Planetary landings

GTA 5 took 5 years to make and 150 million dollars. the city has detail like no other. the city is alive and full of people. one thing i do with watchdogs is simply walk down different streets and watch the people. there is so much things going on that it is very hard to find someone doing the same thing. the city is beautiful both of them are.

about fallout 3 and skyrim. yes there is plenty of detail. and lots of places to "explore" but i never once felt the urge to actually just walk around towns and cities looking at people and discovering different places and just enjoying the view. the people all look the same and there is no life to the place other then generic animations. i only played those games to accomplish quests not to explore.

and gta 5 doesnt have you walking around indivdual houses but you can walk down streets and see houses up close if thats what you mean. (exception due to some houses being open) but that is EXACTLY what i want. i don't just want a space sim. i want to ride into a city with my bitchin spaceship, land on somewhere in a city and just play for hours in it without even feeling the need to want to go to space.
i would spend 100$ on that.

I know GTA5. I played it and finished it. I liked it though I was surprised at how awfully done and boring the main story was, with Trevor being the only interesting thing about it (Nikko in GTAIV was much better as was every other Rockstar game really)

You and I obviously have different definitions of detail and 'alive'.
GTA is 90% just painted on. The houses/buildings are solid boxes.
And the people aren't actually doing anything. They are wandering aimlessly with no purpose.

In Bethesda games (which also take 5 years to make...) the buildings are all accessible, have an interior and the NPCs all have AI routines. If you want to stalk an individual person you can follow him to bed at night, getting up in the morning, going about his day, etc....

But I think Frontier will be more like GTA style, with things that look pretty without being interactive and NPCs that aren't really doing anything, as that's all we need from the game. The point of Elite: Dangerous isn't to raid people's chests in their bedrooms while they sleep :D
 
Cray Computer anyone

Hello:
My system is fairly fast but I don't think it could take the FR hit.:eek:
Besides, if you make it to real I might never leave.:)
 
They should at least take the time to make a huge park with trees and fountains. Would like a walk in something like that on Achenar. Then watch as a group of procedural birds take flight, when getting too close.

Caution: This mental picture does not contain flashy deeds, stomping dinosaurs, or action heroes. Just a moment of peace and quiet, and satisfaction, absolutely doing wonders for the blood pressure. :cool:

And that, good sir, is the perfect time for the Cobra engine to trigger a stompy dinosaur attack! :D
 
i have a suggestion and i was wondering who would agree with me.
i was hoping when they make the cities(expansion) they would'nt make it like skyrim or fallout 3. i was hoping they would make it detailed and full of quality with people walking around doing activities and interacting with each other with a very immersive enviroment. because i would rather have them be on par with watchdogs or GTA 5 kind of city where you can spend days in it lost. even if there are only 1-3 of them.
so my question is do you guys agree that there should concentrate on quality and not quantity?
because a city that is boring is just modeled boxes clumped together.


I would be extremely surprised if we would be able to walk around in highly detailed GTA sized cities with interesting npc's and enough sensible stuff to do.

Making those hundreds, if not thousands of cities feel truly alive without being simple copies of each other would be an impossible task. Generating diverse city blocks with PG is not the problem, but activities would feel very generic as well as the AI behavior.

I feel it would not work and FD should not even try it. Just look at the resources Rockstar has to pour into one single GTA game to create a vibrant living believable city (with disappointingly few accessible buildings). This is impossible for FD in this huge Elite universe.

I think it would be best to have concentrated space station hubs on highly populated planets with large cities. No government would allow all those spaceships to move freely around densely populated planets anyway.
Perhaps a few smaller cities/towns/settlements could be accessible, but even that seems an enormous task considering the enormous number of populated planets in the Elite universe.

I am extremely curious about how FD will tackle this. It is one of the most difficult things they will have to do.
It is much easier to create thousands of unpopulated alien planets with diverse alien flora and fauna than to create one populated civilized planet with many densely populated areas, if we are to have free access to all these areas. We are deeply imprinted and familiar with how a human civilization/culture should look like and behave, even taking into account the civilizations we are not part of our selves. FD cannot reproduce thousands of believable diverse civilizations and cultures. So they will have to restrict player access. Otherwise immersion will get destroyed very quickly and going into such cities will feel like a boring repetitive embarrassment.
 
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I remember seeing a while back concept drawings/renderings of the different building styles for the different factions as in it showed how the architecture varied from Federation, Empire, Independent.

