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Kikas
Oct 30, 2012

Sabreseven posted:


Caves? As prison spaces in the far future of CR's 'vision'? I think even in 2019 there are reasons why they are not used as such. :shrug:

This makes even less sense if you consider that mining is a thing and you could dig through the cave to get your friends out.

I wonder what engine is the cinematic made in and who made it. Because it doesn't look as lovely as SC does. Maybe it's the mocapped stuff? Maybe someone figured out "hey we have all that mocap data sitting here, I know it's for something different, but with a little tweaking we can repurpose it" and made the commercials with them. I wonder if the same would be true for the mining ship commercial.

E: Taxxe

Kikas fucked around with this message at 09:12 on Sep 7, 2019

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Raskolnikov
Nov 25, 2003


This is good. Morale status: undeterred

Sarsapariller
Aug 14, 2015

Occasional vampire queen

Beet Wagon posted:

also lol if you do bad stuff you're gonna have to wait in jail or play a prison minigame



This is good.

Small reminder for people who do not play the game. Current things that are illegal and will get you branded a space criminal, instantly shot by the guards and turrets at every station, and teleported straight to the space pokey:

* Shooting other players (of course)
* Having other players shoot you (what?)
* Bumping into other ships
* Having other ships bump into you- seriously the algorithm just kind of chooses a person at random
* Being on another player's ship when they shoot someone
* Flying too close to landing pads
* Flying too close to your own landing pad, if the ATC is bugged out
* Being landed on a pad for too long
* Being scanned while carrying illegal cargo
* Failing to stop quick enough when interdicted for the scan- your stop speed is based on the speed you entered QT at, so if you're in a big ship, an interdiction is an automatic failure because you can't stop in time
* Accepting one of a dozen anonymous missions for combat, that turns out to be from a pirate faction
* Doing any of the "Satellite disable" missions
* Flying into the no fly zones that invisibly bound every major city completely undetected until you are 3 seconds from impacting them
* Probably about ten other things I'm forgetting

So basically the only reason the game is even semi-playable right now is that you can land, commit suicide by cop, and reset this crime stat. Obviously for CIG this is an intolerable state of affairs. Star Citizen is the game of 45 minute in-system travel times and 15 minute bus rides, there's no room for hotshots to take shortcuts around here! It's extremely good that you will be thrown in jail now, unless you play the hacking minigame where you press a single button and then wait for twenty loving actual minutes and hope nobody kills you in that time. Yes, that is the "intended" way to dismiss your wanted level. You go somewhere and press a button and sit for twenty minutes.

Star
Jul 15, 2005

Guerilla war struggle is a new entertainment.
Fallen Rib
Their new version of the roadmap is not at all as fun as the old one. Where are my percents

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Agony Aunt posted:

Ok, let's put that to one side for the moment. What else do they say about it?

> One of Strike Commander’s innovations was the inclusion of a ‘virtual cockpit’ where the player’s head and the environment could be controlled separately.

Now, maybe it was. Except i don't recall ever doing that in Strike Commander. There were many games before it though that definitely had virtual cockpits and enables you to change your view. But hey, its just marketing speak anyway.[/qoute]
Most notably, Falcon 3.0 (released two years earlier) had padlock view that did exactly the same thing, except in a much more useful and game-focused way.

[quote]> The only problem was that while Strike Commander featured an unprecedented amount of detail in its graphics it was also a faithful F-16 simulator… which meant that most battles were fought with long range missiles and so the lush graphics representing the enemy planes often went overlooked!

The fidelity was so great rarely got to see how good the graphics were!
The fidelity was so great that it failed to be much of a simulator at all, essentially just replicating the same kind of arcade gameplay that was the core of Wing Commander (unsurprisingly since SC was just WC-with-fighter-jets). Again, Falcon 3.0 was the actual F-16 simulator of its time and featured a level of simulation that required a maths co-processor to run its high-fidelity flight model mode.

