Star Citizen Thread v6

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Lmao landing pad with springs, question is, do they actually modelled the physics system like in high fidelity flight sims or not? If yes, how would it even work with their supposedly localized physics/gravity grids and their planetary physics/gravity system? Furthermore, wouldn't it needlessly overly complicating everything from the engine, hardware and networking performance?

Speaking of physics/gravity system, does anyone even know how do they even work when in transitional stage between gravity less space and gravity enabled planetary atmosphere?

Suppose someone turned off the gravity inside a ship on space, unstrapped things should be floaty right? What's going to happen when that ship directly go to a planet? What's going to happen with the gravity inside the ship?

Does anyone believe it's going to work like naturally?
 
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Oh my! I want to play all this! And not look at demos, images, motion captures... cmon be here 3.0! I NEEED IT!

Did you notice a trend in CIG's ATV videos? Yep they don't show any gameplay, all they are showing is sets (and shots from last year), and not a single thing that you can actually do.
 
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[video=youtube;6AiNxbv-a9s]https://www.youtube.com/watch?v=6AiNxbv-a9s[/video]

Well, aside from that one walking animation they keep re-using everywhere, the voice acting, cinematics, music, and graphics are spectacular I think.
 
A few random comments/questions after viewing the ATV...

1. The vids all look fantastic. Let's hope the gameplay is similar, at usable FPS.
2. Tattoos?! Come on CIG, get your MVP out the door before these ridiculous distractions (a continuous CIG problem, apparently).
3. Landing gear has problems. In engineering we call it underdamped, which is ok except that in CIG's case there's way too much underdamping.
4. Is it just me or do the two main presenters always seem a bit awkward and tense in all these ATVs?
5. Derelicts and wrecks look very nice, but I have a question. Since it's a persistent universe, does that mean the first players to find them will get all the goodies and leave the vast majority nothing but a nice object to look at?
6. Following on from 5, since these derelicts are all hand-crafted, does that mean a very limited number of them? And how fast will they be added after launch (assuming the game does indeed launch, and derelicts are indeed added after then)? Obviously only CIG can answer this.
 
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Star Citizen: Bugsmashers! - Cargo and Coordinate Systems
[video=youtube_share;4pogHyFDCAk]https://youtu.be/4pogHyFDCAk[/video]

Star Citizen: Around the Verse - The Shape of Derelict Ships

[video=youtube_share;I_rSQGavuiI]https://youtu.be/I_rSQGavuiI[/video]
TLDR
Studio Update L.A.

Engineering


  • Finished a large refactor on the Persistent Data Manager which handled how data is stored, modified and accessed while in game. This now allows them to distinguish between player physical and legal ownership.
    • Some examples this affects are criminality, missions, and persistence spawning.
    • This feature also name enables them to allow a ship to be docked inside another ship persistently so that when that ship is recalled for take off from a planet for example, the ship inside will still be there.
  • Work on cargo placement within ships cargo grids as well as cargo debris generation for when a ship explodes.
    • They're also integrating the ability for players to sell their cargo to a shop and have it populate the shops inventories dynamically and in turn, affect the pricing and availability of items and commodities in the universe.
  • The gravity lev system that some ground vehicles use like the Nox and Dragonfly has had some improvement made to it due to the vehicles dragging instead of hovering. Now they're hovering like they should and feel much better.
Content Team

  • Work on simulations for liquids depending on the environment they're in was a big focus for the team. They focused on the liquid inside Miles Eckart's cup so that it reacts based off his movements that he makes during animations. This work is important for ensuring liquid on planets behaves as it should and this is a small application to test that.
  • Landing gear will now finally feel alive and natural as it'll react to the forces applied to it during landing. It will also react based off the terrain and gravity of the planet.
  • The team has improved several tools used by developers around the studios and recently implemented Lumberyards latest updates and bugfixes.
QA

  • All of the ships have been converted to item system 2.0 and are undergoing testing to ensure they're functioning properly.
  • Testing the new quantum travel system, new planetary missions and the new mobiGlas.
Ship Team

  • The Anvil Hurricane has now entered the Whitebox phase which is used to layout the rough shape of the ship and use temporary animations, lighting, and assets to allow all departments to get an idea of how the ship will look and feel.
Character Team

  • More bridge officer uniforms have moved from concept to the high poly phase.
  • The newest Shubin combat flight suit has is going through the high poly phase and into the ingame modelling and texturing soon.
  • Outlaw combat flight suit is also in the high poly phase and soon to enter the ingame modelling and texturing phase.
  • The medical Corpsman has entered the ingame modelling phase.
  • Several costumes for the People's Alliance of Levski are ready to be used in the verse.
  • Tattoo's for character customization are being worked on.
  • They're working on a concept for a ship jacker.
  • Progress has been made on battle damaged versions for costumes used by NPCs.
  • Work on ensuring mobiGlas fits characters properly is important as it's a physical object unlike most games that cheat by using a holographic or HUD projection. They have to make sure it works on all types of clothing, including suits and armour.
Behind the Scenes: Derelict Ships


