Graphics never make a game. But they can be part of a good one. The differentiation is critical. In Star Citizens case I would always consider graphics last but there really isnt anything much else to consider at this point. Year after year graphics get better in video games and budgets for making them also increase. I remember an Ubisoft statement saying that modern graphical representation is very expensive. Games dont leap in terms of complexity or depth anymore as they did 20 years ago (so thats not really a factor for cost) but the eye candy does.
Whilst that's a very comprehensive post, I think my favourite part is Fritz reacting violently to it immediately after - although presumably not due to the length!!
About these docs, I just keep them in mind but don't refer to them for my following of the project. But CIG really use them. The quantanium (exploding instable ore) was not awaited in the mining gameplay but delivered. I think you can find its description here
"...and elements that can explode when subjected to seismic vibrations as caused by repeated fragmentation operations all present their own unique types of jeopardy. "
The mining gameplay will be fully completed for me in 3.10 with the new players exchange panel. You can now hire players to multi mine.
The exchange panel is a big awaited addition to the multi gameplay. Another step in the right direction.
Whilst that's a very comprehensive post, I think my favourite part is Fritz reacting violently to it immediately after - although presumably not due to the length!!
Pure shock on my part. He has this whole grumpy-2-liner-sarcasm down so I started to read that post and I just couldnt avert my eyes....it was like a hypnotic force. I HAD to read it to its end and I fel a little violated afterwards....not gonna lie
IIRC, didn’t he also join in on the Kickstarter wave of older game devs in 2012?
From what I remember about him, he was a slightly more competent version of Chris Roberts, equally grand in vision, but was easier for his teams to work around.
Whilst that's a very comprehensive post, I think my favourite part is Fritz reacting violently to it immediately after - although presumably not due to the length!!
My favourite part is that to this day, I can still read in the text when I started to bang my head against the desk over how utterly idiotic, ignorant, contradictory and self-defeating the whole "design document" was, including such gems as the author not understanding what such hyper-complicated concepts as "velocity" mean, at which point I had to try very hard to not start swearing very loudly.
Once again I have fun now, so each new year of SC existence is welcomed. Every patch with more fun is just another good addition for me. I don't care about a release date because I enjoy it now. The release will add nothing to my pleasure, only reset my future fleet with the wipe.
The only thing I really want now from CIG is stable server.
RSI’s Spectrum is our integrated community and player interaction service, including chat, forums, game integration, and Player Organization facilities. Player Organizations (“Org”...
Once again I have fun now, so each new year of SC existence is welcomed. Every patch with more fun is just another good addition for me. I don't care about a release date because I enjoy it now. The release will add nothing to my pleasure, only reset my future fleet with the wipe.
The only thing I really want now from CIG is stable server.
...rewarding those players that formulate contingency plans in advance, whether that be the hiring of an NPC crew member extremely talented with a defense turret...
I was thinking about how this happened and I realised they are probably using a webservice/microservice/message-queue system for this super new AI. Sure enough, the bartender stuff started appearing on the roadmap in 2017, about the same time they started refactoring for use of diffusion a sort of service-bus/messaging type framework available on AWS.
That isn't suprising and not cutting edge as almost every online game, mobile game and high transaction business application have moved over to decoupled micro-services. What is suprising is that it's taken them three years and work began five years into the project which is unheard of.
It also explains the pauses while the NPC waits for the response, as we can probably guess "iteration one" is going to require a whole lot of scalling and tuning before those messages start to respond quickly. Every drink you order from the bartender is probably creating a message that gets sent to the microservice for queing (generally over HTTP), processing, sends back a response etc. The hillarious bug above must have been a response being recieved that somehow caused the NPC to spawn in the middle of the scene to start acting on it.
For a crowdfunded game that's supposed to be open development this stuff is really hard to track down and figure out, they say next to nothing about what they do other than that they are building feature X, and using technology Y. Compare this to Frontier's "we're making a space game that will use P2P networking" three years later, here's a complete run down of what we did including every major issue we resolved and virtually enough information (from availability zones, tagging, relational and nosql examples) you can take away and do it yourself, that we're told is comparitively closed.
Five years in before they figured out how they were going to even attempt it, then a further three years to deliver the first "iteration" of, what to me looks like a fairly standard NPC microservice architecture is short changing backers IMHO