And of course, there's the whole nonsense about how Chris was shaping the industry that he waffled about in the manual, when all his boasting really did was reveal how deeply ignorant he was of computer hardware, software, and games in general at the time. My rant can still be read in the old thread. Particularly fine gems include his misunderstanding how ratios work; his difficulty in predicting whether computers would become more powerful (1993 was the year of the Pentium); and as mentioned, his missing the ball by 2 years in his failed attempts to create a simulator. Oh, and of course his thinking that being inept and ignorant makes him pretty much the same as Francis Ford Coppola.

:suicide:

Nyast
Nov 14, 2017

BLAZING AT THE
SPEED OF LIGHT

deej posted:

Reminder that Chris Roberts, CEO of space game, believes you can swim about in space irl

That's not his fault, he's used to swimming in money already..

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

Star posted:

Their new version of the roadmap is not at all as fun as the old one. Where are my percents

Being refactored.

8 Ball
Nov 27, 2010

My hands are all messed up so you better post, brother.
I'm excited to see how many years this new thread will languish in my bookmarks until the game is finished backers have all died out

Dark Off
Aug 14, 2015




so latest RTV had tons of FUD
https://youtu.be/wENuiIcPK10?t=156 why swap to staggered development
https://youtu.be/wENuiIcPK10?t=564 can we focus less on ships and more on gameplay? lots of umms and errs in this answer and awkward pauses
https://youtu.be/wENuiIcPK10?t=789 why are long standing bugs not been addressed in every patch? tldr refactor will fix it
https://youtu.be/wENuiIcPK10?t=1085 why was the latest pillar talk poo poo.
https://youtu.be/wENuiIcPK10?t=1177 where did the design documents go?
https://youtu.be/wENuiIcPK10?t=1268 current status of Server Side OCS
https://youtu.be/wENuiIcPK10?t=1739 server meshing
https://youtu.be/wENuiIcPK10?t=1818 they are considering removing content to make room for new content
https://youtu.be/wENuiIcPK10?t=2100 lando talking about roadmap
https://youtu.be/wENuiIcPK10?t=2598 the design documents gets asked again
https://youtu.be/wENuiIcPK10?t=2865 lando says that design documents were wildly inaccurate

https://youtu.be/wENuiIcPK10?t=3636 4.0 first vertical slice of star citizen

AutismVaccine
Feb 26, 2017


SPECIAL NEEDS
SQUAD

I thought the whole closing of SCAM was a hoax, an elaborate scheme to hide You must be a platinum member to read this text. .

On topic: The 890Jump should be way more expensive, star citizen backers are not doing enough for the project. All monthly subs and other prices should be doubled.

Kellanved
Sep 7, 2009
New thread, not a SCAM anymore!

Anything new happen with space-court in the last few months?

Luigi's Discount Porn Bin
Jul 19, 2000


Oven Wrangler
From a weekly roadmap recap thread, on the thing that's apparently been sucking up infinite development time and delayed at least 3 patches now -

quote:

For AI, we almost double the amount of tasks on the Bartender NPC, and although there is a good amount of completed task, the overall result is a fall by -13%.

Bar Citizen: Answer Last Call 2020

Daztek
Jun 2, 2006



https://www.reddit.com/r/starcitizen/comments/d0ug2x/star_citizen_roadmap_update_20190906/


lol @ salvage getting moved to 4.0 from 3.8, rip any more gameplay this year

https://www.reddit.com/r/starcitizen/comments/d0ughz/squadron_42_roadmap_update_20190906/

Potato Salad
Oct 23, 2014

nobody cares


7 September 2019: No

Squadron 42 Official Release Date: -984 days

Can you move around your ship prison without falling out: No

AbstractNapper
Jun 5, 2011

I can help

Dark Off posted:

https://youtu.be/wENuiIcPK10?t=2598 the design documents gets asked again
https://youtu.be/wENuiIcPK10?t=2865 lando says that design documents were wildly inaccurate
:lol:
Ah, the "design documents" -- actually it's Lando's air quotation marks, not mine, that he gestures when the question is first asked.

