The Star Citizen Thread v5

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Indeed, but your worry that you'd need huge data storage for the position and size of every rock on the planet is unfounded.

Thanks Ben - I knew I'd got something messed up.

What am I missing here? If Artists are changing stuff - that info has to be stored somewhere...
 
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Indeed, but your worry that you'd need huge data storage for the position and size of every rock on the planet is unfounded.

"sits on the couch and rises his beer!" Yeah!? And why does the in-game editor shows nearly 10gb usage in the lower right corner!
 
To save memory Frontier are going to remove this thread and replace it with a fibonacci sequence seeded at 42 and some rules.

If next number is prime say something nice about Star Citizen

else

say something cynical
 
On the topic of the reddit post about publishers.

Publishers bring benefits and downsides to the game development process. In the case of SC, it would seem they could do with some of the benefits of having a publisher, because without one, it looks like nobody is keeping the project focused on making a releasable product.

Of course, CR might be perfectly happy with how things are going, their finances might be fine, and they might believe their backers will be fine with a long wait for release just so long as they get the BDSSE eventually. Only time will tell though.

The problem is, the longer they take, the more they will fall behind the competition and by the time something is released, it could be too late. So far we have seen little that hasn't been done before, and yet, its meant to be a revolutionary game... i do wish they would get an MVP out asap. The detractors would have a field day with that, but I think in the long term it would be for the best.
Publisher isn't always the same ploblem they give to devs. First you got small ones and the big. Smal means if they invest for 7 mil of $ then that all you get . Need more then production is in big trouble as they don't have much more to invest. A big publisher could go for extended funds. But there are condition to it. Or the won't. Also change can come from publisher but without replanning. Also publisher enforce it to get green light to take mainstream platforms as main target . That consoles.

Then if studio is on contract for there 11th project that is common done FPS. Then there is this production familarity and routine that veteran dev and producers can plan for within 2 to 3 years.
In software development if the routine is extreme waterfall software design methode is doable.
And extreem accurate planning is posible. If you got game formula done 10 times for 20 years. then you don't need much prototyping. The gameplay is known.
IDsoft know how to do FPS core gameplay for Rage. But this technology pushing Megatexture lead to a production time extention to 6 years.
Wenn you go of the save IP sequell production path. Innovate and do researche and prototyping.
The agile software design method is better fit. This is more flexible with not a plan fully set in stone. But it evolving with the game. Where through development the dev find it mojo as they go along , where it evolves after each iteration and change. In that method change is embrased and expected.

A good example is well the game industry knows how to make FPS.
Most game visionairs want or prefere dogfighting in space. Or think real space warfare is no fun and don't bother trying.
But if a dev goes for it it longshot where you do research and try out gameplay with prototype.
That research it can be it just isn't fun or they find a way it is fun for specific public.

As for production most production fail by to much change or rework or bad planning if there is no room for delay. No full publisher back up. CR has that with Strike commander but not with freelancer.
Mayby deadline does not do it for CR and hard deadline he shall not pass. Esecialy if he set on making great game. But with ongoing growing fundings he get the room to do his thing.
It just like he got something similair to full publisher backup and it could be that the state is good. If the funds grow enough to compensate these setbacks.

As for competition ? Wat competition.
ED is about extreem exploring from out your cockpit.
SC is about highly detailed FPS capable inside spacecraft gameplay and space sim in seamless way.
On a triple A scale.

There are no triple A competition.

It would look like this. You take a game like ED and a game like mass effect and every space craft in it has the triple A detail like normandy in mass Effect III but then Cobra ASP etc.


To get this feature in ED you need a lot of rework and FPS feature and full implemented ED spscecraft like highly detailed mini FPS maps from inside and outside.
And that is a lot of work and would make ED a lot more interresting to me.
SC has invested in that tech. And has foundation with there Star Engine.

And some people want this feel of emersion from inpiration of scifi shows like Firefly stargate SG1 Startrek and Starwars. Most people know Wing commander as there are lot of people becoming a gamer mich later then most Old Elite gamers.

So to me and lot of others , SC is bit different game aiming at other audience.

