I give leeway due to "videogame rules". The mechanic could be fun if there was in-game motivation to do so. And it would be more fun in Solo.Because in Star Citizen, you are the limpet!
I give leeway due to "videogame rules". The mechanic could be fun if there was in-game motivation to do so. And it would be more fun in Solo.Because in Star Citizen, you are the limpet!
Yes, the 'rooms' have been hand crafted like everything in SC. Each cave use this rooms connected to each others and a same room can be found in several caves. SC is not a voxel game like NMS or Astroneer.
A pirate blockade of a station from what I can gather...Blue-tails lockdown or something like that... whatever the NPC pirate clan is called in Stanton.We're in the 3rd month of this quarter. What is the "dynamic event" for the next release?![]()
whatever the NPC pirate clan is called in Stanton.
I believe Roberts clan aren't Non-Paid Characters, so it's a no.whatever the NPC pirate clan is called in Stanton.
Is it not the Roberts clan?
Not neccessarily. There'd be little reason to have "persistent procedural" caves. Warframe's corridors and rooms are lego blocks arranged randomly by a ruleset. The result is random yet familiar when you run through, but my corridors are not in the shared game world.Hand crafted rooms connected together by hand is 100% hand crafted. We'd know if they were procedural because there would be caves sticking out above the planet surface, or intersecting each other, or all sorts of other artifacts like with everything that's a technical challenge and not a trivial asset task that CIG attempts.
Put a timer on it and it could be Manic Miner?Maybe CIG should just change the focus and release a game called Star Miner!
Haha - sequel fits better - JSW - especially when you consider the end game!Put a timer on it and it could be Manic Miner?
Pug
Not neccessarily. There'd be little reason to have "persistent procedural" caves. Warframe's corridors and rooms are lego blocks arranged randomly by a ruleset. The result is random yet familiar when you run through, but my corridors are not in the shared game world.
However we know how anal they are with "pershmistence".
That said, we don't need a 100 systems. Everything we want could be accomplished in ten
Especially if one of them is Sol.
All you have to do is realize that what they've been doing for the past 9 years will be very different from what they will be doing for the next 9.
Look at crusader then look how quickly they spun up pyro. Crusader was the entire 9 years and pyro is largely done in less than 1.
Oooh, and remember the kerfuffle when CIG suggested they would release with 5-10 systems but after the outrage they walked back on it saying what they meant to say was they would have 5-10 systems done by the time all major features were ready and of course they were still aiming for 100+ systems at launch.
Bruh the CIG offices are going to look like the god damn Hurston business building soon lmao, big ass building visible from orbit with large pictures of all of the CEO's of CIG from Chris Roberts to his great great great great grandchild Christianna Robertoblerone
That would not be what proc gen is about, at all.Yes, the 'rooms' have been hand crafted like everything in SC. Each cave use this rooms connected to each others and a same room can be found in several caves. SC is not a voxel game like NMS or Astroneer.
I mean, there are pros and cons to both approaches and not say CIG's approach is bad, especially with fewer locations. Its not an approach that would work well in ED i think. But it does highlight a very different philosophy behind the game.
Like Mole says, despite both being space games with kind of similar gameplay, they are very different games.
Social hubs will primarily be built for efficiency, Hughes said, with quest givers and vendors positioned in roughly the same location from site to site. Players should expect more intimate interactions, including questlines with lots of dialogue. But the architecture will look very much the same from place to place.
“Time is money in Elite,” Hughes said, “so we didn’t really want people to have to find it laborious to engage with these [social hubs] when they’ve got stuff to do. So we’re trying to find that really fine balance between them feeling unique within the three kind of categories that I outlined, that they’re efficient to navigate through, and they have a real visual punch.”
If you have a complete library of rooms at disposal, a solid system to manage lights and a team used to do it, it's quick. That will be the job of Turbulent. Creating a new 'room' takes time but it's a one time job. Each room in library reduces the overall time needed to create a good cave for an artist team.That would not be what proc gen is about, at all.
And yes these caves are 100% hand crafted. That they copy pasted some "cave rooms" from one to the other doesnt change that, they did the whole 3D modelling down to each rock, by hand, for each one of these "rooms". Then placed everything manually in each correct position on the planet. From the mouth of devs themselves. A whole team spent months doing just that task. Do you still think you'll see 100 systems before 26th century ?
My dear LittleAnt - CI-G have been doing that for years and stil managed to get nowhere.If you have a complete library of rooms at disposal, a solid system to manage lights and a team used to do it, it's quick. That will be the job of Turbulent. Creating a new 'room' takes time but it's a one time job. Each room in library reduces the overall time needed to create a good cave for an artist team.
I remember it. So what ?Remember the lovely little outpost theyprocedurally generatedcarefully hand-built for the space lobsters?
Because the standard practice is not procedural generation.They design a lot of assets in 'parts' or 'rooms' that can be connected. One of the last isc shows it. It's standard practice in the game industry.
But why are you talking about proc gen ? I never said CIG was doing caves or structure with proc gen...Because the standard practice is not procedural generation.
Proc gen would imply the whole placement, and layout of each cave would be given to an algorithm. The amount of caves, their layout, and even their placement would then be not known precisely, that's the whole point (and would allow something called "exploration", which they sold very expensive ships for).
Also standard practice in the industry is to keep to the initial scope of the project. Here, caves are just out of place in a space game.