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Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

colonelwest posted:

I’m really worried that my next $1000 spaceship buying spree won’t conform to the lore.



Well that shatters my dreams. Time for a refund, this crossed the line.

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Trilobite
Aug 15, 2001

Pixelate posted:

Squadron 42 Monthly Report

Good news! CIG are taking concrete steps towards talking about doing something...

What kills me is that if any of that is ever mentioned again, it'll be after 2024 and it'll still be "we're taking the first steps towards developing a framework that will allow us to discuss how to proceed to make tools for exploring the technology required to design this."

The Titanic
Sep 15, 2016

Unsinkable

Trilobite posted:

What kills me is that if any of that is ever mentioned again, it'll be after 2024 and it'll still be "we're taking the first steps towards developing a framework that will allow us to discuss how to proceed to make tools for exploring the technology required to design this."

Yes.

But think of the future. :)

Long after MoMA gave up, after Derek burned out, after Rexzillas last check was cashed, after countless YouTube personalities burn out, after piss cat writes his last missive and returns to the dark underbelly of internet porn, a new generation of defenders will use these pillars to indicate how star citizen is coming along well, and that sq404 is nearly done in its secret dev build, and how cig will revolutionize gaming itself so even Epic begs to license Chris' sons companies technology.

Like money through the fingers of a Roberts family member, or vitamins up the chairman's nose... these are the cold hard facts that tell the story of true open development full of professionals following perfect agile procedures, making incredible progress if you look at it like a Hans Holbein painting.

.random
May 7, 2007

quote:

AI (Content)
…Other tasks involved polishing the quartermaster behavior, making animation pose updates, setting up wildlines, overhauling documentation, and prototyping food eating.

AI (Features)
…For non-combat AI, the team worked on functionality to support NPCs moving cargo from one location to another, including picking up crates, stacking them on a trolley, moving the trolley to a destination (such as a cargo hold), and then taking them off the trolley and re-stacking them

AI (Tech)

Last month, the AI Tech team made several usability improvements to the Apollo Subsumption tool. This included updating the multigraph with feature folders and functions to allow organization from the outline view. For example, the designers are now able to delete and move graphs to different folders directly from the outline view panel. They can also drag a node connection into an empty section of the graph to open the drop-down menu that allows them to create a new task.

Finally for AI Tech, the team worked on the locomotion refactor, which involved integrating current work into different streams to begin stabilizing bugs.…

Engine

In October, the Physics team worked on various improvements, including brush physicalization, which was put into queues of 32 entries each and forced to be processed in parallel. Spawn batch finalization was reworked to wait for all brush archetypes and their material clones to be fully physicalized before finalizing the spawned entities, and the root spawn batch can now be queried from outside of the entity system. A physics event was added for cluster breakage along with an entity event that detaches the corresponding compounded entity. Additionally, various optimizations were made to improve low-level data access and reduce contention. Also, the physics environment is no longer woken during the bulk destruction of brushes unless they have a collider. Lastly, severe stalls during entity deletion as well as the network aspects of breakability were fixed. :wtc:

Lastly, in case of failed memory allocations, it's now possible to identify relevant code owners and list them in bug reports automatically to speed up bug processing.

Gameplay Story

Last month, Gameplay Story continued using motion-capture data to update scenes. The main scene worked on was in chapter 11, which, due to the environment layout changing, needed a full implementation pass to get it fully functioning….

Lastly, two new scenes were created to allow characters to work on top of the Gladius. These are still work in progress and will require new mo-cap at a later date.

Graphics & VFX Programming

…There were also various fixes submitted for rivers, and R&D began on water sim and water rendering improvements.

It’s really coming along :shuckyes:

Thoatse
Feb 29, 2016

Lol said the scorpion, lmao
https://i.imgur.com/yKUoCRE.gifv

Kosumo
Apr 9, 2016

.random posted:

It’s really coming along :shuckyes:

All of that is written for an audience of one .... Chris Roberts.

