The Star Citizen Thread v 3.0

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It pretty much displays everything that is hand-crafted on the universe of the game. All the empty space outside of that, is mostly to be filled with the things what PG is being used for right now, Derelicts and Events that can avoid a massive void of content and add more to Exploration gameplay.

The Starmap right now it's pretty cool to have one idea of how the universe is laid off, specially for people who love lore and things like that that want to know all the systems dig into it, i did poke on it to find the land-able areas on all systems, and what they will be about. :)
 
It pretty much displays everything that is hand-crafted on the universe of the game. All the empty space outside of that, is mostly to be filled with the things what PG is being used for right now, Derelicts and Events that can avoid a massive void of content and add more to Exploration gameplay.

The Starmap right now it's pretty cool to have one idea of how the universe is laid off, specially for people who love lore and things like that that want to know all the systems dig into it, i did poke on it to find the land-able areas on all systems, and what they will be about. :)

It's more the lack of variation in stars/planets. I've only looked at a few systems but I couldn't see much difference between them, they all had a star, some planets and maybe a few jump points. So there could be more stuff...basically it's a bit like I imagine walking around a ship in Elite would be. People keep asking for it but I reckon if they did it people would walk around for 5 minutes and then that's it. Same with this orrery, it's just a bit of side fluff to the actual game. But it is lovely.
 
I groaned at the missed opportunity to provide any real depth in that starmap, especially for systems with a strong bias in the Star Citizen fiction like Sol, Virgil and Vega, a few systems I would have thought would have benefited from some backstory given the content of Gary Oldman's speech.

So basically flashy but light on content... basically business as usual for CIG.
 
The doom and gloomist atmosphere is kicking back in. Sometimes I wish SC was a closed development like EA or Ubisoft games it would have been revealed next year and all this knee jerk reaction would not happen.

About the Star Map it includes a good amount of detail. If you skim over it you won't find anything special if you dig deeper you will. Since someone said flashy and light on content I will prove how much content there is in the Star Map as soon as I am able since I am on the road.
 
And now the lead coder on the CryEngine has left CIG. To me this is not a good sign.

What lead coder on the Cryengine? The lead Engine Programmer is Paul Reindell (here). Side of that, the game Engine work is being moved to Germany, where most of the Cryengine vets are, the point here is not fire for the sake of firing but to move positions, part of the re-organization that is meant to put the people who work on the same thing together, instead of have people spread around 4 studios having to work on the engine.


The doom and gloomist atmosphere is kicking back in. Sometimes I wish SC was a closed development like EA or Ubisoft games it would have been revealed next year and all this knee jerk reaction would not happen.

Yeah.... After the whole dates story.... at this stage it's already expect-able they will be attacked for anything they do or say, there's no possible "winning" until the game is released. I think this is about to get worse again, once the DS starts leading one carnival surrounding the Gizmondo story and the Swedish Mafia stuff, this is scaling to levels someone might just... make the mafia unhappy.
 
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Just read an old thread, and it haven't moved on since then. Now they address it, but the problem has already damaged the game.
If only CIG didn't tell strait up lies to their backers it would be easier to swallow, however as it is now only the hard core evangelists say its not an issue.

https://forums.robertsspaceindustries.com/discussion/145726/arena-commander-sucks

And now the lead coder on the CryEngine has left CIG. To me this is not a good sign.

So many defenders of AC that are no longer posting in the forums. So many posters from the early years just don't post anymore.

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The doom and gloomist atmosphere is kicking back in. Sometimes I wish SC was a closed development like EA or Ubisoft games it would have been revealed next year and all this knee jerk reaction would not happen.

About the Star Map it includes a good amount of detail. If you skim over it you won't find anything special if you dig deeper you will. Since someone said flashy and light on content I will prove how much content there is in the Star Map as soon as I am able since I am on the road.

But it is a closed development, its just pretending to be open. Also if they had gone the EA or Ubisoft development, then they would not have gotten any money. Part of the reason that CIG got money was for that open development, and for backers to get things early.

Sorry but you can't have it both ways.

And lets ignore all the companies that are way more open then CIG, and don't have a problem with it.
 
