This is CIG, there will always be refactoring, because otherwise they'd have to admit that something was finished.
More accurately, this is CIG, there will never be refactoring, because they haven't got the slightest clue as to what the term actually means. But they'll keep using it as an excuse for doing the exact opposite of refactoring.
Is that opinion based on mere cynicism, or knowledge of computer graphics technology?
More accurately, this is CIG, there will never be refactoring, because they haven't got the slightest clue as to what the term actually means. But they'll keep using it as an excuse for doing the exact opposite of refactoring.
I must ask after all of these posts. Will SC ever be a thing? or did we all throw money at a fail?
An innocent question.
Glassdoor 13th Dec 2017:
I worked at Cloud Imperium Games full-time (Less than a year)
Pros
Some of my colleagues were really the best people in the world, I learned so much from them and it was really pleasure to work at Cloud Imperium Games / Foundry 42 in the beginning, I felt like the luckiest person in the world. I think if the project finally does come to fruition I will be proud to have Cloud Imperium Games / Foundry 42 on my CV and still love explaining the project to friends and strangers in the real world, although I would advise them against backing at this stage.
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Cons
I don't like being critical about past employers, but after the recent round of layoffs just before 3.0 was released I felt we couldn't provide the service customers and backers of this project expected from us. So many support colleagues from my department were culled that we ended up automating the support system and basically ignoring everyone except urgent legal matters for several weeks / months. That doesn't seem like something a company based on backer trust should be doing, and it's not why I was so desperate to join all those years ago and be part of this amazing project. I couldn't believe in the product anymore and so felt I also had no choice but to leave. The incredible stress without any thanks or extra renumeration that fell on the remaining staff at such a critical time also didn't help me feel welcome. I feel so bad for letting my remaining colleagues down, but I just couldn't handle the workload anymore and keep my sanity.
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Advice to Management
Hire staff to actually fulfil their contractual obligations or ask to change their contract voluntarily, don't expect customer service representatives to be in-house lawyers or even QA game testers. I had no place being asked to route networking cables like CAT5 and should have been given appropriate training (I still don't know what it is!).
Please please please hire some experienced managers, the nepotism is insane and slowly consuming the project.
I didn't throw money at it
I backed off as soon as i saw the helmet flip demo and the audiences reaction. Far too easily impressed by fluff.
Will it ever be a thing? Maybe, if backers keep throwing money at it, something should be delivered, maybe in 5 years or so, that is half decent.
I must ask after all of these posts. Will SC ever be a thing? or did we all throw money at a fail?
An innocent question.
Goodness. It appears that RSI may be holding a ship sale. https://robertsspaceindustries.com/comm-link//16470-Newly-Flyable-Ships-Ready-For-Takeoff#terrapin
Who would have thought?
I have, and like, RS, but it's more about running through endless sequences of airliner-type checklists than actually zooming around in free-roaming mayhem.
The most promising Elite alternative remains Pioneer, although, frustratingly, it still lacks fixed-beam CQB - the cornerstone of the Elite experience, for me - 'combat' in Pioneer is basically flinging loose snowballs at each other at ridiculous ranges... hence it's trivially easy to dodge incoming fire, and virtually impossible to land a hit. More people need to pressure Pioneer's devs about this, because they don't seem to realise what's missing and how much more fun it could be..
..the ultimate benchmark for which, remains FFED3DAJ:
https://youtu.be/igfDFBPLe-4
Real, actual spaceflight, with real spaceships in real space (or what ED afficionados hesitatingly refer to as "full Newtonian", LOL, as if being stuck in a semi-immobilised bathtub in custard was a perfectly reasonable alternative "flight model" (sic))..
The bottom line is that if you actually like spaceflight (weirdo) and also like arcade pew pew (savage!), then there is only Elite 2 & 3 - nothing else comes close. ED isn't even a contender, and i very much doubt SC will be either..