Were those the insane(ly long) ramblings that detailed mining and such, and promised ~dreams~ and clearly unfeasible stuff both in terms of complexity and in tediousness that they would result when translated to gameplay?

Those are apparently gone now, never to return. And also, apparently they now have way shorter documents about tier-0 implementation of their mechanics. Which of course they won't even discuss about releasing in public, because reasons I guess, in the most open development project ever.

Don't let the rubes know how much you dialed back the insanity and hurt their dream, as these particular crowd does not react well to that. No, leave it vague (which is why "tier-4" is casually mentioned, when their "tier-0"(!) is not even a thing for most of their mechanics and features).

AbstractNapper fucked around with this message at 13:27 on Sep 7, 2019

Tokamak
Dec 22, 2004


haggard development

skeletors_condom
Jul 21, 2017

trucutru posted:

The reactions to the commercial

https://www.reddit.com/r/starcitizen/comments/d0imqe/origin_890_jump_ship_commercial/



Lol, funding for this game is never going to stop.

I enjoy Star Citizen drama. I would even argue it provides more entertainment than many (most?) professionally produced entertainment projects - all for free!

But there are times when the citizens really make me lose faith in humanity. :saddowns:


Hasn't salvage been slipping every quarter for the past 10 quarters? :cheeky:

And still no real progress on SQ42 for months now.

Awesome Fidelity
Aug 16, 2017

The path i walk lights up in
fidelity

skeletors_condom
Jul 21, 2017

Secret parallel build incoming! Any day now!

skeletors_condom fucked around with this message at 15:23 on Sep 7, 2019

Mr Fronts
Jan 31, 2016

Yo! The Mafia supports you. But don't tell no one. Spread the word.

skeletors_condom posted:

Secret parallel building incoming! Any day now!



If you went back to 2012 and told 'em that a backer in 2019 would be estimating "all systems" would be added by 2023-2024, well...

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

Beet Wagon posted:

"What's a three month delay for never?" holy gently caress

An SC supporter working for a "pyramid scheme" business? WHAAAAAAAAAAAAAAAAA?

I never would expect that from such level headed and discerning individuals.

ZekeNY
Jun 13, 2013

Probably AFK

skeletors_condom posted:

Secret parallel build incoming! Any day now!



Citizens make QAnon loons look rational

Come to think of it, I’d bet there’s an 80% or greater overlap between those two clown shows

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

:five:

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

TonyMcS posted:

IT APPEARS SQ42 IS POWERING ALONG.

I present the following word salad as the latest info on SQ42. Basically it's a list of things not working. However one phrase has been added to the SC lexicon.

The Character Team finished the first hairstyle under the finalized hair creation pipeline.

I'm sure there are other gems in there but I'll let you discover them yourselves


Attention Recruits,

What you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).
Operatives around the world collected the intel needed to provide you with this progress report. Intelligence suggests we've uncovered intel on operations concerning cinematic techniques, the creation of derelict ships, and a new Vulkan-friendly pipeline.

The information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.

UEE Naval High Command

AI
Character AI worked towards completing the first pass on the new iteration of combat behaviors. This implementation includes better structural organization of the different tactics characters can evaluate during combat and helps the programmers to implement and test all possible options. It’s also great for the player as it makes the overall combat experience more stable and interesting. For example, enemies now have proper tactics for handling open spaces and have a better selection of cover options when fighting in locations with multiple floors. They also started implementing different weapon fire modes so that NPCs can decide which one best suits their current situation. The choice is also affected by the AI’s ‘experience’ – so a scared, inexperienced soldier might shoot as much as possible with reduced accuracy and bullet conservation. Several fixes were made to ensure aiming and shooting syncs correctly between the client and server too.

