The Star Citizen Thread v5

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Mu77ley

Volunteer Moderator
Star Citizen is a massive game in both scope and game mechanics

Those game mechanics currently boil down to some very poor space combat (that requires little skill other than the ability to point a mouse pointer at the right place on the screen), and some very poor FPS combat which is not even as good as any FPS game from the 90s. The rest of that massive scope currently boils down to "listen to some very poorly written dialogue" and then "fly somewhere and press the use button".
 
It's certainly happening but you have to wonder what muppet would simply leave one hype train and join another.

Not all muppets some have learned, there's a glut of threads about "noob help needed just bought ED after NMS disappointment" both here and on reddit.

The same thing could well happen with SC when it releases, just as this forum acts as a refugee camp for people banned from SC's official forum, ED with it's actual right now BDSSE (and more incoming stuff) may end up the fall back game for SC hype victims.

A 120 million dollar crowdfunded inadvertent advert for another companies game, now that's funny.
 
I was thinking - does anyone else finds the graphical style in Crusader visually unpleasant? I can't even say why, but I think colors are too muted and there's some kind of sepia bloom going on, though it's hard to say.
 
I was thinking - does anyone else finds the graphical style in Crusader visually unpleasant? I can't even say why, but I think colors are too muted and there's some kind of sepia bloom going on, though it's hard to say.

It's monotonous.
Actually the whole game is grey-ish and devoid of diversity of colors.
 
That's why they add the handcraft locations on top of it. PG is used to generate the canvas for the artists to paint. See Gamescom demo. A lot of the assets used in that underground station are re-used from the Asteroid Hangar, ArcCorp city etc

Exactly the same others PG games do. Where is the innovation?
 
I wonder how FDev managed to do the engineers bases? Maybe they could ask CiG how to do "The Magic German blended PG"?

I think you'll find that any dev that has to ask the question is simply incapable of comprehending the answer.

Good day sir!










(Good day sir thing shamelessly "borrowed" or "archered" from SA - with thanks)
 
Exactly the same others PG games do. Where is the innovation?

I wonder how FDev managed to do the engineers bases? Maybe they could ask CiG how to do "The Magic German blended PG"?

It's a bit more complex than that because we are talking about CryEngine and "Crysys map's level of detail" not just barren surfaces.

So what they did was develop tools that allows them to craft every planet easily with every material they need, Rocks, Trees, Water, etc.
The artist just get a PG planet surface and paint over it like if it was a 3D canvas, they could write your name with trees and then that planet will be created procedurally and be like that always.

Heres's the german studio boss guy explaining it 3 months ago in this 10FTDevs at minute 4:51 :

[video=youtube_share;hp5AlLytcn0]https://youtu.be/hp5AlLytcn0?t=4m51s[/video]

It's innovative in the way they are doing it and at the detail they are going for, one just have to watch the Gamescom demo to acknowledge that.
 
It's certainly happening but you have to wonder what muppet would simply leave one hype train and join another.
There's kind of a term for that… http://arstechnica.com/science/2015/12/certain-customers-spell-doom-for-new-products/

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It's a bit more complex than that because we are talking about CryEngine and "Crysys map's level of detail" not just barren surfaces.

So what they did was develop tools that allows them to craft every planet easily with every material they need, Rocks, Trees, Water, etc.
The artist just get a PG planet surface and paint over it like if it was a 3D canvas, they could write your name with trees and then that planet will be created procedurally and be like that always.
And again, that's exactly the same as other PG games. So there's no real innovation — not in the way they're doing it and definitely not in the amount of detail, because that's just a continuation of the progression of graphics we've seen for the last 30–40 years. Having better graphics in-game as hardware allows us to have better graphics is not innovation.
 
There's kind of a term for that… http://arstechnica.com/science/2015/12/certain-customers-spell-doom-for-new-products/

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And again, that's exactly the same as other PG games. So there's no real innovation — not in the way they're doing it and definitely not in the amount of detail, because that's just a continuation of the progression of graphics we've seen for the last 30–40 years. Having better graphics in-game as hardware allows us to have better graphics is not innovation.

Show me another game in Cryengine that has anything similar with what they've shown in the Gamescom demo then? Or even better, any other game with any engine you would like for that matter.
 
Show me another game in Cryengine that has anything similar with what they've shown in the Gamescom demo then? Or even better, any other game with any engine you would like for that matter.


Stop trolling. No Man's Sky, Space Engineers, Infinity: Battlescape, Elite: Dangerous to give just four examples of games with procedurally generated, landable planets.
 
Show me another game in Cryengine that has anything similar with what they've shown in the Gamescom demo then? Or even better, any other game with any engine you would like for that matter.
You're talking about progression, not innovation. If today you learn to boil an egg, and tomorrow you boil two, you haven't innovated in the egg-boiling tech field. All you've done is boil one more egg than you did the day before.

Controlling PG to allow fixed assets to be slotted into the base result has been done in NMS, ED, Minecraft, Diablo, Nethack — indeed, in almost every procedurally generated game out there to the point where we get into some very interesting definition problems of where the PG begins and the hand-creation begins with games like kkrieger.
 
Show me another game in Cryengine that has anything similar with what they've shown in the Gamescom demo then? Or even better, any other game with any engine you would like for that matter.
elite dangerous, no man sky, space engineer all do procedural generation with higher amount of detail.
rust has pretty impressive procedurally generated maps and its done in unity.

and nobody uses cry engine because the editor is pretty crap , its not flexible and even render side is starting to lag behind the ue4 and unity 5
https://en.wikipedia.org/wiki/List_of_CryEngine_games
 
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We haven't even saw their volumetric gas/clouds tech applied yet, that's also groundbreaking, hope they will show it at Citizencon in their upgraded PG Tech Version2.

Something like this would be a cloudy delight:

[video=youtube;ZjqddgfzfuE]https://www.youtube.com/watch?v=ZjqddgfzfuE[/video]
 
You're talking about progression, not innovation. If today you learn to boil an egg, and tomorrow you boil two, you haven't innovated in the egg-boiling tech field. All you've done is boil one more egg than you did the day before.

Controlling PG to allow fixed assets to be slotted into the base result has been done in NMS, ED, Minecraft, Diablo, Nethack — indeed, in almost every procedurally generated game out there to the point where we get into some very interesting definition problems of where the PG begins and the hand-creation begins with games like kkrieger.

In ED, I was under the impression Engineers bases were located by hand and not placed by the PG engine, so isn't that exactly what CIG demonstrated at Gamescon.
 
We haven't even saw their volumetric gas/clouds tech applied yet, that's also groundbreaking, hope they will show it at Citizencon in their upgraded PG Tech Version2.
You mean tech that's been available as a real-time effect for well over a decade and which have been popular additions to flight sims? Tech that exist as ready-made plugins for Unity and UnrealEngine. It's not groundbreaking either.
 
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