Star Citizen Discussion Thread v11

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Also a SQ42 update.


Release or even beta doesn't look on the cards this year.
So the SQ42 update is the 'other' update with only the SQ42 paras ... hmmm.

And yes, when they can boast about only just starting the work to be able to make 3d icons it does seem unlikely they will finish the game this year ..

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From the update:

Level Design

The Social Team continued with the long process of narrative interaction. The technology for breaking away from, abandoning, and re-joining conversations is complicated when applied to specific actor performances, with each scene considered on merit. However, it’s a worthwhile endeavor as the team are already seeing a level of immersion not seen in other narrative-driven games. Level Design are pushing on with AI behaviors, level mark-up, and moving some of the less-detailed greybox block-outs to their final states. The Dogfight Team are still building out the core AI movesets and behaviors to deliver believable and scalable AI for all scenarios.

So, in short, no much happening, and they still don't have even the basics of dogfighting NPCs sorted, yet somehow...

the team are already seeing a level of immersion not seen in other narrative-driven games

the team are already seeing a level of immersion not seen in other narrative-driven games!
the team are already seeing a level of immersion not seen in other narrative-driven games!
the team are already seeing a level of immersion not seen in other narrative-driven games!

This, for a game that is still in alpha and whose missions are still (according to their own descriptions) still in greybox or earlier.

In other words, they haven't played any sort of immersive game in decades or what? I'm sure CR has at least seen RDR2.

Its just pure marketing bull and anyone who swallows this horse manure deserves everything they get.
 

dayrth

Volunteer Moderator
"The Social Team continued with the long process of narrative interaction. The technology for breaking away from, abandoning, and re-joining conversations is complicated when applied to specific actor performances "

I understand that fitting motion capture in to a game in a smooth and believable way is a very difficult thing to achieve, but how long ago was that motion capture done?
 
"The Social Team continued with the long process of narrative interaction. The technology for breaking away from, abandoning, and re-joining conversations is complicated when applied to specific actor performances "

I understand that fitting motion capture in to a game in a smooth and believable way is a very difficult thing to achieve, but how long ago was that motion capture done?

The Social Team continued with the long process of narrative interaction.

I took this to mean the community team continue the long process of making things up for backers to uniquestioningly believe.
 
That stuff reads like a studio heavily concerned with cinematics above all else, the brass tacks of meaningful well constructed skill based/strategic gameplay with deep level design seems MIA while they strugle on with basics.

When you think of games such as X-Wing/Tie-Fighter that built on Wing Commander, it's not the cinematics you think of, they have cinematics and story but the game works fine without them. The more recent 'House of dying sun' did away with cinematics all together.

Cinematics are great for scene setting but they should exist on awsome game design and robust gameplay.
 
"The Social Team continued with the long process of narrative interaction. The technology for breaking away from, abandoning, and re-joining conversations is complicated when applied to specific actor performances "

I understand that fitting motion capture in to a game in a smooth and believable way is a very difficult thing to achieve, but how long ago was that motion capture done?
That doesn't matter. They have their own studio to capture romance scenes. It's probably rather related to exhausted actors, but that's erotic business industry for you.
 
That stuff reads like a studio heavily concerned with cinematics above all else, the brass tacks of meaningful well constructed skill based/strategic gameplay with deep level design seems MIA while they strugle on with basics.

When you think of games such as X-Wing/Tie-Fighter that built on Wing Commander, it's not the cinematics you think of, they have cinematics and story but the game works fine without them. The more recent 'House of dying sun' did away with cinematics all together.

Cinematics are great for scene setting but they should exist on awsome game design and robust gameplay.

But the game in alpha is already more immersive than any other game in existence!

CIG said it, so it must be true!

Who needs gameplay when you have immersion!
 
SC doesn't turn my webcam on...because I don't have one... through choice.

But then again, I've written exactly zero Expanse books and I'm certainly not popular enough to need to use social media to complain ;)
 
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