Ship AI worked on behavior and technical improvements. So of these allow the designers to access more behavior parameters, such as the option to look at a target while flying to a specific offset or to the beginning of a Track View scene. They implemented the first version of the Defend Target behavior that makes great use of the new target selection functionalities – the designers can now customize weights and threat scores to enable the AI to select the most appropriate target. This selection is influenced by several factors, such as the enemy ship’s threat score, the number of enemies targeting a specific entity, or damage inflicted. This provides a more realistic fight experience and allows players to witness more meaningful decisions during firefights.

Further progress was made towards the new ship 3D pathfinding implementation. This new approach has two basic control modes: position and velocity. Positional control means that a spaceship wants to reach a specific location, so a path will be generated incrementally as it moves in space. Velocity control means that a spaceship is going to maneuver related to a specific target or location. Both approaches make use of the physical data stored in the signed distance fields (SDF).


Animation
Animation continued R&D into the motion matching tech mentioned last month, including looking at how seamlessly it can transition from locomotion into a usable enter animation. They also looked into interrupt and resume tech for story scenes, which will allow a player to leave a scene, have the characters pause naturally, and start again seamlessly when they rejoin. The SQ42 Feature Team also started implementing a firing range.


Art (Characters)
The Character Team finished the first hairstyle under the finalized hair creation pipeline, and while they’re still expecting updates on the tech end, the artists are ready to start working through the remaining tasks. They also made revisions to various uniforms and wrapped up a key piece of enemy armor. An extremely important character concept was also completed and will soon move into the implementation phase.


Art (Environment)
Archon Station’s interiors progressed well throughout August - the social hub is coming to a close and many of the team have moved onto the engineering sections seen during key parts of the campaign.
The exterior of the comms array was tweaked slightly and work continued on the geometry and shaders. The station is about to receive a lighting pass and has been handed to the Space Scaping Team for placing.
The development of derelict ships began, with a few interesting variations created, including rotting, frozen, and attacked - all of which are being hand-sculpted to give maximum visual and emotional impact.

Cinematics
SQ42 allows players to create a character at the beginning of the story. This presents a unique challenge for cinematics and narrative, as most things relating to the story feature full performance capture and one of the team’s goals is to keep all cinematic sequences unified. To test this, they picked sequences they’re currently working on and switched between the male and female facial performance capture and evaluated where they can keep the player body motion unified, where they can edit and adjust, and where they have to split the performances. To help, Tech Art unified the player actor records and loadout options and now have an easy way to change the tag from male to female. A lot of scenes worked well with slight adjustment and polish, but areas benefiting from the individual actor’s performance will be split. Audio timing and syncing were also considered. The team don’t want direct copies of line readings and want to give the actors freedom of expression, but the overall cadence and timing must match, particularly the start times for each capture.
The female character model is also smaller than the male version, both in terms of body size and camera framing. So, further adjustments to the character motions were made, such as adjusting the hands and back to fit in chairs properly. To solve the framing issue, a camera tag was created to reduce the “tripod” height by 10cm in scenes that show the female player close up.


Engineering
The Engine Team finished supporting tri-mesh splitting, which optimizes collisions and intersection tests, implements collision filtering and collision merging, and fixes foliage skinning. They also made batch process physics proxy updates which now don’t update the physics proxy if the entity has network serialization disabled.
Rendering wise, the first draft of the new graphics pipeline was submitted. The goal is to gradually transition to a Vulkan/DX12-friendly pipeline and the implement the Vulkan backend. The first pass includes initial interfaces and implementation, tone mapping, and the first Vulkan code added to renderer. For planet rendering, they moved from the explicit table-based evaluation of atmosphere inscatter to an incremental raymarch stepping process. This now allows additional evaluation of ground fog density samples (and clouds at a later stage) and incorporates them into the scatter equations.