  • The derelict process started at Gamescom last year using the demo for the prototype
  • It started off as a technical challenge but quickly grew exponentially with the creative potential it had
  • Existing assets and their damage states helped, but the challenge was their arrangement within different scenarios with aging in different biomes by the clever use of shader setups
  • Large ships offer more creative scenarios whereas smaller ships require more detail input
  • The aim was for derelicts to become characters unto themselves and not just a point on a planet
  • Memorable encounters via the use of the many different terrain types was also a goal
  • Not unlike in the film industry the editor was used to scout appropriate sites for the script while keeping lighting effects in mind
  • Lots of work has gone into the tech that allows them to create crash sites, and make them blended into the worlds, and make them feel unique.
  • Lots of work on making certain wrecks feel lived in - maybe they’re a base, have windmills, cloth, solar panels, etc…
  • Different ships break up differently, and larger ships such as the caterpillar can break up in various formats.
  • The Caterpillar can have from 2 cargo bays, up to 15 (possibly)
  • Lots has gone into giving the crash sites their own character; making them feel alive, feel like each one is a story.
Source:https://relay.sc/transcript/around-the-verse-the-shape-of-derelict-ships

Star Citizen: Lost & Found
[video=youtube_share;6AiNxbv-a9s]https://youtu.be/6AiNxbv-a9s[/video]
 
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Did you link the wrong video? That does not show any gameplay. Just running around maps. That is not gameplay.

No. What is your definition of gameplay if not playing (i.e. running around, flying, driving, shooting, etc.) the game?
 
No. What is your definition of gameplay if not playing (i.e. running around, flying, driving, shooting, etc.) the game?

Running around, flying and shooting at nothing in an empty map is not gameplay. Watch that video again, there is no gameplay, just moving around an empty map.


Missions? Minning? Actual combat? AI? Something for players to actually do? Something more than a single NPC.

None of the video's you linked showed gameplay. All they show is moving around an empty map.
 
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Running around, flying and shooting at nothing in an empty map is not gameplay. Watch that video again, there is no gameplay, just moving around an empty map.


Missions? Minning? Actual combat? AI? Something for players to actually do?

Like the mission giver dialogue? The cargo hauling gameplay showcased? store interaction buying/selling cargo? shooting AI NPCs on planet surfaces? NPCs flying around dogfighting over the planet surfaces? etc.

Snippets of gameplay ≠ No gameplay
 
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Like the mission giver dialogue? The cargo hauling gameplay showcased? store interaction buying/selling cargo? shooting AI NPCs on planet surfaces? NPCs flying around dogfighting over the planet surfaces? etc.

Snippets of gameplay ≠ No gameplay

Iike in 3.0 gamescom 2016 demo? And where is that game now? Certainly not in my harddisk, nor even on my sc account.
 
There's plenty of gameplay, as in they're running/driving/flying/shooting around in 3.0 to showcase different things.

https://www.youtube.com/watch?v=k38JKOA_IOw
https://www.youtube.com/watch?v=S6EXcQxPzTM
https://www.youtube.com/watch?v=SCThuKBJ8EI

This week's ATV was specifically about showcasing derelict environments/scenery, which is also part of gameplay.

Well, I'll give you this. It does kind of look like gameplay to me. Moving about, shooting something, picking stuff up, interacting with consoles.

I think what 1500's point is these things could be scripted, like much of what everything CIG does. It's fancy eyecandy movies that are completely scripted (Sandworms anyone?).
 
Like the mission giver dialogue? The cargo hauling gameplay showcased? store interaction buying/selling cargo? shooting AI NPCs on planet surfaces? NPCs flying around dogfighting over the planet surfaces? etc.

[FONT=&]Snippets of gameplay ≠ No gameplay[/FONT]

There was no cargo hauling, as there is no cargo and no reason to take it anywhere. Again, didn't show gameplay. Ingame store is not gamplay. And the rest of what you said was not shown. So at what point is CIG going to add gameplay? Or even show gameplay. Perhaps you can link to a part of that video that you think shows gameplay? Something that has actual activity that represents gameplay. And no walking around, standing around is not gameplay.

Well, I'll give you this. It does kind of look like gameplay to me. Moving about, shooting something, picking stuff up, interacting with consoles.

I think what 1500's point is these things could be scripted, like much of what everything CIG does. It's fancy eyecandy movies that are completely scripted (Sandworms anyone?).

Except that they are not shooting anything that is fighting back. It Moving around is not gamplay, shooting nothing is not gameplay. Picking stuff up is not gameplay. You have to have actual reason to do this stuff, nothing they have shown is actually gameplay. Just messing around in a map.

Image trying to play a game that only let you pick stuff up, but there was no reason to do so. Or you could walk around a map but not do anything. That is what CIG has shown.
 
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There was no cargo hauling, as there is no cargo and no reason to take it anywhere. Again, didn't show gameplay. Ingame store is not gamplay. And the rest of what you said was not shown. So at what point is CIG going to add gameplay? Or even show gameplay. Perhaps you can link to a part of that video that you think shows gameplay? Something that has actual activity that represents gameplay. And no walking around, standing around is not gameplay.



Except that they are not shooting anything that is fighting back. It Moving around is not gamplay, shooting nothing is not gameplay. Picking stuff up is not gameplay. You have to have actual reason to do this stuff, nothing they have shown is actually gameplay. Just messing around in a map.

Image trying to play a game that only let you pick stuff up, but there was no reason to do so. Or you could walk around a map but not do anything. That is what CIG has shown.

Erm - picking up cargo : https://youtu.be/k38JKOA_IOw?t=37s
 
https://www.youtube.com/watch?v=6AiNxbv-a9s

Well, aside from that one walking animation they keep re-using everywhere, the voice acting, cinematics, music, and graphics are spectacular I think.

That surely looks very cool! But so did the "Imagine" trailer years ago, and nothing it showed has been added to the game in the past years since its release.
There are also great videos for ED taken with the new camera. But there i know that it does reflect gameplay because it was taken by players. CIG still have to prove that these cool trailers are an actual refection of the game, and not just arranged in engine for the sole purpose of cool looks.
 
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