I prefere Spaceship focused game. Then unreal dogfight flight model in accurate galacy setting. Make no sense and is emersion killing to me.
I got this tought and feel decades ago wenn I played a Unreal tournament map with spacecraft theme. Got this feeling strongly after playing Mass effect III exploring the Normandy.
Got kind of limited experience With X- Rebirth the Skunk.

Key feature to me is having seamless FPS space sim experience.

Wenn standing on a bridge of multicrew ship behind the pilot standing seeing other FPS gamer on station through each there window.
Don't know if a other game done that but not at that scale or scope.

Games that got my attention are startrek games.
Startrek fleet commander III
Startrek legacy.
So there are other gameplay option then planes in space.

My emersive drawn to this game is i hope to get this experience as captain in reclaimer doing FPS stuf boarding and planet side mission or at station and roaming space from seat on fully implemented bridge.
Got this firefly feeling in the verse. My favirite Scifi TV show.

So I am not into it for fighter gameplay , but more the multicrew gameplay. And FPS is important part for me. So to SQ42. And it is getting there.
 
But if you're deterministically placing identical tiles it's not going to look good ;)

But that tile itself would be procedurally generated (or, in ED terms you could download 'handcrafted plate techtonics' which are used to procedurally generate mountains in a specific area, and a chasm in another).

However, there are definite performance downsides to going beyond that - if you 'move a bush' then you need to store that, and the game needs to load that change (at different LoDs - which tends to break things). It is much, much better to procedurally generate as much as you can. (e.g. in ED you don't tend to find a planet with 5 engineers on it - and there's a good reason for that).
 
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To save memory Frontier are going to remove this thread and replace it with a fibonacci sequence seeded at 42 and some rules.

If next number is prime say something nice about Star Citizen

else

say something cynical

Post No. 21661 needs to be a nice one, then.
It worries me that I actually checked that. :(
 
Thanks Ben - I knew I'd got something messed up.

What am I missing here? If Artists are changing stuff - that info has to be stored somewhere...
I don't think you could talk the artists into hand-placing gigs and gigs of rock positions. So you's probably want to paint down areas to be (pseudo)randomised within, or hand-place large fixed patterns of rocks, I guess. Grass you'd want to just say "fill this whole area with grass". (Edit: What Dumbo said)
"sits on the couch and rises his beer!" Yeah!? And why does the in-game editor shows nearly 10gb usage in the lower right corner!
Been wondering the same. Apparently a surprising amount of it is duplicated text strings. I hate XML.
 
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I don't think you could talk the artists into hand-placing gigs and gigs of rock positions. So you's probably want to paint down areas to be (pseudo)randomised within, or hand-place large fixed patterns of rocks, I guess. Grass you'd want to just say "fill this whole area with grass". (Edit: What Dumbo said)

Been wondering the same. Apparently a surprising amount of it is duplicated text strings. I hate XML.

Okay my initial thought was because its a editor, having several gigs of textures in the memory would help speed up placement of stuff. But it would be bad if that planet alone was 10gb big...
 
I don't think you could talk the artists into hand-placing gigs and gigs of rock positions. So you's probably want to paint down areas to be (pseudo)randomised within, or hand-place large fixed patterns of rocks, I guess. Grass you'd want to just say "fill this whole area with grass". (Edit: What Dumbo said)

Ahh.. cool - that explains a lot - I hope there's enough assets to not make the planets too repetitive.
 
Maybe the game will come on 30 individual 3TB SSDs that you'll have to manually swap by removing your PC case and changing the SATA plug.

Please replace drive 27 and press a key...

It's good because they can sell Star Citizen branded SSDs painted to look like 3.5" low density disks for the true retro Wing Commander experience everyone wants.
 
On a triple A scale.

There are no triple A competition.

The only "triple A" thing about SC is the budget.

You're probably right though about on the "triple A scale" there is no competition because I'm not aware of any "triple A" budgeted games close to SC's budget that have failed so hard.

How many star systems can you explore with your "space legs" in SC? Scratch that. How many planets? Scratch that. How many space stations? Okay, go!
 
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