It's based on the fact that nothing of note in SC is considered final (even by CIG) and that many components have already had to be revised, sometimes more than once, as the development goal posts have shifted, engine capabilities have had to be expanded and existing assets have aged. Item 2.0, itself a redesign, has been responsible for triggering many downstream revisions, especially of ships.
Not in their seventh year, and while in what's supposed to be an alpha stage, it isn't.That's pretty much par for the course with any game's development.
Normally, triple-A games get announced when the licensing is complete, or, if it's a long-standing franchise, a few months after the last game was released and sales numbers are in, just to show that the company isn't abandoning the IP. The iterations on design and code happen before they start to assemble them into a whole, because those are the one that defines the budget of what can (and should) be done; iterations on art assets happen when art budgets are determined (this is something quite different from iterations on concepts).Normally triple-A games only get announced when they are almost finished already... and have already gone through multiple iterations in all parts of their design, code and art assets.
Obviously SC has a far grander scope and vision than most AAA games, which usually have the sense to keep their scope in check, and in realistic constraints.Not in their seventh year, and while in what's supposed to be an alpha stage, it isn't.
Par for the course in game development is to have clear feature freezes that you then use as a basis for going forward. You do not shift goal-posts or revise components or change engine capabilities at that point because it's such an immensely bad idea to do so. All doing so does is land you in the kind of never-progressing quagmire that CIG has found itself in for the last couple of years.
It was par for the course in the development of Duke 4 and Daikatana. They've been quite famous for a very closely related reason…
In this particular case, a new rendering technique would mean that they'd go back to zero on almost everything they have because of the late-stage interdependency of all those details. They will never have the time they need to actually design the core fundaments of the game that would determine when, where, how, and if that technique should be used.
The poster I was replying to, appeared to make the statement (to paraphrase) "CIG has failed at doing some other things, so they must fail at implementing RTX as well"The venting at CIG has nothing to do with cynicism, but on the fact that they're very clearly and explicitly not doing it right.
Obviously SC has a far grander scope and vision than most AAA games, which usually have the sense to keep their scope in check, and in realistic constraints.
I'm going on about how what CIG does can never be considered “par for the course” outside of a couple of completely disastrous projects, where the main contributing factor to their ending up that way was exactly that they chose that particular course (and consequently failed to even score a par).I'm not sure what you're going on about here. It's not like I'm here to defend SC or anything of the like. I came here to talk about real-time raytracing because that interests me.
The detail level of art assets. The one thing they have done a lot of work on, and the one thing they have no way of nailing down at the moment — the one thing they must know before they can try some new fancy tech that they come across.Which particular details are you referring to?
…and that statement is not based on cynicism but in the simple fact that they're not doing it right. Those “other things” are the same class as RTX, so consistent failure at implementing one points pretty squarely towards failure at implementing the other. There's nothing to suggest that they'd accidentally do it right this time.The poster I was replying to, appeared to make the statement (to paraphrase) "CIG has failed at doing some other things, so they must fail at implementing RTX as well"
Nah. SC has the same scope and vision as just about any ambitious space game since the 1980s. The problem is that part of being realistic, which Chris has always failed at (cf. Freelancer — the exact same game, but with proper constraints in place that eventually forced him out). The difference is that those games turn limitation into creativity, which is how creative and interesting things are always made.
If CIG were to suddenly introduce a new rendering technique, they'd have to scrap the one thing they have nailed down: the art. Again, remember that they don't know their rendering budget yet because they don't know anything about what else the computer has to process at the same time, so whatever they produce for this new rendering technique can only ever accidentally be right by pure chance. Most likely, they'll overdo it (because: no idea of the budget) and have to throw it all away again should they ever actually get to the stage of figuring out that budget.
The detail level of art assets. The one thing they have done a lot of work on, and the one thing they have no way of nailing down at the moment — the one thing they must know before they can try some new fancy tech that they come across.