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Sorry, I should have said flashy, light on content and totally impractical... the UX is a case study in how concentrating on form over function can cripple a product! Cameras that whip around so fast you lose your mental context, alpha-blended bodies through which other star systems can be seen (great when trying to look at a Jovian-like moon system!), free cameras that have so much motion blur (why?!) that the starfield becomes a mass of smudges and lines, density filters that ironically enough make it almost impossible to see items of potential interest (and which silently turn off when the focus level changes without also toggling the filter icon)? It is actually giving me a headache just trying to play with it for any length of time!

Yes, it is very pretty, but as a means of conveying information it is almost entirely useless.
 
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What lead coder on the Cryengine? The lead Engine Programmer is Paul Reindell (here). Side of that, the game Engine work is being moved to Germany, where most of the Cryengine vets are, the point here is not fire for the sake of firing but to move positions, part of the re-organization that is meant to put the people who work on the same thing together, instead of have people spread around 4 studios having to work on the engine.




Yeah.... After the whole dates story.... at this stage it's already expect-able they will be attacked for anything they do or say, there's no possible "winning" until the game is released. I think this is about to get worse again, once the DS starts leading one carnival surrounding the Gizmondo story and the Swedish Mafia stuff, this is scaling to levels someone might just... make the mafia unhappy.

I was talking about Dan Tracy, however you will probably said that doesn't mean anything am I right?

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So many defenders of AC that are no longer posting in the forums. So many posters from the early years just don't post anymore.

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But it is a closed development, its just pretending to be open. Also if they had gone the EA or Ubisoft development, then they would not have gotten any money. Part of the reason that CIG got money was for that open development, and for backers to get things early.

Sorry but you can't have it both ways.

And lets ignore all the companies that are way more open then CIG, and don't have a problem with it.

Completely agree, even the pay wall of the subscription only get the small fraction of what goes on. The worst part is that they keep telling the backers that everything is fine when its clearly not fine.
 
I was talking about Dan Tracy, however you will probably said that doesn't mean anything am I right?

Oh i heard about him, but he wasn't any Lead Engine coder, he was pretty much one of the names behind the team of Arena Commander, everything going to Germany, who can't afford move to a new country doesn't has a position to keep working on, it's sad. His brother (i think they're brothers), Sean Tracy that stays on Austin.
If it does mean anything? This was already something people were expecting as the company already revealed their plans time ago, he and several others on the past days. It's not any surprise, new bigger office on Germany, US LA office moving into new bigger office next week as well.... It certainly means something, yes.
 
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Alright here is some information about the Ark Star Map for Star Citizen.

It has won the Website Awards by http://www.awwwards.com/. Being given a 7.5 overall score and landed in the list of winners.

Source: http://www.awwwards.com/web-design-awards/the-ark-star-citizen-starmap

--

Here is a google sheets document that reflects all data from the Star Map in to a google sheet link.

https://docs.google.com/spreadsheet...Lc93GM58WdwzNVSYtkp3ubRRM/edit#gid=1083011757

--

This video shows a hand picked 10 cool places to visit some nice places that makes one curious are included!

[video=youtube;Xn3MeDnryt8]https://www.youtube.com/watch?time_continue=31&v=Xn3MeDnryt8[/video]

--

This link below features the json data of the Star Map.

Starmap json data (All 95 systems and 830 celestial objects)

If you want to read or withdraw in-depth information use this link: https://docs.google.com/document/d/1sSw67O19D6-Ua7I8Hs_f2m3abQRdCShaXaBWt3e_WyU/edit

Another one: http://deim.fr/starcitizen/starmap/systems

Example:

{
"success": 1,
"data": {
"rowcount": 1,
"totalrows": "1",
"estimatedrows": false,
"pagesize": 0,
"pagecount": null,
"page": 1,
"offset": 0,
"startrow": 0,
"resultset": [
{
"id": "315",
"status": "P",
"time_modified": "2015-10-10 04:42:16",
"type": "SINGLE_STAR",
"name": "Nyx",
"code": "NYX",
"position_x": "26.53817700",
"position_y": "27.07102600",
"position_z": "-14.51749700",
"info_url": null,
"habitable_zone_inner": "1.42000000",
"habitable_zone_outer": "4.75000000",
"frost_line": "7.91000000",
"description": "Discovered in 2582, the Nyx System was left unclaimed by the UEE after deciding its three planets were not terraforming candidates and an attempts to mine the dense Glaciem Ring were deemed too dangerous. In 2618, a group of political activists and refugees, fleeing the Messer regime, moved into a vacated mining facility located in Delamar, a moon-sized asteroid deep within the system’s asteroid belt.\n",
"shader_data": {
"lightColor": "#ffffff",
"starfield": {
"radius": 60,
"count": 526.12380043774,
"sizeMin": 1,
"sizeMax": 1,
"color1": "rgb(128,128,128)",
"color2": "rgb(100,100,100)"
},
"planetsSize": {
"min": 0.021834502497334,
"max": 0.061188562770077,
"kFactor": 0.257216080214
}
},
"affiliation": [
{
"id": "8",
"name": "Unclaimed",
"code": "UNC",
"color": "#f6851f",
"membership.id": "611"
}
],
"celestial_objects": [
{
"id": "1701",
"time_modified": "2015-09-15 14:34:03",
"type": "JUMPPOINT",
"designation": "Nyx - Castra",
"name": null,
"code": "NYX.JUMPPOINTS.CASTRA",
"age": "0.00000000",
"distance": "3.10000000",
"latitude": "-8.00000000",
"longitude": "-133.00000000",
"axial_tilt": "0.00000000",
"orbit_period": null,
"description": "Jump Point",
"info_url": null,
"habitable": "0",
"fairchanceact": "0",
"show_orbitlines": "0",
"show_label": "1",
"appearance": "DEFAULT",
"sensor_population": "0",
"sensor_economy": "0",
"sensor_danger": "0",
"shader_data": null,
"size": "0.00000000",
"subtype_id": null,
"parent_id": null,
"subtype": null,
"affiliation": [],
"population": []
},
{
"id": "1702",
"time_modified": "2015-09-15 14:34:03",
"type": "JUMPPOINT",
"designation": "Nyx - Bremen",
"name": null,
"code": "NYX.JUMPPOINTS.BREMEN",
"age": "0.00000000",
"distance": "3.40000000",
"latitude": "21.00000000",
"longitude": "-157.00000000",
"axial_tilt": "0.00000000",
"orbit_period": null,
"description": "Jump Point",
"info_url": null,
"habitable": "0",
"fairchanceact": "0",
"show_orbitlines": "0",
"show_label": "1",
"appearance": "DEFAULT",
"sensor_population": "0",
"sensor_economy": "0",
"sensor_danger": "0",
"shader_data": null,
"size": "0.00000000",
"subtype_id": null,
"parent_id": null,
"subtype": null,
"affiliation": [],
"population": []
},
{
"id": "1703",
"time_modified": "2015-10-02 14:05:46",
"type": "STAR",
"designation": "Nyx",
"name": null,
"code": "NYX.STARS.NYX",
"age": "3.90000000",
"distance": "0.00000000",
"latitude": "0.00000000",
"longitude": "0.00000000",
"axial_tilt": "0.00000000",
"orbit_period": null,
"description": null,
"info_url": null,
"habitable": null,
"fairchanceact": "0",
"show_orbitlines": "0",
"show_label": "1",
"appearance": "DEFAULT",
"sensor_population": "0",
"sensor_economy": "0",
"sensor_danger": "0",
"shader_data": {
"sun": {
"color1": "#ffffff",
"color2": "#ffffff",
"flare1": 0.257216080214,
"flare2": 0.31567428026264,
"flare3": 0.26890772022373,
"flare4": 1,
"flare5": 0.5,
