Game Discussions Star Citizen Discussion Thread v12

If you had watched the video he says he has a source. The year isn’t over yet I would bet CIG is looking at this to monetize it.
For source check have you reviewed the KS page I posted?

If you had watched the video you'd see at the 34 second mark he says "im not too sure on the authenticity of the evidence here". I understand that is hard to stick around for 34 seconds of a video, but you did post it.
 
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I have to say, I don't doubt at all that in his singular mind Roberts does genuinely have a vision for what the game will eventually become. The problem is that it's utterly untempered by reality as you or I would recognise it.

1,000 years ago people who had visions were venerated and put on a pedestal. These days they're ridiculed and put on anti-psychotic medication. I think the modern approach would be more appropriate for Chris.
In the London area back in the Edwardian/ Victorian era, you had to pay a shilling to go poke the loonies over at Bedlam (Bethlehem) mental asylum with a stick...nowadays, we can all do that on spectrum and reddit for free ;)
 
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D3793600A26B201BA705730BB59A4238313D9F9D
 
If it is this, it is fake. Was posted to reddit right after the last ISC where they showed these initial concept drawings.

nfod5w5pmei51.png

So, fake....

Backers: "So fake! CIG would never sell building prefabs for money!"

1 year later

Backers: "Its fine them selling prefabs for money. Its a pledge, not a purchase. We are simply supporting development. Oohhh... look, a penhouse for $10,000! Let me open my wallet!"
 
we should all take a deep breath and remember that any single one of us is simply talking for the most part. We have very few precious facts in regards to Star Citizens development despite its claim of being transparent.
We do have the evidence at hand, which is the current alpha. Spending some time in it is quite revealing... I try to keep to what i see. (edit) i tend to believe what i see is what we get and nothing more in the case of CiG, because CR is like a toddler and will never shut up if he's got something to show.

one virtual server with server meshing of physical servers
Dunno why they still insist on that wording while everyone else calls that "cloud". It's not rocket science, it's been there for a while, and certainly does not take years to set up.
Also if you are thinking of the nonsense spouted by CR, he's been out of touch with development for more than 20 years. If you know about game programming even just a bit, you should know that everything has to happen inside frame time, if you decide your server runs at 30fps then you have roughly 30ms to do everything and update the game state before you cycle over. Involving networking or i/o in that time span is impossible due to strong physical limitations, like the speed of light in fiber optics. You certainly can colocate your server racks and run a fiber channel and all, but your latency due to network overhead will quickly add up and eat away that precious frame time.
You certainly can implement asynchronous time warp and such, but that's really advanced techniques, and i've never seen it done on any MMO (it's for 1v1 fighting games - i have some ideas on how to expand the principle but the underlying code is really difficult).
So instead you would have to run everything in an async way then try and do data reconciliation when everything goes back and a few frames are gone by, changing the game state so you'll have to match the newer state, and solve all the conflicts that will emerge. Given the track record of CiG so far on various implementations (want me to talk about that barman "AI" ?), I highly doubt they would be able of such a feat. Add to that their engine of choice which has tier 0 networking and a completely synchronous game loop, with spaghetti code that ties everything up to it.
First order would be to call "cloud" what it is. Then to give an actual, realistic, implementation strategy, not CR waving hands and throwing unrelated buzzwords. For example that's what the devs Dual Universe are doing - they gave a few conferences at Devoxx for example where they expose their detailed architecture, with code, and it seemed like a really strong proposal (im not part of the closed alpha on DU, cant judge the results so far). The architecture and code to do all of this is really difficult to set up properly, with many pitfalls, and should have been the VERY FIRST thing to do at the beginning of the project, with just place holder grey boxes, until they got that perfect, because it's the very core of the whole game engine, and impacts absolutely everything.
 
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The architecture and code to do all of this is really difficult to set up properly, with many pitfalls, and should have been the VERY FIRST thing to do at the beginning of the project, with just place holder grey boxes, until they got that perfect, because it's the very core of the whole game engine, and impacts absolutely everything.
And that, in a nutshell, is why all of SC — every last pixel — that you can see right now is undelivered. While I respect the “what I see” approach as a general principle, it ultimately also falls afoul of that fundamental issue.

CI¬G still have no idea what parameters they need to fit their game into.
Everything they've made so far must therefore at some point in the future be appraised (not even reappraised, but evaluated for the very first time) in relation to what resources are available to fit everything into. Everything runs the risk of being reduced, redesigned, or outright removed. Even if CI¬G had something that could generously be misrepresented as a “plan” (they don't), that plan would inherently be worthless because it, too, relates to nothing. It would exist in a void and thus be void itself.

SQ42 could conceivably have avoided that problem since it doesn't have the same constraints, but unfortunately, with the toddler-level competence at software development available to CI¬G, they wisely decided to make it contingent on SC, and thus ensure that it is trapped in the same place where nothing can be delivered.
 
SQ42 could conceivably have avoided that problem since it doesn't have the same constraints, but unfortunately, with the toddler-level competence at software development available to CI¬G, they wisely decided to make it contingent on SC, and thus ensure that it is trapped in the same place where nothing can be delivered.
I think that on top of that SQ42 has its own issues to contend with, the first one being CR himself of course, but also the fact they immediately spent all their money on huge hollywood level mocap studios, invited A list celebs and did a ton of mocap without any kind of supporting game engine behind it. From a project management perspective, this is the worst as they basically wasted the whole budget on fluff. They now have metric tons of mocap data, cutsenes, voice overs certainly too, which may, or may not fit in any future game that will go around them. A certain someone really wanted to get back in Hollywood, and maybe get jobs for his wife, and SQ42 funded just that. When they published their first "serious" roadmap (was it 2018, or 2019 ? it's not so old) they had basically everything to do from zero, which means there was absolutely no game before that. (*)
At least they have to maintain a certain level of illusion on the PU as it's visible by everyone. But with SQ42 they can continue and deploy smoke screens at will..

(*) and if we remember some posts by The Agent, we know they showed investors their quickly hacked machinima, which of course does breaks apart completely if you step out of the pre defined path...
 
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SC was/is a reality show about a BDSSE being made. The point is not to actually deliver a game but to keep people watching & money pouring in so that the show stays on the air as long as possible.

There's just enough semblance of game development to make it seem real. Most of what you're seeing are just sets and scaffolding 😁
 
Oh, look who's been spending their time making the BDSSE:
IMDB said:
Directed by
  • Carla Grande
  • Su-Mae Khoo
  • Chris Roberts
  • Kenny Scott
Produced by
  • Carla Grande ... location producer
  • Phil Holmes ... shooting assistant producer
  • Su-Mae Khoo ... location producer
  • Rebecca Mason ... assistant producer
  • Bernadette McDaid ... commissioning editor / executive producer
  • Chris Roberts ... location producer
  • Kenny Scott ... producer
  • Mark Tinkler ... archive producer
  • Thomas Viner ... executive producer
…and BDSSE, as we all know, stands for Best Dam Solar observation Sites documentary Ever.
 
Oh, look who's been spending their time making the BDSSE:

…and BDSSE, as we all know, stands for Best Dam Solar observation Sites documentary Ever.

Was just looking at that.

It was one thing Sandi swanning off from her responsibilities as head of marketing, but the CEO who should be 100% dedicated, or as some backers like to dream, be knee deep in code, is apparently now involved with making documentaries.

Exit strategy underway?

Also: Star Citizen (Video Game) (producer) (post-production)

Post-prodction? Wow! I guess SC is almost done!
 
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