/production values and the length of the development cycle: http://en.wikipedia.org/wiki/List_of_most_expensive_video_games_to_develop (Actual length of development cycles must be manually checked.)

It's not that high-budget games can't support a playable build so early, but rather that the developers/publishers invariably choose not to release one. What I'm saying is that CIG has done differently and that this is a unique situation, as far as I know.

This thread is a good example of why very early builds are so rarely released into the wild: the squealing and bitching that inevitably follow when the game doesn't yet climb out of the computer screen and suck players' cocks. The majority of the features are still in progress, and aren't necessarily going to be completed in succession, one after the other. I've mentioned interdependency between features and concurrent development of those features in this thread before, but no one seems inclined to listen. Perhaps some people aren't sure what I mean.
 

Haba

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Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
This thread is a good example of why very early builds are so rarely released into the wild: the squealing and bitching that inevitably follow when the game doesn't yet climb out of the computer screen and suck players' cocks. The majority of the features are still in progress, and aren't necessarily going to be completed in succession. I've mentioned interdependency between features and concurrent development in this thread before, but no one seems inclined to listen.

Well, that is naturally true for pretty much every case.

Though you should always be able to get an working early build w. the core gameplay out and working as soon as possible. And if that build is not fun to play... chances are high the final product will be shit. I.e. if a space simulator's flight model is flawed or a cRPG has bad combat (hi there Eternity!)
 

Blaine

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Most cRPGs do have bad combat, though. Come on now, you've been at the Codex since at least 2008. :troll:

Star Citizen's core gameplay is fine and dandy (how many of you with non-potato computers have even tried it?), especially considering that Arena Commander debuted much earlier in the game's development cycle than is the case with most other projects... except, that is, for the fucking 1:1 FPS-like aiming of gimbaled weapons that tremendously advantages mouse control and completely overshadows all other input devices. That's why I sold the SS Blaine and the Limited Availability Super-Cool Alien Starfighter. I can certainly tolerate a space combat and trading game where you're pretty much forced to use the mouse, but I'm not going to be out of pocket thousands of dollars for the privilege. Still, the developers profess to be trying to make the game as controller-agnostic as possible, so we'll see.

Funny thing, that. The one area of Star Citizen's development that concerns me most is something none of the rest of you seem to give a damn about.
 

Hellraiser

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The Top Gear spoof's writing fell a bit flat. I mean honestly, no "...how hard can it be?" or "...in the world" or any sort of "Some say..." Stig introduction spoof?

They did manage to capture the video editing style though. I will give them that.
 

bonescraper

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So, are there any videos/ads/screenshots of the actual game? I'm not talking about modules, hangars or space ship ads here. I'm talking about a real fucking open world MMO space sim. Any trace of that kind of game anywhere?
 

Mortmal

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Maybe he's playing with a mouse? Would fit with SC's audience just fine :P
Sadly it vastly encourage the use of mouse, i will be told again its just alpha i am overblowing things etc.. But its going to be a dumbed down war thunder. At least war thunder has a realistic mode and you can use flaps.
Serious question, what is the best place to sell a star citizen account with lti insurance ? and how much they go for ?
 

Tytus

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So, are there any videos/ads/screenshots of the actual game? I'm not talking about modules, hangars or space ship ads here. I'm talking about a real fucking open world MMO space sim. Any trace of that kind of game anywhere?

They didn't even start creating it. They're too busy making new ships so people can give them more shekels. Arena modules, space races itp all for more shekels. They'll probably start making the actual game when the river of money will stop flowing.
 

Blaine

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Sadly it vastly encourage the use of mouse, i will be told again its just alpha i am overblowing things etc..

I've offered only criticism of the chase-the-mouse aiming mechanics, and they're the reason why I sold off my two most valuable ships. If it eventually becomes clear they can't into controller agnosticity, I'll sell the rest and spend some of the proceeds on free copies of Elite: Dangerous for the Codex. You read it here, people.

Serious question, what is the best place to sell a star citizen account with lti insurance ? and how much they go for ?

https://www.reddit.com/r/Starcitizen_trades/

They didn't even start creating it. They're too busy making new ships so people can give them more shekels. Arena modules, space races itp all for more shekels. They'll probably start making the actual game when the river of money will stop flowing.

Does your hatred of the game extend so far that you blithely assume the contractors (none of whom are assigned to ship design) aren't doing any work and that the project status is a fabrication? I don't mind criticism of known quantities (which can include the delays), but the teeth-gnashing over pure speculation is absurd.

Note that Squadron 42 will release first, only later segueing into the Persistent Universe once the PU is ready for release. S42 is currently in production, which has much more to do with storyboarding, mission design, motion capture, voice acting, and needful asset pipelining than creating the sandbox open world. The PU is still in the design phase.

The mocap, facial technology, and voice acting showcased in the Top Gear spoof proves they're completely and totally up to the task of implementing NPCs into S42. A year ago, they had a mannequin-looking motherfucker and that was all. The racing track and static map scenery prove they have the set pieces and art asset capability that will be used during the missions. Finishing the Bengal carrier and ships to be used in S42 is no doubt a priority.
 
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buzz

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Not sure I like S42 being first. I mean, I DO like it because that's pretty much the thing I want to play in the first place, but given the evidence with most kickstarter/early access campaigns,the SP will mostly serve as a alpha/beta for the multiplayer side. I wish it was the other way around, an SP campaign done after everything else is well-put together.
 

Blaine

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The breakdown is something like this:

Cloud Imperium Games (Chris Roberts)
administration
website, sales, marketing, customer service
core physics/game engine/programming
overall design/production
ship design
UI design
various art asset design
various sound and music design, incl. orchestra
netcode

Foundry 42 (Erin Roberts)
S42 storyboarding/mission design
S42 character design
facial capture, motion capture
voice acting, sound studio, some music design
misc. art and animation assets/other assets

Contractors
first-person shooter mechanics
first-person shooter implementation
planet implementation from CIG specifications
related art/sound asset pipelining
misc/other?

Obviously there's a bit (in some cases a lot) of crossover, and all of it is overseen by Chris Roberts in some way, but the gist is that contractors are doing 1.) the grunt work that a smaller team physically couldn't, implementing 100 detailed planetary systems (subject to oversight, tweaking, and finishing by CIG); and 2.) first-person shooter mechanics, since CIG itself isn't up to the task and they aren't experienced in that area. I personally see no issue with having outsiders essentially create "building blocks" to CIG's specifications. Using ancient Egypt as an analogy, most of the contractors are like skilled workers and laborers, building scaffolding and cutting and dragging sandstone blocks to fit the architects' and engineer' design.
 
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SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
sounds like this game has a good chance of ending up like a prime example of "too many cooks spoil the broth".
 

Lunac

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They are gonna make a movie about this. The Wolf of Wall Street meets Jobs. There will be documentaries, CNN/BBC specials, interviews with behind the scene people, the coke dealers, the hookers, in-depth articles on the yacht parties, oh my! Bitcoin's got nuthin on this scheme!


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