"flare6": 0.1,
"sphere": 1,
"texture": 0.28059936023346,
"corona": 1,
"glow": 0.35074920029182,
"alpha": 1,
"rotation1": 0.6,
"rotation2": 0.6,
"iterations": 0,
"scaleMin": 1,
"scaleMax": 1,
"scalePeriod": 1,
"map": 0
},
"radius": 0.12458779398791
},
"size": "965325.11564000",
"subtype_id": "61",
"parent_id": null,
"subtype": {
"id": "61",
"name": "Main Sequence-Dwarf-F",
"type": "STAR"
},
"affiliation": [],
"population": []
},
{
"id": "1704",
"time_modified": "2015-10-08 23:48:18",
"type": "PLANET",
"designation": "Nyx I",
"name": null,
"code": "NYX.PLANETS.NYXI",
"age": "0.00000000",
"distance": "0.70000000",
"latitude": "0.00000000",
"longitude": "-35.00000000",
"axial_tilt": "0.00000000",
"orbit_period": "88.00000000",
"description": "Nyx I is a coreless world that has been mined clean. \n",
"info_url": null,
"habitable": null,
"fairchanceact": null,
"show_orbitlines": "1",
"show_label": "1",
"appearance": "PLANET_BROWN",
"sensor_population": "1",
"sensor_economy": "3",
"sensor_danger": "6",
"shader_data": null,
"size": "6231.23490000",
"subtype_id": "55",
"parent_id": "1703",
"subtype": {
"id": "55",
"name": "Terrestrial Rocky",
"type": "PLANET"
},
"affiliation": [
{
"id": "8",
"name": "Unclaimed",
"code": "UNC",
"color": "#f6851f",
"membership.id": "2252"
}
],
"population": []
},
{
"id": "1705",
"time_modified": "2015-10-08 17:46:15",
"type": "PLANET",
"designation": "Nyx II",
"name": null,
"code": "NYX.PLANETS.NYXII",
"age": "0.00000000",
"distance": "1.60000000",
"latitude": "1.00000000",
"longitude": "80.00000000",
"axial_tilt": "0.00000000",
"orbit_period": "240.00000000",
"description": "A high-pressure atmosphere and thick clouds of acid and carbon dioxide make Nyx II not worth terraforming. \n",
"info_url": null,
"habitable": null,
"fairchanceact": null,
"show_orbitlines": "1",
"show_label": "1",
"appearance": "PLANET_BROWN",
"sensor_population": "1",
"sensor_economy": "1",
"sensor_danger": "4",
"shader_data": null,
"size": "5321.26400000",
"subtype_id": "20",
"parent_id": "1703",
"subtype": {
"id": "20",
"name": "Smog Planet",
"type": "PLANET"
},
"affiliation": [
{
"id": "8",
"name": "Unclaimed",
"code": "UNC",
"color": "#f6851f",
"membership.id": "2027"
}
],
"population": [],
"texture": {
"slug": "8nd3j4zcsqfmz",
"source": "https://robertsspaceindustries.com/media/8nd3j4zcsqfmzr/source/Planet_Smog.jpg",
"images": {
"post": "https://robertsspaceindustries.com/media/8nd3j4zcsqfmzr/post/Planet_Smog.jpg",
"product_thumb_large": "https://robertsspaceindustries.com/media/8nd3j4zcsqfmzr/product_thumb_large/Planet_Smog.jpg",
"subscribers_vault_thumbnail": "https://robertsspaceindustries.com/media/8nd3j4zcsqfmzr/subscribers_vault_thumbnail/Planet_Smog.jpg"
}
}
},
{
"id": "1706",
"time_modified": "2015-10-10 04:40:01",
"type": "PLANET",
"designation": "Nyx III",
"name": null,
"code": "NYX.PLANETS.NYXIII",
"age": "0.00000000",
"distance": "24.00000000",
"latitude": "0.00000000",
"longitude": "160.00000000",
"axial_tilt": "0.00000000",
"orbit_period": "720.00000000",
"description": "Nyx III is an ice giant that lacks a breathable atmosphere or any valuable minerals. \n",
"info_url": null,
"habitable": null,
"fairchanceact": null,
"show_orbitlines": "1",
"show_label": "1",
"appearance": "PLANET_BLUE",
"sensor_population": "1",
"sensor_economy": "2",
"sensor_danger": "3",
"shader_data": null,
"size": "27563.12450000",