I wonder if a lot of the city/outpost/planetary areas will be procedurally generated based on faction specific variables.
 
I am a game developer and I have actually written a 3D engine for real time procedural planet generation. Unfortunately it is not this simple. The complex landscape evolution you are describing above are not suitable for real time generation, you have ridiculously short time available for generating the detail you need for each frame redraw.

The simulation could possibly run in the background, populating the area around the camera with more and more details as time passes, but due to the potentially huge view distance this is not as simple as it seems.

Maybe it's a good thing any such simulation won't be taking place for a year or two! ie: Peoples' average processing power would have increased...
 
This is the bit that worries me, to be honest.

The galactic level stuff we've seen so far was all done in Frontier, and the only bit that really needed extra thought on a conceptual/design level is the multiplayer aspect. And we still don't know how scalable that is right now.

But the really tricky bit is yet to come, in my view. How do you reconcile (potentially billions of) populated worlds with the multiplayer aspect in a consistent fashion?

If two players are standing in a crowded square in the same city, do they both see the same NPCs milling around in the same places? Do the NPCs follow strictly procedural behaviour on rails, or do they all have some form of AI mixed in? Do they have relationships, or is each one an island? Can they be communicated with to any meaningful level beyond "Hello Sir! May I interest you in some fruit/an insurance plan/almighty Zarquon?", with no other topics of conversation beyond that? Do NPCs have memory? If Player A kills the partner of a fruit vendor, is that NPC now dead in Player B's game? If Player A then leaves the planet and immediately returns pack to the same square, is the fruit vendor still there? Does the NPC have any idea they ever had a partner, and that Player A killed them? There are a lot of bases to cover in order to have a living city, let alone a living planet, let alone millions/billions of them. I fear that there isn't enough storage space on the planet to cover that lot, let alone in my PC.

well no one need billions of populated worlds we only need two "full" cities i mean one you can spend hours in if not most of your time in elite
and the rest just be procedural generation.
and my friend gta 5 seemed to tackle this problem. i say just have multiple servors for the cities so only 30 people max would actually be on the planet. this is a excellent opportunity to have single player(int he city) and multiple player in space.

I hope the planets are highly detailed procedurally generated, nature is not too hard to emulate with fractal algorithms. However, interacting with (modifying) the environments will probably be limited to instanced areas or dev built structures, otherwise there would be too much data to synchronize.

Any procedurally generated life will have no long term memory I don't expect, apart from special instanced actor NPCs who are part of stories or missions and probably limited to instanced/built areas.

Given that, I would still love to fly down river valleys and inspect the local wildlife on distant planets, even if the environments are mostly non-interactive/non-deformable.

I've never seen procedurally generated rivers implemented well, I wonder if they can pull that off? Edit: found something about procedurally generated terrain using hydrology on youtube: https://www.youtube.com/watch?v=JCsj0v-wmIM

as far as interaction goes you can probably have the animals hunted and killed and sell their meat and fur (scales) or whatever.
but procedural generation outside of the 1-3 hand crafted detailed cities would be perfect.

I'm no programmer, but what I think is realistically possible in a procedurally-generated multiplayer game of this scale, is something that while being as large as a city with suburbs, really just has as its "active" region a main "downtown" area with interactive NPCs and of course a spaceport with shops or merchants. I'm personally not expecting more than that, other than lots of awesome scenery that you can walk/fly around in and explore, perhaps with alien creatures roaming around that may or may not be friendly to your avatar. I'd be perfectly happy to pay $50 for that. I think if you start talking about a gta-type city, that's like a whole 'nother game, not an expansion, and is beyond the scope of what we can realistically expect. But hey, maybe they'll prove me wrong?

On the other hand, perhaps it will be a combination of the two, where we have what I've just described for most of the systems, with one or two "proper" detailed cities in the 2 most player-populated systems? That would be cool too! :)

actually i was thinking more of a single player when entering the detailed hand crafted cities cities to prevent problems (and it would be better) and have multiplayer only for space or other activities like (fps games)
but still i would love a huge detailed futuristic city

Keep in mind that it isn't really just two expansions we are talking about here.

Planetary landings have been clarified to be split into several parts.

  • Planets without atmosphere, but still outposts, mining...maybe the possibility to drive some land based (pressurized) vehicle and who knows what more...
  • Planets with atmosphere. This will probably also include flying into the clouds of gas giants.
  • Planets with atmosphere/life and cities with everything that might entail.