Gameplay Story
The Gameplay Story Team made progress on a wide range of scenes last month. Some had already been worked on and only required modest updates, while others were new so were built up from scratch. Mo-cap was delivered quickly throughout the month and enabled the team to make progress at an impressive pace. The also worked closely with Props to finalize several handheld objects and complete all scenes they’re included in.


Graphics
The Graphics Team continued with the same core features as last month, including gas cloud sun shadows. Volumetric sun shadows are now computed on the GPU and correctly account for shadows between adjacent and parented gas clouds. The remaining work involves factoring these volumetric shadows into the general lighting equation for opaque meshes. Alongside this, improvements were made to the glass shader refraction effect, which is used to render plastic sheets and icicles. Work also continued on the updated renderer design. This will continue over the next few months alongside a huge clean-up of old code and redundant features.


Level Design
The Social Team continued to work on narrative scenes, working out conversation breaks and re-joins, directional triggers, and other specific details relating to social AI and player conversations. Most of the Level Design Team worked with Art to finalize the layout and AI operation of a major FPS combat zone. The Dogfight Team is still focused on the various use-cases for the more complicated AI requirements of space combat, while the Tech Team finalized the templates for various crew behaviors.


Narrative
As levels continue to be refined and the pacing of gameplay is solidified, the Narrative Team worked closely with Design to identify areas where additional narrative moments could help to flesh out the world and story. After creating scripts, they worked with Animation, Audio, and Design to implement placeholder assets for playtesting and polishing. Last month also saw the team assisting Environment Art by providing additional environmental storytelling and props documentation. These writeups provide detailed backstory and references for everything from key hero assets intended to catch players’ eyes to small props that make the universe feel more alive. Additionally, they continued writing all the text that players will encounter throughout the game.


QA
QA’s August support predominantly went to Cinematics, who are working on a wide range of cutscenes. A new level was created for the testing of ship explosions and AA-turret setup via Track View to make it easier to quickly test any issues they encounter. Work on a new level to test character animations and lighting began too.
Testing for the newest AI collision avoidance changes is also underway. While AI testing in DE is primarily done for the Persistent Universe, any new AI issues are cross-checked with the SQ42 test team in the UK as there’s often overlap.


Tech Animation
Tech Animation supported the Social AI Team with in-engine animation setups and animation rigs for a wide variety of props. They completed technical setups for new weapon attachment types and bugs were fixed for the animation, design, and art teams.


Tech Art
Tech Art revisited the facial expression scanning pipeline and evaluated various new photogrammetry-based scan solutions. Since highly detailed scans of facial expressions are the core of the new in-house rigging pipeline, efficient creation, processing, and manual touch-ups of the scan meshes are crucial for quick turnaround. This new solution will ultimately help the team expand the character creator’s ‘DNA’ gene pool and give both the designers and players more options to create unique and interesting faces.


VFX
The VFX Team continued their close collaboration with Art and Design on some of the key space environments. As part of this, they added improvements to the ‘VFX transparent shader', which is used to fill environments with moving dust and debris. The VFX tech artists continued to work with the graphics engineers to improve the gas cloud tools and began investigating the destruction pipeline to further improve the campaigns more epic destruction events. They also started developing effects for a new rocket launcher, including the muzzle flashes, backblast, missile trails, and missile impact on various surfaces.

It amazes me that after 7 years Commandos are never concerned to read things like "worked towards completing the first pass on the new iteration of combat behaviors"

BumbleOne
Jul 1, 2018

by Fluffdaddy
Bumble He is curious if the move to games will bring some fresh blood in here.
if not, then Bumble is also fine with the same ole mofos rubbing forever

i'm not a vampire by the way

History Comes Inside!
Nov 20, 2004




Why is there Ship AI when everything is supposed to be ships being piloted by actual physical pilots so it would be covered by their incredible AAAA+ NPC AI, surely?

boviscopophobic
Feb 5, 2016

monkeytek posted:

It amazes me that after 7 years Commandos are never concerned to read things like "worked towards completing the first pass on the new iteration of combat behaviors"

It packs three weasel-word qualifiers into such a short amount of space. They're not working on combat behaviors, but only on the new iteration. In fact, they're not even doing the new iteration, but only the first pass on the new iteration. And they are working towards completing it -- which is to say that they aren't done even with the first draft of the draft.