"subtype_id": "25",
"parent_id": "1703",
"subtype": {
"id": "25",
"name": "Ice Giant",
"type": "PLANET"
},
"affiliation": [
{
"id": "8",
"name": "Unclaimed",
"code": "UNC",
"color": "#f6851f",
"membership.id": "2457"
}
],
"population": [],
"texture": {
"slug": "94je2ho8w8fbe",
"source": "https://robertsspaceindustries.com/media/94je2ho8w8fber/source/Planet_Neptune.jpg",
"images": {
"post": "https://robertsspaceindustries.com/media/94je2ho8w8fber/post/Planet_Neptune.jpg",
"product_thumb_large": "https://robertsspaceindustries.com/media/94je2ho8w8fber/product_thumb_large/Planet_Neptune.jpg",
"subscribers_vault_thumbnail": "https://robertsspaceindustries.com/media/94je2ho8w8fber/subscribers_vault_thumbnail/Planet_Neptune.jpg"
}
}
},
{
"id": "1707",
"time_modified": "2015-10-08 17:47:36",
"type": "ASTEROID_BELT",
"designation": "Nyx Belt Alpha",
"name": "Glaciem Ring",
"code": "NYX.BELTS.GLACIEMRING",
"age": "0.00000000",
"distance": "8.00000000",
"latitude": "0.00000000",
"longitude": "0.00000000",
"axial_tilt": "0.00000000",
"orbit_period": null,
"description": "A dense asteroid belt that lacks resources but is full of places to hide. Delamar, a particularly large asteroid, houses both criminals and a large anti-UEE population. \n",
"info_url": null,
"habitable": null,
"fairchanceact": null,
"show_orbitlines": null,
"show_label": "1",
"appearance": "DEFAULT",
"sensor_population": "1",
"sensor_economy": "2",
"sensor_danger": "7",
"shader_data": null,
"size": "0.00000000",
"subtype_id": "50",
"parent_id": "1703",
"subtype": {
"id": "50",
"name": "System Belt",
"type": "ASTEROID_BELT"
},
"affiliation": [],
"population": []
},
{
"id": "1710",
"time_modified": "2015-09-15 14:34:03",
"type": "JUMPPOINT",
"designation": "Nyx - Pyro",
"name": null,
"code": "NYX.JUMPPOINTS.PYRO",
"age": "0.00000000",
"distance": "2.70000000",
"latitude": "1.00000000",
"longitude": "102.00000000",
"axial_tilt": "0.00000000",
"orbit_period": null,
"description": "Jump Point",
"info_url": null,
"habitable": "0",
"fairchanceact": "0",
"show_orbitlines": "0",
"show_label": "1",
"appearance": "DEFAULT",
"sensor_population": "0",
"sensor_economy": "0",
"sensor_danger": "0",
"shader_data": null,
"size": "0.00000000",
"subtype_id": null,
"parent_id": null,
"subtype": null,
"affiliation": [],
"population": []
},
{
"id": "1711",
"time_modified": "2015-10-06 22:29:49",
"type": "JUMPPOINT",
"designation": "Nyx - Virgil",
"name": null,
"code": "NYX.JUMPPOINTS.VIRGIL",
"age": "0.00000000",
"distance": "3.90000000",
"latitude": "31.00000000",
"longitude": "122.00000000",
"axial_tilt": "0.00000000",
"orbit_period": null,
"description": "Jump Point",
"info_url": null,
"habitable": null,
"fairchanceact": "0",
"show_orbitlines": null,
"show_label": "1",
"appearance": "DEFAULT",
"sensor_population": "0",
"sensor_economy": "0",
"sensor_danger": "0",
"shader_data": null,
"size": "0.00000000",
"subtype_id": null,
"parent_id": null,
"subtype": null,
"affiliation": [],
"population": []
},
{
"id": "1712",
"time_modified": "2015-09-15 14:34:03",
"type": "JUMPPOINT",
"designation": "Nyx - Tohil",
"name": null,
"code": "NYX.JUMPPOINTS.TOHIL",
"age": "0.00000000",
"distance": "2.40000000",
"latitude": "16.00000000",
"longitude": "-42.00000000",
"axial_tilt": "0.00000000",
"orbit_period": null,
"description": "Jump Point",
"info_url": null,
"habitable": "0",
"fairchanceact": "0",