Avatar gameplay will also probably be split up into different parts.

  • Spaceship interiors and space walking.
  • Flying ships together with friends.
  • Boarding other ships, both currently used ones and abandoned ones.
  • Controlling capital ships.
  • Moving around stations
  • Walking/driving around planets with everything that could potentially mean.

This is of course just examples of how they could break these things down to manageable parts in terms of development. The point is that doing everything in a focused way to ensure high quality for each game element is something that David Braben has pointed out as a really important part in how they want to develop this game.

Having said that. I guess either landing on planets without atmosphere or an expansion with gameplay around spaceship interiors will come first. Hard to say which since both have their pros and cons. Spaceship interiors on one hand might be partly done since they already blocked them out to some degree, but on the other hand this would require a lot of gameplay development around first person gameplay in a zero G environment. Landing on planets without atmospheres might therefore be "easier" to get out faster since the outposts could be built with the same mechanics as the stations and the surfaces themselves being PG and lifeless.

ok, so like the 1-3 handcrafted detailed huge cities then have other procedural generated areas right?

I know GTA5. I played it and finished it. I liked it though I was surprised at how awfully done and boring the main story was, with Trevor being the only interesting thing about it (Nikko in GTAIV was much better as was every other Rockstar game really)

You and I obviously have different definitions of detail and 'alive'.
GTA is 90% just painted on. The houses/buildings are solid boxes.
And the people aren't actually doing anything. They are wandering aimlessly with no purpose.

In Bethesda games (which also take 5 years to make...) the buildings are all accessible, have an interior and the NPCs all have AI routines. If you want to stalk an individual person you can follow him to bed at night, getting up in the morning, going about his day, etc....

But I think Frontier will be more like GTA style, with things that look pretty without being interactive and NPCs that aren't really doing anything, as that's all we need from the game. The point of Elite: Dangerous isn't to raid people's chests in their bedrooms while they sleep :D

i will have to agree with you on the story part but that is not what the game is about. ive spent hours and hours i gta just ****ing around and enjoying the view.
btw the A.I. in gta 5 is very good it's very hard for a person to find someone doing something the same. i'm always finding new animation on the A.I. and been playing it for months. the game is a masterpiece when it comes to that.

on the note of the fallout yes you are right they get up, they go to work then they stand in place for hours. and there animations are the same, they never do anything human aside from the routine. and nothing new happens. the game A.I. is nothing to talk about at all.

and what do you expect these NPC's to actually be alive? do you want them to have ambitions, and fears? maybe we can follow a couple around and watch their inevitable divorce then we can follow them to all the court hearings (this was all sarcasm)
gta is one of the best A.I. and they are not just painted on boxes btw.

I would be extremely surprised if we would be able to walk around in highly detailed GTA sized cities with interesting npc's and enough sensible stuff to do.

Making those hundreds, if not thousands of cities feel truly alive without being simple copies of each other would be an impossible task. Generating diverse city blocks with PG is not the problem, but activities would feel very generic as well as the AI behavior.

I feel it would not work and FD should not even try it. Just look at the resources Rockstar has to pour into one single GTA game to create a vibrant living believable city (with disappointingly few accessible buildings). This is impossible for FD in this huge Elite universe.

I think it would be best to have concentrated space station hubs on highly populated planets with large cities. No government would allow all those spaceships to move freely around densely populated planets anyway.
Perhaps a few smaller cities/towns/settlements could be accessible, but even that seems an enormous task considering the enormous number of populated planets in the Elite universe.

I am extremely curious about how FD will tackle this. It is one of the most difficult things they will have to do.
It is much easier to create thousands of unpopulated alien planets with diverse alien flora and fauna than to create one populated civilized planet with many densely populated areas, if we are to have free access to all these areas. We are deeply imprinted and familiar with how a human civilization/culture should look like and behave, even taking into account the civilizations we are not part of our selves. FD cannot reproduce thousands of believable diverse civilizations and cultures. So they will have to restrict player access. Otherwise immersion will get destroyed very quickly and going into such cities will feel like a boring repetitive embarrassment.


ok not hundreds of thousands of detailed handcrafted cities i'm really talking about procedural generated places (nature,towns, villages ect.) things that we wont care or remember about just simply there to mess around with.
but then there will be 1-3 detailed hand crafted cities like gta5 or watchdogs and it's totally possible to do. and i know everyone here would pay 100$ for that.
and for docks and ports i hope they do a mass effect 3 style kind of thing just enough space for merchants and shops. nothing fancy needed for that (except that port with the rings that have habitats on them) that would be awesome to walk around in and it would do good with procedural generation since there is more than one of them

i remember seeing a while back concept drawings/renderings of the different building styles for the different factions as in it showed how the architecture varied from federation, empire, independent.

