Wooowee! This thread went full on comedy show overnight didn't it boys.
From the space intellectuals eager for a COD game to internet developers with no Star Citizen play time calling shots on how to make a game now we've seen it all haven't we boys?
LoL guess it's Time to pack it up boys at CIG!
Hamill, Oldman, Scully, Gollum the jig is up. Forget the mocap for Episode 3 cause this whole thing just got the boot! Those drats sons of guns at Activision just went full blast with their hundreds of millions of marketing and released 10 minutes worth of trailer footage so now its clear as water that Squadron42, is a goner. Absolutely, undoubtedly, assuredly, undeniably: Obsolete. It's dead Chris. Let it go.
But don't get balled up with the parody just yet.
There's valuable info to leaf through from the cod dev inverview, the comic cat forum "Activision shill" (am I doing this passive-aggressiveness thing right? j/k) added some pertinent info that was in cahoots until now, even if he didn't actually intended it was a great effort.
So let's read this carefully shall we:
GamesBeat: You’ve done ground combat in all of your games before, but the spaceships are new. Did you look at any past games for inspiration on how to tackle that?
Findley: We looked at everything we could. We looked at games. We looked at real fighter aircraft, the way they work. We looked at current-day ship designs. The thing we really wanted to do is have parity with the precision and the controllability with our ground stuff. The ground combat feels great. We wanted the space stuff to feel just as good. We went through two years of iteration on that control system.
Oh I'll be damned, 2 years of iteration to perfect the control flight system hein, for 1 Ship only, maybe they wanted to get the joystick feel by hook or crook. Considering that the main target is console players, I guess that gamepad was the predominant factor.
Oh well, budgets aside, the 25% Game Development Budget investment vs 75% Marketing Budget surely is paying off lol, it's even gotten the space elitist's excited and dis-considering the Father of the Space Soap Operas and the very first Big Franchise creator. Yeah let's just forget that Wing Commander & Freelancer were major hits and are among the best games of their generation.
Let's forget the problems that all games haves, in-development and after release. Fortunately Star Citizen has the budget to keep it's development ongoing without needing to rush it's release, other (most of the) games don't share the same luck and suffer on the long term development, just take Elite for instance and Engineers, it's getting a lot of flak but it's an important feature and part of something bigger but people just don't understand it and judge it just for what it is now.
It's so easy to constantly hate and mock Star Citizen for being exposed to bug's & glitches showcases lol, while it's exactly what it's supposed to be, they even make a official show about it: BugSmashers. But hey, let's hold hands and hoedown in parodys that we don't even understand because we never played the damn thing in the first place.
Yeah, air lock glitches/bugs whatever, network sync problems that everyone playing knows about for ages...
Sometimes it glitches sometimes it doesn't, has nothing with who presses «USE» lol > https://vid.me/4IEC
But yeah let's pretend this thread is informative and constructive because there's free-range to hate on everything CIG lol
Lettin' the cat outta the bag is a whole lot easier than puttin' it back so this tipsy sob is going to bed.
Ya'll have a good night.
2 years of iteration means the control system is in development and refinement together with the rest of the game during that two years.
What is so damned about that?
They also talked about the ground stuff, so the control is not just for the ship control itself.
Gameplay in a game is everything.
If control is broken, there is no gameplay and there is no game.
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