Truly the excuse-making pipelines are in place, and their content is flowing faster than any other game.

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

Bumble He posted:

Bumble He is curious if the move to games will bring some fresh blood in here.
if not, then Bumble is also fine with the same ole mofos rubbing forever

i'm not a vampire by the way

I too am happy for New Goon Blood I liken it to the way CIG sells new jpegs. New cash carries more weight than old cash, so to should new blood carry more weight!

Strangler 42
Jan 8, 2007

SHAVE IT ALL OFF
ALL OF IT

AutismVaccine posted:

I thought the whole closing of SCAM was a hoax, an elaborate scheme to hide You must be a platinum member to read this text. .

It had to be done but don't worry the Anti-SC Action Command Center - GOONS ONLY thread for coordinating our attacks has moved behind the secret paywall. Here's the link: You must be a platinum member to read this text.

trucutru
Jul 9, 2003

by Fluffdaddy

Daztek posted:

https://www.reddit.com/r/starcitizen/comments/d0ug2x/star_citizen_roadmap_update_20190906/


lol @ salvage getting moved to 4.0 from 3.8, rip any more gameplay this year

All the gameplay stuff has been delayed again, but don't fret 'cuz



The BEST drat SPACE SIMULATOR EVER is here guyz.

AutismVaccine
Feb 26, 2017


SPECIAL NEEDS
SQUAD

Potato Salad posted:

7 September 2019: No

Squadron 42 Official Release Date: -984 days

Can you move around your ship prison without falling out: No

What is release anyway?

Strangler 42 posted:

It had to be done but don't worry the Anti-SC Action Command Center - GOONS ONLY thread for coordinating our attacks has moved behind the secret paywall. Here's the link: You must be a platinum member to read this text.
Got it. o7

AutismVaccine fucked around with this message at 16:33 on Sep 7, 2019

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

AbstractNapper posted:

:lol:
Ah, the "design documents" -- actually it's Lando's air quotation marks, not mine, that he gestures when the question is first asked.

Were those the insane(ly long) ramblings that detailed mining and such, and promised ~dreams~ and clearly unfeasible stuff both in terms of complexity and in tediousness that they would result when translated to gameplay?

Those are apparently gone now, never to return. And also, apparently they now have way shorter documents about tier-0 implementation of their mechanics. Which of course they won't even discuss about releasing in public, because reasons I guess, in the most open development project ever.

Don't let the rubes know how much you dialed back the insanity and hurt their dream, as these particular crowd does not react well to that. No, leave it vague (which is why "tier-4" is casually mentioned, when their "tier-0"(!) is not even a thing for most of their mechanics and features).

I wonder if the devs have felt those docs to be a ball and chain around their necks, presumably written by CR in some sort of coke inudced maina. So they have been working for some time to find a way to get CR to agree to ditch them.

Eggplant Ronin
Apr 26, 2007

How you like my balls now?:smug:
There was a period where the only thing I kept up with here was the Star Citizen forum. I'm glad the thread lives.

You know, if Chris and Sandi were in anyway likable, the story of a has-been scamming nerds with a phony video game so he could help his wife launch a movie career and meet celebrities is really sweet.

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

boviscopophobic posted:

It packs three weasel-word qualifiers into such a short amount of space. They're not working on combat behaviors, but only on the new iteration. In fact, they're not even doing the new iteration, but only the first pass on the new iteration. And they are working towards completing it -- which is to say that they aren't done even with the first draft of the draft.

