The Chris Roberts panic stunt - buying the entire engine code license for who knows how many millions - more or less saved Crytek. They seem to have made it.
Panic stunt? Why do you feel the need to keep making up stuff? [squeeeee]
Chris Roberts bought the Cryengine 3.5 full source code license before making 1$ crowdfunding dollar. From the very beginning he acquired it he knew it had to be heavily modified from the get go to make the game he envisioned, the Kickstarter Pitch Video with the Bengal carrier was made using an already modified Cryengine version. So please get your facts straight before spilling lies when in fact what he did not only helped save Crytek and keep job's but also went on to generate more jobs in the industry while bringing us one of the most ambitious gaming projects since ever.
Enjoy the Star Citizen MVP folks!
(Post taken from the SA forums, which itself was taken from a thread posted to the RSI website. The reason I didn't provide the RSI link is because almost as soon as it emerged there, it was placed into "Concern" and effectively hidden away.)
Yo Briguy, Orlando. Looks like RSI are really showing us rabble-rousers here and the ineffective, playing-to-the-trolls moderators of FDev how to be a properly *open* community that discusses things in a frank, but respectful manner eh?
There you go Cat:
[h=3]The First Steps Toward a “Complete Game”[/h]
Alpha 3.0 takes the first steps toward a “complete game,” from what Roberts tells us:
"3.0 is the first time you can say that, when you get out there and fly around, it will feel like a full game, or a complete game, because you'll be able to go between locations, buy and sell stuff, earn money, do all the things you normally would do in something like a Privateer or a Freelancer. That's the first step to the Persistent Universe getting fully fleshed-out. There's a lot more to be done -- locations, worlds, systems, additional professions.”
The conversation continued to cover professions planned for the immediate future, then the distant future:
“We're going to start with cargo hauling, buying, selling, trading, mercenary, bounty-hunter, piracy. You're either taking stuff from a-b, protecting someone taking stuff a-b, robbing someone taking stuff a-b, or you're going after someone that's robbing someone going from a-b.
“Longer-term, there's a lot of secondary professions, whether it's rescue and recovery, refuelling people that are out of fuel, mining, salvage. Those are professions coming along after we get the first lot out. We're concentrating on 3.0 to have one star system roughed-in. It won't be done and polished, but the major locations will be there or mostly there, which will include a whole bunch of... not just the landing locations, we have 5 major ones there, but also a whole network of space stations and satellites and refuelling stations and all the rest that you'd stop off in your travels around the star system.
"“For us, the star system has a greater density of action, interest; it's not just, you stop and there's one station you trade in and leave and you go to another star system. For us, this star system should be something [where] the player could spend a bunch of time going back and forth. If you see a planet -- as long as it's not the sun, which would probably burn you [laughs] -- you can go and land and adventure. It's a huge, huge, huge task, so we are in the process of doing a whole bunch of stuff towards that. Along the way, we're going to show a preview of the next stage of the planetary tech that we'll have, which will be at CitizenCon.”"
In our continued discussion on procedural generation for Planets 2.0, Roberts confronted the issue of scheduling challenges:
"One of the long-term schedule challenges is building out the universe that we've – in all the stretch goals, we got up to 100 star systems, I think we have 110 now – we're not going to have them all done on the day of release. We're going to try to get a good chunk of them through, so the creation of all those planets with the additional interest... it's not just about the planet, it's about the planet with its local ecosystem in terms of life. So, there are plans to have animals or creatures down there, but also not just the major landing locations, but other smaller locations.”
Completing the 100-110 star systems is an enormous task, and one which Roberts affirms will be possible by using a semi-automated approach to content generation. The hope is to avoid well-charted issues of procedural generation – mostly copy-paste areas, as found in the recent two Elder Scrolls games – without completely throwing away its usefulness as a tool to complete content.
Version 3.0 will host worlds with specific environments to offer more content variety without overloading the team's artists. We're told that the first set of planets will include a gas giant, which can't be explored on foot, a polluted and over-mined world, a snow-ice planet that Roberts compared to Hoth, and Arc Corp, which is covered with buildings.
Hope this helps to cope with the Citizencon wait. [rolleyes]