I'm guessing 3.0 is still stuck in development hell?
Haha I remember the guy who smugly claimed that making games was harder than actual space travel because he didn't understand John Carmack
Before the guy said that, he got a brain piercing.Haha I remember the guy who smugly claimed that making games was harder than actual space travel because he didn't understand John Carmack
Now it seems Star Citizen can make simplifications because it's not actual space travel
Really? Have sources for that.
Thier schedule shows they have no problem announcing delays.
Way too many ED fan boys in this thread.
Star Citizen is exactly where every other AAA title is after 4.5 years.
Ah yes, comparison of an existing in-game asset with a concept art.
Really, John Carmack said that. I don't believe it. He's a smart guy.
I think it wasnt as much about 'harder' but 'simpler'. 'NASA used only X lines of code whereas Doom used Y'. NASA typically does go for the simplest solution simply because they have almost no margin of error. No quicksave up in space.![]()
I think it wasnt as much about 'harder' but 'simpler'. 'NASA used only X lines of code whereas Doom used Y'. NASA typically does go for the simplest solution simply because they have almost no margin of error. No quicksave up in space.![]()
Really, John Carmack said that. I don't believe it. He's a smart guy.
Even then i would disagree, because solving hard problems (shot rocket from earth, hit small spot on mars with sensitive equipment intact) with as basic (i.e. robust/well understood) tools instead high level magic can be quite a challenge. From my perspective (lots of nonlinear dynamics and some control theory) i couldn't have greater respect for the intellectual achievements by the guys and girls at NASA.
It seems the case that the wheels are so cleverly designed that they are perceived as bad
Having physical cargo that you can rearrange at your liking and that affects your ship behavior is an interesting take, specially considering that the ships will have dynamic dampers to react to different weights and that planets and moons will have different gravity.
Because no content was dropped, it was always the development plan to deliver 5-10 systems first and the open the rest of the systems later.
Really, John Carmack said that. I don't believe it. He's a smart guy.
Ha, the new schedule is up. Despite about a dozen elements having their usual 1-2 weeks of delay, the ETA of 3.0 itself happens to stay at Gamescon. Prediction: that ETA wont change until gamescon itself.![]()
I presume that by "always" you mean any time except during the the time the Stretch Goals have been public and achieved thanks to backers money and while the selling product description is still up in the main RSI site, both stating the "at launch" promise for the 100 systems?:
He really is. You can hear what he said in a video below. He`s always nice to listen to so i encourage you to do this.
What he said was that it was simpler but not easier.
https://www.youtube.com/watch?v=VcWRc1wK3gM
That is still conflating 'simple' with 'easy'. E=mc^2 is simple. Dont mean you should disrespect Einstein.
I think that's a refreshing and ambitious take on a mechanic that usually is made to be very simplistic.
Having physical cargo that you can rearrange at your liking and that affects your ship behavior is an interesting take, specially considering that the ships will have dynamic dampers to react to different weights and that planets and moons will have different gravity.
In junction to the fact that there's fetch missions that will make players go after the same object it will be an interesting dynamic to see who goes coop or competes for it.
Apples and Oranges... Despite having similar features they cater to very different experiences, I think they complement each other and that legs arriving to ED wont impact Star Citizen just like planetary landings arriving in Star Citizen wont impact ED. Besides it's not about adding X feature, it's making it fun and a cohesive game experience that's hard. Just ask EVE dev's!