Elite Dangerous Game Engine / Ship Interior question.

While I would like to see ship interiors, I can understand why they might not happen from a technical perspective.

It's totally possible from a technical perspective:
  1. Press door button to go inside ship
  2. You're in an elevator while the game loads the interior
  3. The interior is a separate level that is connected to the rest of the game
  4. Elevator doors open once the interior is loaded.
  5. There's no problems with P2P, rubber-banding, because it is separate from the external world

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.

Ship interiors have very high monetization potential.
 
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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.
then the interior zealots will complain because they can't walk inside their ship when the ship is moving.
 
Rather have more planets to interact with, these come to mind: Earth likes, Gas giants, Water worlds.
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.

Gas Giants and Water Worlds? Just as difficult if life-forms are included but not as much "detail" for planet surfaces to deal with, especially gas giants. They could simply do the "cloud effect" done for "notable stellar phenomena" and include a few creatures swimming in an area where the atmosphere becomes more like soup (and please, for the love of all that is holy, include space whales so we have something dangerous to worry about).

Water worlds would need to include things swimming in it, so again, AI would have to come up with thousands of possibilities.

On the thicker atmospheric worlds idea, plants, and something that eats the plants (that's the next logical step in biology, isn't it?). And that little thing crawling towards your feet thinks you're a large, tasty plant.

BTW, with all the creatures they've created for Planet Zoo, I'm still surprised no one has reskinned any of these things to different creatures.

If done as expansions for a price, hell yes I'd buy them. I do a lot of exploration so I'd love to see more of those things.
 
I'm no game dev, but that seems like something that's far easier to say than do.
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) - the complicated bits (and there will be a lot of complicated bits!) are going to be elsewhere.
 
It would be interesting to see ship interiors, though if the cockeyed nature of the fleet carrier interiors is anything to judge by, then no, I don't want FDev to waste time on something they have already tried to do, in a minor sense, and failed.

Brought to you by the same people who used the excuse (Arthur) of 'walking through your ship a thousand times would get old,' forgot that 'walking forever on a landing pad to get from a Large ship to the station elevators, would equally qualify as 'ad nauseam'.

Concentrate on the next phase of game play---and untangling the spaghetti.
 
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.

I agree with a lot of this. There's another way to break game development down into different parts: the programming/code work, the 3D modeling, and the character animation and acting/scripting (and I'm sure there's more but for this discussion and my old mind here they are). The 3D modeling is probably afaik, in the middle regarding effort and that's because I've done some light programming for engineering stuff and now, all I do now is 3D modeling industrial stuff of all sorts (I'm in awe of game programming and character animation but I know very little about it - I keep thinking how C# or C++ or VB fits in the scheme to make a character lift their arm or shoot a weapon - How ? ).
Imho, an easy quick implementation of interiors is to simply focus on the bridge, flight deck or cockpit, and that's all (for now) because those are already modeled in detail for every ship. ... thinking X4 - I have Raptors, Colossus and the big Teladi ships and you can wander the bridge and leave it via the airlock at the back but these are two very different games

The obvious thing is that several games now have interiors and the ability to walk throughout them while they are in flight to a destination. SB2 and Spaceship Simulator are two recent ones. To a lesser extent X4 and X:R had crew walking inside their ships. My first experience with this was ME:A. That was awesome but its more like SF due to the cut scenes and blackouts to load the next environment.

If they ever finished the flight deck/bridge, I would probably never type the word "interior" here ever again.
nuff said

Have a nice day
 
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