you must be new hereYou have proof the money raised was used for those projects and that they didn't raise funds separately?
O7
While I would like to see ship interiors, I can understand why they might not happen from a technical perspective.
I would never support buying ships with ARX. but if we got to walk around inside our ships, I'd buy the hell out of ship interior cosmetics.
Rather have more planets to interact with, these come to mind: Earth likes, Gas giants, Water worlds.
Don’t forget Ammonia Worlds!
then the interior zealots will complain because they can't walk inside their ship when the ship is moving.A lot of people claim that it would be hard and expensive, but I don't think so, I mean, a guy did this thing in his free time for the Viper MkIII:
Source: https://youtu.be/pxPkrWe7Q88
Recently in Reddit a guy told me that it would be hard "engine-wise" because moving all that things along the ship while travelling would need a lot of coding and so on, but it doesn't have to be available while in supercruise, only when the ship is parked, while travelling it can simply disappear and not be rendered.
You know, as much I'd love to see it, I doubt we'll see ELW's in this version of Elite. That'll be for the next version that uses AI to generate what we'll find there. With all the billions of possible ELW's out there, no game studio can come up with enough possible ideas with a few human's doing it.Rather have more planets to interact with, these come to mind: Earth likes, Gas giants, Water worlds.
I'm no game dev, but this sounds like it's way easier to say than do.The interior is a separate level that is connected to the rest of the game
The interior is a separate level that is connected to the rest of the game
All programming tasks fall intoI'm no game dev, but that seems like something that's far easier to say than do.
Hahaha this is the world I live inAll programming tasks fall into
- way easier to say than to do (almost all of them)
- way easier to do than to say (yes, that's straightforward, I've implemented it while you were talking, can we move on to the next topic please?)
There's none that I've found to be of equal difficulty.
All programming tasks fall into
- way easier to say than to do (almost all of them)
- way easier to do than to say (yes, that's straightforward, I've implemented it while you were talking, can we move on to the next topic please?)
There's none that I've found to be of equal difficulty.
In this case, no matter how difficult it is, we can be confident that it's possible in Elite Dangerous because the station concourses already are interior areas separate from (but related to) the exterior areas.
"An object, but it's inside another object and moves relative to that object rather than relative to the world" is actually on the "easier to do than say" side if you have a decent vector-maths library (and if you don't, you have way bigger problems when trying to make a 3D game to make a character lift their arm or shoot a weapon - How? ) - the complicated bits (and there will be a lot of complicated bits!) are going to be elsewhere.