"show_orbitlines": "0",
"show_label": "1",
"appearance": "DEFAULT",
"sensor_population": "0",
"sensor_economy": "0",
"sensor_danger": "0",
"shader_data": null,
"size": "0.00000000",
"subtype_id": null,
"parent_id": null,
"subtype": null,
"affiliation": [],
"population": []
},
{
"id": "1713",
"time_modified": "2015-09-15 14:34:03",
"type": "JUMPPOINT",
"designation": "Nyx - Odin",
"name": null,
"code": "NYX.JUMPPOINTS.ODIN",
"age": "0.00000000",
"distance": "3.90000000",
"latitude": "-31.00000000",
"longitude": "122.00000000",
"axial_tilt": "0.00000000",
"orbit_period": null,
"description": "Jump Point",
"info_url": null,
"habitable": "0",
"fairchanceact": "0",
"show_orbitlines": "0",
"show_label": "1",
"appearance": "DEFAULT",
"sensor_population": "0",
"sensor_economy": "0",
"sensor_danger": "0",
"shader_data": null,
"size": "0.00000000",
"subtype_id": null,
"parent_id": null,
"subtype": null,
"affiliation": [],
"population": []
},
{
"id": "2626",
"time_modified": "2015-10-08 18:03:24",
"type": "PLANET",
"designation": "Delamar",
"name": null,
"code": "NYX.ASTEROID.DELAMAR",
"age": null,
"distance": "8.00000000",
"latitude": null,
"longitude": "260.00000000",
"axial_tilt": null,
"orbit_period": null,
"description": "A moon sized asteroid hidden deep within the Glaciem Ring. Anti-UEE activists, political radicals and criminals now occupy a deserted mining facility built inside this asteroid. In an effort to keep out potential criminal elements, visitors are strictly forbidden from entering its residential areas. ",
"info_url": null,
"habitable": null,
"fairchanceact": null,
"show_orbitlines": null,
"show_label": "1",
"appearance": "DEFAULT",
"sensor_population": "4",
"sensor_economy": "4",
"sensor_danger": "5",
"shader_data": null,
"size": "175.16900000",
"subtype_id": "35",
"parent_id": "1703",
"subtype": {
"id": "35",
"name": "Protoplanet",
"type": "PLANET"
},
"affiliation": [],
"population": []
},
{
"id": "2627",
"time_modified": "2015-10-08 17:48:52",
"type": "ASTEROID_BELT",
"designation": "Nyx Belt Beta",
"name": "Keeger Belt",
"code": "NYX.BELTS.KEEGERBELT",
"age": null,
"distance": "39.00000000",
"latitude": null,
"longitude": null,
"axial_tilt": null,
"orbit_period": null,
"description": "A sparse belt located on the edge of the system depleted of resources. \n",
"info_url": null,
"habitable": null,
"fairchanceact": null,
"show_orbitlines": null,
"show_label": "1",
"appearance": "DEFAULT",
"sensor_population": "1",
"sensor_economy": "3",
"sensor_danger": "6",
"shader_data": null,
"size": null,
"subtype_id": "50",
"parent_id": "1703",
"subtype": {
"id": "50",
"name": "System Belt",
"type": "ASTEROID_BELT"
},
"affiliation": [],
"population": []
}
],
"aggregated_size": "39.00000000",
"aggregated_population": 5.55,
"aggregated_economy": 1.74,
"aggregated_danger": 0,
"thumbnail": {
"slug": "733vl0wtmp977",
"source": "https://robertsspaceindustries.com/media/733vl0wtmp977r/source/Nyx-1.jpg",
"images": {
"post": "https://robertsspaceindustries.com/media/733vl0wtmp977r/post/Nyx-1.jpg",
"product_thumb_large": "https://robertsspaceindustries.com/media/733vl0wtmp977r/product_thumb_large/Nyx-1.jpg",
"subscribers_vault_thumbnail": "https://robertsspaceindustries.com/media/733vl0wtmp977r/subscribers_vault_thumbnail/Nyx-1.jpg"
}
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]
},
"code": "OK",
"msg": "OK"
}

