The Star Citizen Thread V2.0

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oh you can do better. Comparing ED/SC to euro truck simulator is not exactly a bad thing, many people love to play that game and many people want to play "trucker" in a ground game and in space.

Heck I even own the game and have played it some, really only worth it if you have a very nice wheel, and I do.

Sorry forgot the SC part. Many people purchased the Starfarer for that exact reason, there is even a very large thread about being a space trucker. Many people could not care less about combat in space sims, with the only thing they want to do is fly a ship and trade. Me I like both, that is why I have a Freelancer, so I can do both exploration, trading, and some combat.
 
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Of course, if fun truly was fully relative, sacrificing something which isn't (like realism) for it would be pretty impossible :D
 

Jenner

I wish I was English like my hero Tj.
Time for a little reminder everyone:

Reopening.

Here's the deal - from now on ANYONE involved in an argument beyond reporting a post gets an infraction. I don't care who starts it, if you continue it then you get infracted. REPORT - IGNORE - if you respond in kind by arguing then you're getting an infraction, simples.

I really hope that this is clear enough because you all appear to have missed it the last 10-15 times.
 
Yes it is, it applies to any artistic work. Its called a metaphor.

You must be quite the artist if you believe that no design or work should be changed or improved. The first design is always the best right? The artist who scratches out all the cliche ideas and trashes thousands of drawings or layouts to get something better totally isn't doing his job right. Ideas come instantly, and everything MUST work on first try or else its bad, theres never any room for improvement otherwise you're a bad artist.

Man, creating something must be pretty easy huh? You just do a few brush strokes and never make corrections, otherwise youre doing it wrong. You've got a lot to learn 1500.
 
12 minute interview with CR on procedural generation + extras: https://www.youtube.com/watch?v=kGZJP5oVUn8

Answer Summary (very brief copy/paste from reddit)

0:27 Gamescom Recap
Chris discusses V0.9 alpha, indicates a next-week launch, talks racing, and more. Control mapping and multicrew ship combat previews referenced.

3:50 What is CIG's definition of "Procedural Generation?" It seems like so many companies use it as a buzz-word now -- how do you define it?
"We are going to use it as a tool for universe building. I know a lot of people think Star Citizen is purely hand-crafted and that something like Elite or No Man's Sky is all procedural, but the reality is that all of these games have a mix of hand-crafted and procedural stuff in them." Chris notes how procedural generation will be deployed modularly to "help" in world and universe creation, rather than replacing a hand-built approach. Voxel approach discussed.

7:50 What's the current status of the team? How many are working on procedural generation?
Total team size is now 271 people, more or less. Includes contractors. Procedural generation team recruits assistance from well-known industry veterans (unnamed).

9:00 What types of content will be procedurally generated? Planets? Stars? Systems?
Not ships. Not enemies. Planets and stars for sure. Systems might be generated in limited part by procedural generation as the game ages, but it isn't an immediate desire or concern. Discusses philosophy of deploying procedural generation as a helping tool. Discusses limits as players consume content faster than development. Talks mining asteroids and voxel formation of planets / space objects to allow player manipulation.

10:25 What sort of constraints are being placed on generation? Planet size, etc.
Too early to say. Moving to 64-bit, which is a huge change for Cry Engine, but it's needed for scale and special handling of planets. 32-bit doesn't handle the size of a planet vs. size of a space ship (scaling) very well.

11:34 What’s the next milestone / pipeline for procedural generation?
Still in R&D now. First major milestone for procedural generation will be using procedural generation as a tool, not an end-all, be-all solution to universe creation. Frees up artists to focus on things other than building millions of asteroids by hand.

12:35 Conclusion
Thank you, backers!


FOV -> Currently fixed due to early build. They might allow some modifying of FOV, but are very concerned about it being abused to see outside of what one would normally see in a ship. Will likely place constraints on FOV. Chris sounded like he was considering fixed FOV with the potential for slight changes in either direction. It is not a priority right now.

AMD 64-bit concerns -> We talked architecture for a bit and will have to resume the discussion when we have more time -- maybe a Skype call. Chris doesn't think the game will necessarily be demanding enough to warrant too much cause for concern on higher-end AMD chips (my assumption was FX8/9 will have no worries), though we didn't have time to get into lower-end stuff like the 760K. Chris said the good news is that not all of the game will require heavy 64-bit FP stuff. I think we actually answer this question at the very end of the impending customization video, so I don't want to misquote him. It sounded like -- without rechecking audio because I'm on the floor -- the scaling of the game (some objects seen are very far, some are very close) will allow the team to optimize for AMD hardware fairly efficiently. Chris did not seem concerned about performance on different processors, as long as they're within a reasonable spec to play a hi-fidelity game to begin with.

Shopping -> what is the user experience when buying ships / items -> More on this soon also! For now, Chris said that ship shopping is still being designed on a deeper level. I asked about the UI when shopping (what's the vision for the UI?) and he didn't want to get too deep into that discussion due to (1) time and (2) UI is still being designed.
 
You must be quite the artist if you believe that no design or work should be changed or improved. The first design is always the best right? The artist who scratches out all the cliche ideas and trashes thousands of drawings or layouts to get something better totally isn't doing his job right. Ideas come instantly, and everything MUST work on first try or else its bad, theres never any room for improvement otherwise you're a bad artist.

Man, creating something must be pretty easy huh? You just do a few brush strokes and never make corrections, otherwise youre doing it wrong. You've got a lot to learn 1500.

I never said that, nor is that what the metaphor means. Perhaps you should read it again.

You might want to make sure you understand something before you post, let alone tell others they need to learn something. Heck your entire post is biased on the idea I said anything at all, other than the metaphor applies to digital works. I mean if you are going to make up things I said, what is the point of trying to have a discussion?
 
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It's sad they could not release on time, but I expected it would be late (like most of the other dates usually are) so I was not that disappointed.

Lets hope for an early next week release!

Sandi posted another pic from the upcoming version:

https://www.facebook.com/2154754385...5475438505750/732480770138545/?type=1&theater

I'm guessing its from the racing part of the new update.

Off Topic:
Anyone noticed that Bains got banned? If so, was that his final strike? = Perm Banned?
 
If only that were true of digital work
Sadly it is, right up to the point where many projects overrun, lose focus or get thrown in the trash (canned) .

Now, dont confuse this statement as being my views on SC - it isnt. However, going back and making repeated changes takes time, resource and money, when the changes could be negated by having focus and efficient project planning from the off. Therefore, stressing over the 'small' things can result in a big mess down the line if not kept in check - hence the metaphor I used.
 
still cig advertises with a pitch roll flight modell ...

That's perhaps the biggest rub with those advertising videos: The flight model they show in those ads follows what Elite Dangerous is doing ingame, yet when it comes to actual gameplay we're stuck with moving a camera with some added inertia, because realism.

Also, I'd love to see advertising material to come more from ingame recordings. You know, like they did back when they had their Kickstarter going.
 
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