Truly the excuse-making pipelines are in place, and their content is flowing faster than any other game.

Watch their latest vid. They spend ages saying absoloutely nothing.

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

History Comes Inside! posted:

Why is there Ship AI when everything is supposed to be ships being piloted by actual physical pilots so it would be covered by their incredible AAAA+ NPC AI, surely?

Well, obviously what they mean by that task is the subsiblisumption code required to make the pilot fly the ship. No way would CIG lie to anyone and actually just have the ship fly itself with the NPC pilot just mimic what the ship is doing. That would totally lack fidelity.

MedicineHut
Feb 25, 2016

AbstractNapper posted:

:lol:
Ah, the "design documents" -- actually it's Lando's air quotation marks, not mine, that he gestures when the question is first asked.

Were those the insane(ly long) ramblings that detailed mining and such, and promised ~dreams~ and clearly unfeasible stuff both in terms of complexity and in tediousness that they would result when translated to gameplay?

Those are apparently gone now, never to return. And also, apparently they now have way shorter documents about tier-0 implementation of their mechanics. Which of course they won't even discuss about releasing in public, because reasons I guess, in the most open development project ever.

Don't let the rubes know how much you dialed back the insanity and hurt their dream, as these particular crowd does not react well to that. No, leave it vague (which is why "tier-4" is casually mentioned, when their "tier-0"(!) is not even a thing for most of their mechanics and features).

Hold on, all those design documents were intextricably linked to a specific ship or high profile sale item. Mining ships, e-war ships, farming ships, etc Are the moneys CIG got also never to return to the backers who pledge them due to these design documents hype? Is CIG offering refunds for those? No? I am shocked, shocked I tell you.

MedicineHut fucked around with this message at 16:56 on Sep 7, 2019

Erenthal
Jan 1, 2008

A relaxing walk in the woods
Grimey Drawer
What about the medical ships? I was going to open a morgellons clinic in the verse!

trucutru
Jul 9, 2003

by Fluffdaddy

skeletors_condom posted:


But there are times when the citizens really make me lose faith in humanity. :saddowns:


Don't lose faith, some of them are not that dumb




On the other hand



quote:

This is my favourite image from the commercial. It just shows how far we’ve come. The gas clouds outside the window, the perfect lighting setting the mood inside the ship with small candles on the table. The animations which are so good, just look at how the woman turns, looks down for a split second and then up again, it looks so real and fantastic. The narration and music in this scene also hits it out of the park. It just brings emotion.

I have absolute faith after this scene and commercial that S42 is going to be so special and the PU in the future is gonna be something else. 7 years ago I backed and it’s been a long road so far, one I’ve enjoyed almost every step of the way, and this 890 commercial showed me how far we’ve come. It almost brought me to tears.

Scruffpuff
Dec 23, 2015

Fidelity. Wait, was I'm working on again?

trucutru posted:

A sad commando posted:

This is my favourite image from the commercial. It just shows how far we’ve come. The gas clouds outside the window, the perfect lighting setting the mood inside the ship with small candles on the table. The animations which are so good, just look at how the woman turns, looks down for a split second and then up again, it looks so real and fantastic. The narration and music in this scene also hits it out of the park. It just brings emotion.

I have absolute faith after this scene and commercial that S42 is going to be so special and the PU in the future is gonna be something else. 7 years ago I backed and it’s been a long road so far, one I’ve enjoyed almost every step of the way, and this 890 commercial showed me how far we’ve come. It almost brought me to tears.
Get help, commando. What you are saying and thinking are not normal. Please find a doctor and obtain whatever appropriate medication or other treatment you need.

Star Citizen: Not Just a Game; A Diagnosis

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Zazz Razzamatazz
Apr 19, 2016

by sebmojo

Agony Aunt posted:

Watch their latest vid. They spend ages saying absoloutely nothing.

I don't hate myself near enough to do something like that...

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