So Derek in this tweets implies that considerable workforce of CIG has been letting go. Anyone knows more about this?
Maybe related to the Agent's claim that they want to renegotiate contracts in an attempt to save costs.
So Derek in this tweets implies that considerable workforce of CIG has been letting go. Anyone knows more about this?
I wonder how did the CIG's refocus on VR work out: http://www.roadtovr.com/star-citizen-to-refocus-on-vr-support-in-early-2016/
Not at all, it seems. Plus it's baffling to see how CR completely ignored that the engine supporting VR is not the main work item here - it's your own game's integration with VR, making the user interface usable in VR, making sure your assets are even usable in VR, and let's not forget the massive questionmark of player animation and FPS. All those cutscenes of your player entering the cockpit? You can forget about this in VR. Forced motion like that is a no-no.
VR is incompatible with Genuine Robert's Vision. If providing an immersive and realistic VR experience means making a game not a movie, then to hell with the game![]()
Quite well, actually. Last I heared they almost have the foundation comepletely done for the guys in Germany to start making the tools they need to begin adding initial pre-alpha support for the highest fidelity VR experience ever.
Call me delusional, I'm beginning to think that some of the more bizarre rumours that swirl round this project are now being orchestrated to discredit detractors.
Only so many times you can repeat "Hey, listen to X!" which turns out to not be accurate, before people stop listening... Although that then folds into itself wondering if any of this is orchestrated from within the project itself...
Which would make me wonder if that is really a good use of time and energy for a project which is scheduled to start development next week! (Kidding)
When you get to the level of "Guy changes LinkedIn to say he is ex-Foundry, DS jumps all over it as proof another head guy is out. Guy changes his LinkedIn straight back and makes like nothing happened..."
It is all getting a bit twilight zone for me... I expect this is what happens when you are half-way through a 10 year release plan for a game... need to get your jollies somehow?![]()
It is all getting a bit twilight zone for me... I expect this is what happens when you are half-way through a 10 year release plan for a game... need to get your jollies somehow?![]()
What release plan? It's been stated it's being made up as they go along based on the monthly donations.
I suspect they're under incredible levels of pressure.
I was being facetiousgiven they are 5 or 6 years in and the end of alpha is nowhere in sight. Even supporters are now saying with 2.6.2 made official, 3.0 will be 2018...
I was being facetiousgiven they are 5 or 6 years in and the end of alpha is nowhere in sight.
I would argue that that the Alpha hasn't really started, as for that you need at least the bare minimum of gameplay as it is intended to work in the final game. The PU has no gameplay other than a couple of sample scripted missions. My understanding is that Marine Commander and Pirate Swarm are not core elements of the final game, but are there to give backers something interesting to do while they wait for the game design to be finalised.
I would argue that that the Alpha hasn't really started
as for that you need at least the bare minimum of gameplay as it is intended to work in the final game.
My understanding is that Marine Commander and Pirate Swarm are not core elements of the final game
Your understanding comes from where/whom, exactly?
He didn't really say anything of the kind, now did he? He said that you really need a bare minimum of game mechanics — that oft-mentioned vertical slice — before you can really talk about it being an alpha. Something at least approaching an actual game loop. What you have there are a bunch of disjointed game functions that serve no purpose and offer no dynamics because little of it is connected together, and none of it actually matters or does anything useful.Hm... game mechanics such as:
-multiple ships, with different capabilities
-multiple weapons: ballistic, energy, missiles of different sizes
-multiple mounting options, gimbals, fixed
- ship damage and repair
- fuel consumption and refilling
- basic multicrew options
- basic options for purchasing/outfitting character and ship extras
- basic FPS combat
- station docking
- scripted missions
You really expect that NONE of that is going to be in the final game?
Probably CIG's description (and treatment) of them, pretty much from day one, as separate test beds for mechanics and dynamics rather than as something that will actually be reintegrated into the final thing.Your understanding comes from where/whom, exactly?
Seems like you haven't spent much time actually playing the game, nor reading anything beyond the constant drivel posted in this forum.
You could. Some people argue man hasn't gone to the Moon, too.<snipped>
The FPS combat is absolutely a core element of the final game.