I wonder if a lot of the city/outpost/planetary areas will be procedurally generated based on faction specific variables.


where!!??? Please link it for us elite:dangerous addicts.
 
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Having thought about it, to come up with reasons why our experiences on populated planets could be kept restricted for the most part is not hard.

I would assume that planetside air traffic control would direct pilots to land at spaceports. As spaceports are probably undesirable in populated zones (to reduce noise, pollution, and the potential danger caused by incompetent or malicious pilots), they probably would be located out of the cities, and would contain a limited population of staff, other pilots, and tourists.

I would also guess that offworlders are treated somewhat differently by planetary authorities. Immigration concerns, the threat of space-borne disease, and the dangerous political views that might be held such by degenerate spacers would be the excuses for keeping them apart from the general population.

Perhaps there are even planets where the general public are oblivious to the existence of space travel, alien life, or offworlders. In those places, secret orbiting stations and highly-controlled autodocking in very isolated areas would probably be the only access you are likely to get.

Even so, there are probably millions of planets that are sophisticated and open enough to allow pilots more freedom, and those are the ones that will make it very difficult to hide the strings.
 
Here is a realistic feature for planetary landings, they will have towns and village like places that are procedural generation and they will have 1-3 handcrafted detailed cities with full of population, the city will have A.I. in it and it will resemble a open world like gta except futuristic. this will allow the player to choose if he wants to spend all/most/some of his time in the city and others in space.
they should have the star ports be like mass effect and only have shops in it (except that ring like dock should have procedural city inside those rings)
if they can accomplish this they will sell this game to history making numbers.
A gta in space is a wetdream of everyone.
 
Having thought about it, to come up with reasons why our experiences on populated planets could be kept restricted for the most part is not hard.

I would assume that planetside air traffic control would direct pilots to land at spaceports. As spaceports are probably undesirable in populated zones (to reduce noise, pollution, and the potential danger caused by incompetent or malicious pilots), they probably would be located out of the cities, and would contain a limited population of staff, other pilots, and tourists.

I would also guess that offworlders are treated somewhat differently by planetary authorities. Immigration concerns, the threat of space-borne disease, and the dangerous political views that might be held such by degenerate spacers would be the excuses for keeping them apart from the general population.

Perhaps there are even planets where the general public are oblivious to the existence of space travel, alien life, or offworlders. In those places, secret orbiting stations and highly-controlled autodocking in very isolated areas would probably be the only access you are likely to get.

Even so, there are probably millions of planets that are sophisticated and open enough to allow pilots more freedom, and those are the ones that will make it very difficult to hide the strings.

that's actually a perfect idea for allowing people to enter cities to have a port on the planet where you land then have to take a vehicle or public transport into the city.

if they can make this true. it will literally be a gta in space. and that will sell more than McDonalds.
 
Here is a realistic feature for planetary landings, they will have towns and village like places that are procedural generation and they will have 1-3 handcrafted detailed cities with full of population, the city will have A.I. in it and it will resemble a open world like gta except futuristic. this will allow the player to choose if he wants to spend all/most/some of his time in the city and others in space.

Sorry, I get worried when people seem to suggest stuff like this. Let's say FD do what you suggest, and there's towns & cities on planets rendered in incredible detail... They've spent X man years of work doing this so you can land there and wonder around a place that looks incredibly realistic...

BUT, what would you do there? :S

There needs to be game play and interest up and above complexity and detail IMHO. It worries me when people seem to assume the two are the same.


ps: You mention GTA, which of course spent hundreds of millions of dollars on the production of ONE area.
 
Im still on the Mass Effect style. In there most of the Npcs had purpose and dialoge without been this huge vast city full of nothing to do but to wonder around. I don't know where some of you guys live but if want to apreciate natures beauty I'd go outside and look at the real thing (getting also some fresh air) I can actually sit at a park and look at the the not procedurally generated birds. Why do you want a game for that when you can just go outside?

PS: maybe we are too proceduraly generated, were all have the same parts with minor diferences o_O.
 
