Will that save the world of gaming?Parallel reality which include seamless space/planets and ship interiors to play with friends.
Will that save the world of gaming?Parallel reality which include seamless space/planets and ship interiors to play with friends.
Ha ha ha ha.Be reassured, elevators, trains, traps, ladders in cargo bay and almost all doors don't really exist, they are only static assets that teleport you to another map.
I didn't have the heart to tell them none of it was real.Ha ha ha ha.
You make that sound like a bad thing.
I would add the old Prey game (from 2006, using ID tech 4) had portals opening in other maps, with real time double rendering... Portal (2007) expanded on that concept, you could see infinite portals chaining together. And in both cases seamless map transition. FWIW Doom 2 (1994) had working lifts, Ultima Underworld II too (1993) along with proper doors, Thief (1998) had a 3D sound system that accounted for doors properly (so you could eavesdrop conversations by opening the door slightly..) not to mention of course all these games lifts, door and ladders would not kill you lol.The real pioneering work for FPS games having "seamless" transitions through doors, lifts and transport systems took place in the early 2000's with games like Half Life 2, if not earlier games like Quake 2.
I wonder if CIG ever asked Frontier if they would license Cobra to them.I wonder if this is linked to the layoffs and declining funding/pledgiong/income this year?
Maybe its a way to reduce server cost?
I think it's more of Bathessssda making compromises with the tools they have rather than dream big and not know if it was possible or not. Can't really praise Chris Roberts for doing the opposite because he didn't have a game engine to work from and instead of writing one (being the coder that he is/was) he chose to buy an off the shelf engine that is not known for flying vehicles. Both has game engine limitation, one decided to work within in, the toehr bull-headed tries to do things the engine wasn't designed to do.
not to mention of course all these games lifts, door and ladders would not kill you lol.
"get the game a few days earlier" sounds like early access to me![]()
That's the scope that gave us good ship interiors with seamless transition from space to your pilot seat landed on ground.
Source: https://www.reddit.com/r/starcitizen/comments/1683yex/i_guess_gaming_is_solely_on_the_shoulders_of_cig/?utm_source=share&utm_medium=web2x&context=3
Praised be Saint Robberts, Lord and Saviour of Gaming ....
Seriously, they're so delusionnal they live in their own paralel reality..... Sigh
but that's like saying Euro Truck Simulator is going to hold me over till SQ42.
That framerate though! Imagine that ladder climbing animation in VR.Like this?
(Although he landed on his face, not his seat.)
Thanks to your post, today I learned about Narbacular Drop...I would add the old Prey game (from 2006, using ID tech 4) had portals opening in other maps, with real time double rendering... Portal (2007) expanded on that concept, you could see infinite portals chaining together. And in both cases seamless map transition. FWIW Doom 2 (1994) had working lifts, Ultima Underworld II too (1993) along with proper doors, Thief (1998) had a 3D sound system that accounted for doors properly (so you could eavesdrop conversations by opening the door slightly..) not to mention of course all these games lifts, door and ladders would not kill you lol.
Ah, the true spiritual successor to the Freelancer development process, thenI maintain that SC could have been made, at least its initial kickstarter promise (and without the fluff, lets drop bowel simulation and sataball shall we), by using a bespoke engine (like Infinity Battlescape or Hellion) and by shutting down CRoberts into a closet, and only bring him out for entertainment and wavy hands action. CiG management and CryEngine are the main factors of failure for this project IMHO, everything else results from this.
That is indeed a perfectly seamless transition through the ship geometry and eventually can also be also a seamless transition to an exit of the game to play something else!Like this?
(Although he landed on his face, not his seat.)
Another seamless transition through the ship geometry. But it's not a bug here, it's a featureThat is indeed a perfectly seamless transition through the ship geometry and eventually can also be also a seamless transition to an exit of the game to play something else!
Another seamless transition through the ship geometry. But it's not a bug here, it's a feature![]()
If you think that is representative I have some bad news for you:
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Starfield Reviews
Starfield is an expansive sci-fi RPG from Bethesda Game Studios that offers a vast open world to explore. The game emphasizes freedom, allowing players to pursue side quests and space exploration...opencritic.com
Meanwhile SC released early access is so buggy, incomplete and crappy that does not even deserve the attention of score reviewers. This is as best as SC can get these days:
One is in alpha, the other is released. Having more bugs in an alpha is not a surprise (except in this threadAll games have their share of bugs, even Elden Ring, Witcher 3, BG3 have them. The problem is when they are so massive, broken and frequent that the game is basically crap, such as is the case with Star Citizen.
Aye it's an alpha. You've got to expect bugs and game wipes in an alpha... although I do find purchasable content in an alpha a little unexpectedOne is in alpha, the other is released. Having more bugs in an alpha is not a surprise (except in this thread)