This must become a standard

Been following that since year one...

...haven't they now limited it to some kind of PoC single system battle arena, I was hoping for so much more :(

Battlescape is a separate game in the Infinity series; the MMO is only on hold until such a time that I-Novae can get the funding they need to properly work on it.

This is a small, half-dozen developer team, almost all of whom have been working part time, or on a volunteer basis, for the entirety of the project; IB is merely a launch pad for the MMO, a way to gain the cash and confidence they need to be able to work on the MMO seriously, full-time.
 

filip

Banned
Procedurally generated streaming worlds really is the future, especially now with VR.
What the hell is everyone waiting for, don't they realize how much money would be saved in the long run?
 
im hoping that the cobra engine will be doing this, another game to watch out for that soes something similar is NO MANS SKY

Meh, I don't know... I got a strange vibe from that game, the engine looks more like LEGO to me then a proper simulation... must have to do with the fact that it's voxel based.

I hope ED will bring us believable/varied worlds... and I especially hope that atmospheric flight and entry/exit are simulated realistically.
 

filip

Banned
What is the con to using streaming engines, if I'm not mistaken they are quite rare, like with Far Cry 2...
 
My hope, and I must add that I can only do just that, is that ED will truly be the sandbox I have dreamed about for many many years. I backed SC because I truly believed that we would get that in the game. Now I'm not so sure anymore, I know it would be great, but truly sandbox? No only a very confined one, but pretty and all.

ED could, not at release but after release become just that. Procedural generation of planets, life, cities etc. is possible today as we have seen many times. Our computers are becoming more and more power full and most Simmers got at least 16 GB of RAM and GPUs of awesomeness to render the graphics.

In the early days our imagination took us where we wanted to go, today we need a little help to get there, that help could come from the procedural content.

When I play in Arma 3 I really like the surroundings, even though it's not super graphics as crysis, it is just enough to give me the immersion I need to get into the game and have tons of fun. I hope for the same feeling in ED. Just knowing that I could, if I really wanted, I could travel to that star, or I could land on that moon, visit that forest on THAT planet and explore. NMS seams to be fine, but I don't get the feel when I watch the videos. When I travel around in ED's universe limited as it is for now, I get that feeling. I want to explore, I want to land on that planet and see what is down there.

pretty graphics doesn't do it alone, if you only are allowed to do what the designer allowed you too, you are playing by his rules.

Give me the full universe and I will create the game by interacting with other players.

one 5 year old child can create a whole world with a wooden stick and a plastic bottle, so we should be able to create a universe with all our might and expensive toys.

Cheers,
 
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That looks fantastic but are we asking a lot of FD? Can we really see planetary landing and walking around anywhere in a 100 billion star systems? Not to mention cities filled with interactive NPCs.
 

filip

Banned
That looks fantastic but are we asking a lot of FD? Can we really see planetary landing and walking around anywhere in a 100 billion star systems? Not to mention cities filled with interactive NPCs.

Not sure what "asking a lot" means in the context of procedurally generated terrains.

If you mean weapon animations, gore, rag doll and creatures I point you to Killing Floor, a game made by a couple of guys, with better weapon animations than most AAA titles.
 

filip

Banned
The main problem is not the landing and the surface itself but is making planets feels alive, with animals, cities etc.

You imply a binary exclusion here, like nothing at all would be better than having planets with desolate but real looking terrain.
 
The main problem is not the landing and the surface itself but is making planets feels alive, with animals, cities etc.

Well just look at the Outerra or Space Engine videos: no cities with billions of citizens in the streets you can zoom in to count how many nose hairs they got, no wildlife with their ecosystem simulated through DNA, yet it's awe inspiring already.

I for myself will consider FD's job done with landscapes and flora on par with those two engines and with cities on par with Orbis station (even if it would be just simple domes not visitable). It also, and maybe mainly, needs to be fun and challenging (as docking is): atmosphere reentry, landing, climatic conditions, etc.

We can't ask FD to achieve where many AAA fail short or didn't even try to achieve, may it be because of 100m² tiny maps or overcontrolled experience. Also, it's good to let some things upon player's imagination instead of trying and at worse failing, at best breaking the suspension of disbelief or entering the uncanny valley.

Let's take Mirror's Edge: quite limited playable space with barely nobody in the streets, and you're rarely on the ground, yet the city feels alive.
 
You imply a binary exclusion here, like nothing at all would be better than having planets with desolate but real looking terrain.

Desolate could be good, completely desolate apart from a curious radio beacon your scanners have picked up, a repeating pattern emanating from a crashed alien relic.

If you go down and investigate it might be full of precious cargo free for the taking, or then again it might have been a warning to stay away.......:eek:

Hmmm what to do....? :S
 
Well just look at the Outerra or Space Engine videos: no cities with billions of citizens in the streets you can zoom in to count how many nose hairs they got, no wildlife with their ecosystem simulated through DNA, yet it's awe inspiring already.

I for myself will consider FD's job done with landscapes and flora on par with those two engines and with cities on par with Orbis station (even if it would be just simple domes not visitable). It also, and maybe mainly, needs to be fun and challenging (as docking is): atmosphere reentry, landing, climatic conditions, etc.

We can't ask FD to achieve where many AAA fail short or didn't even try to achieve, may it be because of 100m² tiny maps or overcontrolled experience. Also, it's good to let some things upon player's imagination instead of trying and at worse failing, at best breaking the suspension of disbelief or entering the uncanny valley.

Let's take Mirror's Edge: quite limited playable space with barely nobody in the streets, and you're rarely on the ground, yet the city feels alive.


Yes, outerra, infinty , space engine are fantastic and I agree with you that they look already so immersive

But ED is a GAME not merely a tech demo and put on the table a lot new challenges in both aesthetics and gamplay sides .

For a really stupid example, you cant simply represent a city with cubes that rises from the ground, but you must show streets, plazas and a rational urbanistic design.
Just one aspect bad implemented can ruin the entire scene .
 
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