I think u are underrestimate the developers here and the whole procedural technology.I am not a programmer, but as far as I understand this technology They can easily implement handcrafted buildings thousands of them to the algorythm. Procedural only means it's generated, but it doesnt give us a clue about the content. I think they can make a huge databese with a lot of handcrafted buildings, anomaly and the algorythm randomly( still by rules) implement them to the generated worlds. It means for me that they can create worlds with rich lifes and big cities. I dont think we'll be able to interact with every people, but If the "algorythm" decide to put somewhere a shop, why would not be able to put there an interactable NPC?
In my opinion there are not a huge number of programers who completly understand the procedural generation, therefore we dont know much about it. But as I can understand it with my extraordinary mind, This is the most interesting technology where the limits only meet the available hardwares, and our limited minds. I think a few years later every(huge) game will be proceduraly generated, and with time and development it wont mean poor graphics and contents. I think Frontier going to take that step what's going to change everything in the gamers world.
 
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The ideas and hopes people have here. Some really don't seem to have any inkling of how expansive and time consuming their ideas would be and that something like this will never be in the game. :D

Don't get your hopes up too high, walking around will probably stay pretty basic, everything else wouldn't be doable, specially since "walking around" is only a very unimportant part of the game compared to...you know...the actual space flight. :D
 
here!!??? Please link it for us elite:dangerous addicts.

It was in an old newsletter sent out by Frontier Developments roughly beginning of last year (because I rememer reading it at my old job which I quit end of last year) but I don't think it is available in the archive which would make it before newsletter #18.

It was basically a night shot of a planet taken to show how different the night lights look on a federation, imperial or independent world. Federation was square very structured, the imperial style was more rounded and organic, while independent world were a bit of a sparse interconnected mess of settlements. Also I believe there were sketches of variations of ships and cockpit designs for the same reasons. I'll try to dig it up from my inbox when I get a chance unless someone else has those links handy.
 

Tar Stone

Banned
If the atmospheric flight feels right, and I can fly down on the night time side of a planet, through clouds and being buffeted by weather, and see the lights of an alien city looming through the fog while rain pelts the canopy, I really don't care what else there is after that point.
 
Or pursue your target through and around the sprialing columns of hydrogten and helium gas on gas giants occasionaly catching the shimmer of vast oceans (if you can call them that) of liquid metallic hydrogen.

This game can reallly let your mind soar.
 
Im still on the Mass Effect style. In there most of the Npcs had purpose and dialoge without been this huge vast city full of nothing to do but to wonder around. I don't know where some of you guys live but if want to apreciate natures beauty I'd go outside and look at the real thing (getting also some fresh air) I can actually sit at a park and look at the the not procedurally generated birds. Why do you want a game for that when you can just go outside?

PS: maybe we are too proceduraly generated, were all have the same parts with minor diferences o_O.

then please don't comment.
how are you going to tell me that you don't want this then buy a game that has a space sim.
you probably have games that will bring about the same style response you have
if you don't want it then don't buy the expansion pack
#2 i think you're forgetting the whole point of this game buddy. TRAVELLING THROUGH SPACE INTO ANOTHER PLANET INTO A FUTURISTIC CITY
but please if you know somewhere on planet earth where alien creatures exist and there is a futuristic high tec city with flying cars please point that out.
#3 GtA 5 sold by the millions and made billion or two. it's a game about modern L.A. it sold alot in L.A. so your argument just became a dud.

I think u are underrestimate the developers here and the whole procedural technology.I am not a programmer, but as far as I understand this technology They can easily implement handcrafted buildings thousands of them to the algorythm. Procedural only means it's generated, but it doesnt give us a clue about the content. I think they can make a huge databese with a lot of handcrafted buildings, anomaly and the algorythm randomly( still by rules) implement them to the generated worlds. It means for me that they can create worlds with rich lifes and big cities. I dont think we'll be able to interact with every people, but If the "algorythm" decide to put somewhere a shop, why would not be able to put there an interactable NPC?
In my opinion there are not a huge number of programers who completly understand the procedural generation, therefore we dont know much about it. But as I can understand it with my extraordinary mind, This is the most interesting technology where the limits only meet the available hardwares, and our limited minds. I think a few years later every(huge) game will be proceduraly generated, and with time and development it wont mean poor graphics and contents. I think Frontier going to take that step what's going to change everything in the gamers world.

you just made me feel funny in my pants
 
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