The Star Citizen Thread v 4

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...bad voice acting...

Both times I've watched that video I've seriously wondered and worried if Gary Oldman had/has something wrong with his throat.

Compare with any from...

[video=youtube;inUM7K_w_20]https://www.youtube.com/watch?v=inUM7K_w_20[/video]

...no contest.
 
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Viajero

Volunteer Moderator
*Mod hat off

Throughout his career he's consistently over promised and gone massively over budget, that's a matter for public record.

Sorry for being lazy but... wont you happen to actually have direct links describing those public record events where he overpromised and went massively over budget?
 
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*Mod hat off



Sorry for being lazy but... wont you happen to actually have direct links describing those public record events where he overpromised and went massively over budget?

Well, he's right you know, however let me find some leaky link :D

Edit:

https://en.wikipedia.org/wiki/Chris_Roberts_(game_developer)

http://www.escapistmagazine.com/articles/view/video-games/issues/issue_14/87-The-Conquest-of-Origin

http://www.dailynews.com/general-news/20080305/kevin-costner-settles-over-failed-film

I think I'm moving on a grey area regarding this thread so.....

Follow the rabbit down the hole, its deep.
 
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Sorry for being lazy but... wont you happen to actually have direct links describing those public record events where he overpromised and went massively over budget?

I vividly remember the whole Strike Commander saga. Four years of development, and lots of lofty promises. For example, back then Chris promised an AI that would "learn your flying style" and "adapt to become smarter every time you fight against it". Of the time and effort spent, only a fraction wound up in the graphically impressive but otherwise unremarkable final version of the game.
 
The development of freelancer has some amazingly close parallels to SC, which begs the question is this simply a more expensive repeat of last time :

https://en.wikipedia.org/wiki/Freelancer_(video_game)#Development

Regrettably, I whole heartedly agree, and this has been at the back of my mind since day-1.

It's a truism in recruitment and business that the surest indicator of peoples future performance is their past performance. So, whilst I'd love for SC to a) get delivered and b) be not half bad, I'm not putting a single penny in until it 'goes gold', and I do feel bad and worried for those who have invested more than '$60' or so.
 
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On on-sc's-failure stuff, nice video on the Physics Grids, as its most complex challenges to implement in-game and perfect:

[video=youtube;FXFdZdNINYU]https://www.youtube.com/watch?v=FXFdZdNINYU[/video]
 
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Regrettably, I whole heartedly agree, and this has been at the back of my mind since day-1.

It's a truism in recruitment and business that the surest indicator of peoples future performance is their past performance. So, whilst I'd love for SC to a) get delivered and b) be not half bad, I'm not putting a single penny in until it 'goes gold', and I do feel bad and worried for those who have invested more than '$60' or so.

Yep, it's the simplistic mouse flight model that really screams "here we go again" to me.

Freelancer was heavily marketed as a free-roaming space-sim but completely lacked joystick support, I bought and then returned and refunded it (on disk) because of that. (I bought it again for £2.99 from a bargain bin and quite enjoyed it with the story modded out a few years later).

I regard £30 as too much of a risk on a recently released Chris Roberts product. I'd love to play SC as marketed but I don't think I (or anyone else) will.

A severely trimmed down version might make release one day, but I'll let others risk their money to test it before I jump in.
 
Good reason why the forced animations are a bad idea.

[video=youtube;GIy6cMeFTnc]https://www.youtube.com/watch?v=GIy6cMeFTnc[/video]
 
Bug > Bad Idea.

All they need to do is let the player break the animation once you move, or press something to force control and break from animation. Something i already saw applying on some games, where a vehicle entry animation plays but you can jump out of it, cancelling the animation.

But this is a specific bug because he moved away before the animation played, if you press entry your ship and move away, it shouldn't even start playing the animation.
 
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Bug > Bad Idea.

All they need to do is let the player break the animation once you move, or press something to force control and break from animation. Something i already saw applying on some games, where a vehicle entry animation plays but you can jump out of it, cancelling the animation.

But this is a specific bug because he moved away before the animation played, if you press entry your ship and move away, it shouldn't even start playing the animation.
Words of wisdom. What's infuriating me is that after so many years, they still didn't get to focus just one person to fix these kind of bugs/embryonic placeholders. "because it's alpha" is neither an excuse nor an answer. How can you sanely, safely develop a game, even more an ambitious, never seen one, with foundations so weak and clumsy.
 
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I vividly remember the whole Strike Commander saga. Four years of development, and lots of lofty promises. For example, back then Chris promised an AI that would "learn your flying style" and "adapt to become smarter every time you fight against it". Of the time and effort spent, only a fraction wound up in the graphically impressive but otherwise unremarkable final version of the game.


This. Very much this.
 
Words of wisdom. What's infuriating me is that after so many years, they still didn't get to focus just one person to fix these kind of bugs/embryonic placeholders. "because it's alpha" is neither an excuse nor an answer. How can you sanely, safely develop a game, even more an ambitious, never seen one, with foundations so weak and clumsy.
The animations themselves are not place-holders, what is to be done, is pretty much, players need one hitbox when through one animation, and they need a way to break it and cancel, like climbing a ladder and you get under fire, there must be a fast reaction, that may be why players are free from taking damage during animations currently.
 

FoxanotBond

Banned
Words of wisdom. What's infuriating me is that after so many years, they still didn't get to focus just one person to fix these kind of bugs/embryonic placeholders. "because it's alpha" is neither an excuse nor an answer. How can you sanely, safely develop a game, even more an ambitious, never seen one, with foundations so weak and clumsy.

That's not how it works, those "infuriating" bugs are redundant compared with the grand scope their game mechanics because they don't prevent people from playing, they just break immersion and that's normal in an alpha and even in a beta stage. Contrary to what you believe, that's not a foundation problem, it's just a case of adding a bit of code to cancel the animation when you move. Little little stuff that it's not worthy of nitpicking when you are building a game "ambitious, never seen one" as you rightly said.

And they do have a man dedicated to those little bugs, his named Mark Abent and has a dedicated show called BugSmasher's in one of the episodes he tackled that subject of the animations for cosmetic reasons.

[video=youtube;9KESuifSMSE]https://www.youtube.com/watch?v=9KESuifSMSE&index=12&list=PLVct2QDhDrB3tDp7Sk8z_LKNaR0hDtazF[/video]

Worth the watch for anyone eager to learn how game dev works.
 
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