Game Discussions Star Citizen Discussion Thread v12

I have no idea how to code doors, but it doesn't seem to be a particular mystery for many, many other games, for example Witcher 3.
Just lol. Bugs increase exponentially with the number of mechanisms that can interfere with the doors and the number of doors's type you have.

Source: https://www.youtube.com/watch?v=RFSFZoAsdB0


Source: https://www.youtube.com/watch?v=-s44atD58KY


Source: https://www.youtube.com/watch?v=G3tYtfT59W0


Source: https://www.youtube.com/watch?v=TCE1_rz2b2Y
 
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You know what, here you go. How hard is it to code doors? Exactly 764 lines of C code in the original Doom. That's how hard.

In CIG's case entire team's worth of people to make videos about how hard it is to make doors that don't kill you when you walk through. Because perpetual development makes more money.

Well, actually less money than Doom has raised over the years but Doom is an actual released and fun to play game, not a janky death door simulator.
 
You know what, here you go. How hard is it to code doors? Exactly 764 lines of C code in the original Doom. That's how hard.

In CIG's case entire team's worth of people to make videos about how hard it is to make doors that don't kill you when you walk through. Because perpetual development makes more money.

Well, actually less money than Doom has raised over the years but Doom is an actual released and fun to play game, not a janky death door simulator.
Thanks, now the Doom music plays in my head. And I hear the door sounds, too.
 
We are not reinventing the difficulty of doors, Doors ARE complex and difficult to code. Some here just don't want to acknowledge it.
We are not redefining "loading screen", warp tunnels in SC will not be "loading screen" as used in the game industry. If you think so, just give us your arguments.

Well, for me, its just taking the mickey out of CIG, since they love to portray everything as being hard, including things that have been solved time and again by other developers without making a song and dance about it.
 
The Last of Us Part II co-game director Kurt Margenau called it “the thing that took the longest to get right.”
But I'm sure you know better than Sony Interactive how to code doors... It's easy : IF "want to open door" THEN "open door" ELSE "close door"
So in light of the above, a very experienced team finding it difficult to code/fix doors. Why would CIG, a company largely made up of inexperienced people, try to make the most complex damn space doors in the history of gaming?

There are people at CIG who have lots of the experience in the industry, should they not have said "doors are notoriously difficult so lets not make them any more complex than we absolutely need to!"
 
You know what, here you go. How hard is it to code doors? Exactly 764 lines of C code in the original Doom. That's how hard.

In CIG's case entire team's worth of people to make videos about how hard it is to make doors that don't kill you when you walk through. Because perpetual development makes more money.

Well, actually less money than Doom has raised over the years but Doom is an actual released and fun to play game, not a janky death door simulator.
I posted links from professionnals of the gaming industry clearly stating that door are complex to code and you still want to prove us it's easy.
I give up, I can do nothing for you... You should post your link to Kurt Margenau and give us here his response...
 
Just lol. Bugs increase exponentially with the number of mechanisms that can interfere with the doors and the number of doors's type you have.

Source: https://www.youtube.com/watch?v=RFSFZoAsdB0


Source: https://www.youtube.com/watch?v=-s44atD58KY


Source: https://www.youtube.com/watch?v=G3tYtfT59W0


Source: https://www.youtube.com/watch?v=TCE1_rz2b2Y

There we go, the perfect excuse why SC is taking so long. There are so many systems involved its really really hard! Clearly the reason SC is still in alpha after all these years.

Its so hard its amazing any game dev before CIG actually managed to implement them. They probably didn't implement them with the same fidelity as other CIG though. Only CIG have true high fidelity doors.
 
Just lol. Bugs increase exponentially with the number of mechanisms that can interfere with the doors and the number of doors's type you have.

Source: https://www.youtube.com/watch?v=RFSFZoAsdB0


Source: https://www.youtube.com/watch?v=-s44atD58KY


Source: https://www.youtube.com/watch?v=G3tYtfT59W0


Source: https://www.youtube.com/watch?v=TCE1_rz2b2Y
Those videos are 5 or 6 years old. There is a chance they may have fixed the bugs, I haven't seen any of these examples in my recent play through.
 
Those videos are 5 or 6 years old. There is a chance they may have fixed the bugs, I haven't seen any of these examples in my recent play through.

Yes, but those were released products while SC is still in ALPHA!!!!

EDIT: My gods, this is easy. All you have to do is says its alpha and it works like a trump card! I should switch sides! I wonder how much Chris will pay me.
 
Yes, but those were released products while SC is still in ALPHA!!!!

EDIT: My gods, this is easy. All you have to do is says its alpha and it works like a trump card! I should switch sides!

Well, indeed. I'm waiting for SC to come out of alpha so I can consider using the package I purchased in 2012.
 
It is a common trait for some developers to claim something is difficult when in fact the truth is they are just not that capable of doing it. This is not exclusive to game developers, but developers in general.

Code does not inherently have bugs. People writing code introduce bugs. More capable people introduce less of them. Less capable.. well those make SC.
 
Ok, roll for sanity then, and because its night, and you're sleeping, you take 1 point of sanity loss regardless. If you fail your roll, as usual, roll a d10 to see how many sanity points you lose.

Oh, i'm going to hit you with another 10 points of sanity loss anyway due to posting in this thread.
Wrong context… he’s waking up from his sunken tomb in lost R’lyeh.
 
So in light of the above, a very experienced team finding it difficult to code/fix doors. Why would CIG, a company largely made up of inexperienced people, try to make the most complex damn space doors in the history of gaming?
Because they lack experience.
There are people at CIG who have lots of the experience in the industry, should they not have said "doors are notoriously difficult so lets not make them any more complex than we absolutely need to!"
These people probably have not enough influence. Mismanagement of complexity (and not taking responsibility for it) is the name of the game in this project.

(Just release SQ42 already, pretty please :( )
 
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