--

The important part about the Star Map is just like Star Citizen it's ever expanding and live. For example the areas that will come with SC Alpha 2.0 can be seen here in this video of AdoredTV

[video=youtube_share;Vj9fZv25sBQ]https://youtu.be/Vj9fZv25sBQ?t=4m41s[/video]

As you can see the area that will be in the hands of the players has more information and things compared to the rest of the Star Map and that is because that area is dense with content at the moment and it is reflected in the Star Map in such fashion as well. The Star Map will become a living breathing reflection of the universe in Star Citizen. A very similar Star Map will be used in game and the website will draw it's data directly from the Universe Manager. One more thing that should be added is that the Star Map doesn't feature the ability to include all the 1000+ lore pages of Star Citizen yet there will be pages of lore for each planet as soon as the star map website tech get's updated past version 1. Expect more to come on the lore front for the map.

--

Here are some images of interesting locations.

ppU0Kzu.png


4R0X5WZ.jpg


f5oQSKY.png


hades_4.jpg

--

Here is a post explaining how the Star Map actually came to fruition.

BUILDING THE ’VERSE

by Benoit Beauséjour, Turbulent

Community vote

What a ride. Several months ago the community voted for our next project to take on. The starmap won ; by a long shot. Wide spread panic, tears and terror spread through the Turbulent office. It was the largest and most ambitious project on the table, required major coordination with CIG and was deeply rooted with the game. We were afraid not because we were worried of our abilities but because this is a such an important project inside the Star Citizen universe. We wanted to wow you guys and build the best damn web star map we could to really showcase the depth of the work the amazing CIG Writers team is doing. We wanted to make a map that would feel like it’s in the game….but in your browser.

Taking it on

Our first order of business was to get involved in the universe design process with Tony’s team @ CIG and start prototyping the User Experience. One of our core design goals was to build something on the web that could be ported and used inside the game space. This influenced the design of the different UI controls that power your experience in order to account for potential use with game controllers and the like.

We knew we needed to prototype and we knew we needed help to get there. We enlisted our next door neighbour, Gamerizon (Hi Martin, Robert and Louis!) to help us get off the ground and build our first round of the map prototype in Unity.

Our first prototype of the map, was demoed at the 2014 Christmas livestream. This prototype allowed us to test many interactions and design our base UI that would become what you will see online today.

Technology choices

We had made this choice beforehand but we confirmed it in our next step. WebGL was the way to go in order to bring a fast and efficient rendering pipeline in the browser. This standard browser API exposes the graphics card layers to the Javascript runtime of your application. This way, using a talented shader artist like Martin at Gamerizon, we were able to build nice holographic representation of stars, black hole and other phenomenons.

We needed an engine and we opted for Three.JS. It’s lightweight and fairly well supported and we used it before with the Holo Viewer. The map also uses several bleeding edge technology on the front-end side, the UI makes use of SVG animations, is built using a combination of languages and tools including Typescript, ES6, webpack, gulp, nodejs and more!

Moving from a stack like Unity to web-based GL API is a big step ; but one that proved worth it in it’s simplicity and performance.

Modelling an API

We knew from day one that we needed to be able to manage this universe. We set out to build a data model to represent the universe ; its stars and systems, planets and wormholes. Complete with an management interface and importers from CryEngine, this backend empowers designers to create planets, move stars and systems, collapse jump points and tunnels.

On top of this management interface and data model we constructed a solid REST-style API to allow the map client in your browser to load data sequentially, based on zoom and position, about the systems you visit. This API also has support for the search, persistent bookmarks and route searching algorithms.

Audio

If we wanted to reach our goal of building the ultimate browser map ; we need a soundscape and sound FX. There was no way we were going to try to do this ourselves and so we got major support from F42 audio. Matteo Cerquone built an amazing sound effect setup for the Starmap. Lee Banyard and Matthew Webster coordinated to get us a track from Pedro Camacho which once again blew us away.

The talent with the audio group never ceases to amaze me and I thank them for their support in the ARK Starmap!

The future

Major expansions plans for the map are in the works! Addition of real-time data coming from the game simulator, more models to represent other elements and phenomenons in space as well as possibly support for orbital mechanics. With the advent of other 3D browser standards like WebVR, maybe integration with virtual reality devices ?

The final list is still in the works ; but you can be sure we plan on expanding it and using this map to allow you to interact with the game universe even when you are not connected with the game client.

The result

We hope the result pleases the community. This project was very special to us because it is so close to the heart of Star Citizen.

Today is a proud day for us, enjoy Starmap V1!

See you guys, in the verse!

-b (Benoit aka Bault)

Source: https://robertsspaceindustries.com/comm-link/spectrum-dispatch/15000-The-ARK-Starmap
 
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I like the star map. It shows function and is easy on the eyes to look at. I can see how it can be added to, expanded and improved. I cannot see how ED can do this with the current mapping system easily.

I'm looking forward to using the SC map for real.
 
Exactly Mr.Nowak! There's one that i like that isn't there, the one that is UUE related that is marked Classified, about experiments going on there.

4iVNK6J.png


The area SC 2.0 is on, it's just that place with all the Hubs (green targets surrounding the planet).
That is a big area by itself, using Quantum Drive it's pretty fast to travel from a place to to the other as obvious, the rest of the system isn't here.


But this is all intentional, the Arccorp Planet there is what shows, the PU pretty much is starting from the 2.0 on, from that small area on something we can call Persistent Universe, will likely be expanded to the rest of the whole System firstly. This is going to be when the Landings, Planetside is implemented into the Alpha, we will have the Arccorp (or maybe Orison, landing area on Crusader) integrated into the whole thing and can just fly there and land normally, and things like that. No more modules, no more demos of X and Y part of the game, Santon is just the beginning.

I just have no idea where the Nyx land-able area is.
 
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I definitely see a very similar design philosophy with other websites that have been picking up that Awwwards win (i.e. "the rule of cool"). It was an impressive technical achievement for a website, to be sure, but IMO the overuse of fancy visual effects detract from the usability of the site and it is a shame there is nothing there to guide the eye to the more interesting content.

I should note that holding up "Site of the Day" being some amazing achievement that sets it above some UX bar is hopeful at best... Destiny's planet viewer (a site for a game I was actually involved in developing) was awarded "Site of the Month" in October 2014 (something I'd consider approximately 31x more prestigious :p) and netted higher scores across every single category... but I still consider it almost unusable garbage ;-)

I look forward to being able to view more lore and less filler, but I really do hope they make it more usable before porting that UI into the game.
 
The doom and gloomist atmosphere is kicking back in. Sometimes I wish SC was a closed development like EA or Ubisoft games it would have been revealed next year and all this knee jerk reaction would not happen.

About the Star Map it includes a good amount of detail. If you skim over it you won't find anything special if you dig deeper you will. Since someone said flashy and light on content I will prove how much content there is in the Star Map as soon as I am able since I am on the road.

What are you talking about? Star Citizen's development is very closed as it is, its far from a open development. Prime example of this is Arena Commander, for over 16 months people raised hell left and right for the developers to make a post of "hey guys these are new modes we have been working for over a year but we could not tell you because we are too scared of your feedback".

Star Citizen chooses very very carefully which parts of the game are open development, that is not what open development is at all. If this was a true open development the entire CIG staff would be involving the community in this development or even better getting their feedback, or I got an even better one, having a two way streak of communication going between the backers and the developers.

If you are going to have open development, you also do not create Katamari threads to quell opinions.
 
It's nice to look at an orrery map, but it sort of is a pity without a game. Definitely better not to have an orrery map but actually have a game to play.
 
What are you talking about? Star Citizen's development is very closed as it is, its far from a open development. Prime example of this is Arena Commander, for over 16 months people raised hell left and right for the developers to make a post of "hey guys these are new modes we have been working for over a year but we could not tell you because we are too scared of your feedback".

Star Citizen chooses very very carefully which parts of the game are open development, that is not what open development is at all. If this was a true open development the entire CIG staff would be involving the community in this development or even better getting their feedback, or I got an even better one, having a two way streak of communication going between the backers and the developers.

If you are going to have open development, you also do not create Katamari threads to quell opinions.
It is a open production as it is crowed funded. But it not fully open just partly. In in the contexed of publisher managed productions wich are fully closed. Which go to full on marketing close enough to the holiday season sale rease target.

Puur from openess perspective it still is largly close as only the hangar and AC module where public released to backers.
That mean there is a lot of progress hidden on the other modules. And iterative progress for the next release of public modules.
 
I'm surprised people still go on about all this "oooooopen development" as opposed to the ever present "cloooooosed development" of the evil publishers.

It's just more propaganda and sensationalism to impress the backers.
There's been developers sharing information about their in-progress games for sooo many years.
I can't believe some people are so compeletely oblivious and will believe everything their idols tell them.

Then they get offended when people call them cultists :cool:
 
I definitely see a very similar design philosophy with other websites that have been picking up that Awwwards win (i.e. "the rule of cool"). It was an impressive technical achievement for a website, to be sure, but IMO the overuse of fancy visual effects detract from the usability of the site and it is a shame there is nothing there to guide the eye to the more interesting content.

I should note that holding up "Site of the Day" being some amazing achievement that sets it above some UX bar is hopeful at best... Destiny's planet viewer (a site for a game I was actually involved in developing) was awarded "Site of the Month" in October 2014 (something I'd consider approximately 31x more prestigious :p) and netted higher scores across every single category... but I still consider it almost unusable garbage ;-)

I look forward to being able to view more lore and less filler, but I really do hope they make it more usable before porting that UI into the game.


Flashy gfx is marketing way to get high profile and stand out the crowed. But for usability less is more.

My bet as it is still a open funded game marketing has high priority in how they run production and that makes sense to.
For fully closed production the would focus more on functionality.

I played some of those 4x space micro management games. Often called spreadsheet game play. I would have had multimonitor screens with in game spreadsheet presentation. In very functional and and accessible way.
 
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