4th Stimpire Queen
May 4, 2022

Contemplate with nice thoughts and utterances.
Moar great stuff from the reports.

quote:

They also added new features for the UIMesh shader (multi-scale texturing, bi/tri-planar projection, smoothing) alongside enabling wetness effects to work with blood, sweat, and tears.

Wetness of bodily fluids is important. :3:

quote:

The team’s AI support increased throughout October. This mostly focused on the ship vs player boss fights in SQ42, with the Cutlass now flying with its new behavior on a spline attacking the player. They also supported the flight team with both AI and non-AI requests.

Boss fights in SQ42 confirmed!!!

quote:

Progress continued on the utility behavior, with AI characters opening crates, taking items out, and putting items in. This was a surprisingly complex task but the various elements are now working well together.

I'm sure it was very complex, and now that it's working well we can see a video of it, right?

quote:

AI animators continued to refine Vanduul execution animations to ensure they’re perceived as strong and impactful from the first-person perspective, are better suited to be played “on the spot” if the attack occurs in a cramped space, are more believable to be deflectable by the player, and allow players to escape or attack once deflected.

If they're spending months on execution animations then the game must be almost done.

quote:

Players can also use ‘distractions’ ­(actions that trigger audio stimuli, such as throwing an object) to cause NPCs to leave their positions to investigate.

This is amazing, never done before!

quote:

Last month, the Animation team began discussing bringing creatures into the PU.

“Our team had just signed off on the rig for the first creature, meaning we can finally start animating our first interactable creature!

Creatures coming in 2024 I guess.

quote:

Players can now also look up and down while moving on a ladder to help them see where they’re going. If they stop, they can look around 360 degrees too.

:lol:

quote:

The ability to move all items from one inventory to another is now in the final internal test sweep.

:lmao:

4th Stimpire Queen
May 4, 2022

Contemplate with nice thoughts and utterances.
And in case you're wondering, even the main :reddit: sub can't muster some excitement for this bs.







Cutedge
Mar 13, 2006

How can we lose so much more than we had before

quote:

Finally, the VFX team implemented a ‘task pool,’ which allows the artists to tackle various miscellaneous tasks that have accumulated in the backlog.

I'm surprised Chris Roberts didn't have a kickstarter for this after seeing another ad for monday.com




edit: seriously they put "added a new PBI to JIRA with a list of misc tasks" on their accomplishments letter. lol

Sandepande
Aug 19, 2018
That's some heavy padding. They can absorb whatever CR throws at them, because he won't understand a single word (but will have to pretend otherwise).

biglads
Feb 21, 2007

I could've gone to Blatherwycke



Piss cat is rubbish. Bring back Joe Blobers/Annabelle 'Poo' Huxley

Sandepande
Aug 19, 2018
Annabelle seemed legit, and Blobers even more so.

I wonder, what happened to Joe? Contract ran out? Results weren't good enough?

Kosumo
Apr 9, 2016

Sandepande posted:

Annabelle seemed legit, and Blobers even more so.

I wonder, what happened to Joe? Contract ran out? Results weren't good enough?

I'm waiting for the Pixel Lemonade article to blow the lid off of how they where all just Big Publisher's plants to try to get inside with the backers and take CIG/Chris Roberts down!

Sectopod
Aug 24, 2017

This is just so :kiss: pseudo-jargon trying to sound complicated:


code whisperer posted:


Engine

In October, the Physics team worked on various improvements, including brush physicalization, which was put into queues of 32 entries each and forced to be processed in parallel. Spawn batch finalization was reworked to wait for all brush archetypes and their material clones to be fully physicalized before finalizing the spawned entities, and the root spawn batch can now be queried from outside of the entity system. A physics event was added for cluster breakage along with an entity event that detaches the corresponding compounded entity. Additionally, various optimizations were made to improve low-level data access and reduce contention. Also, the physics environment is no longer woken during the bulk destruction of brushes unless they have a collider. Lastly, severe stalls during entity deletion as well as the network aspects of breakability were fixed.

MedicineHut
Feb 25, 2016

.random posted:

It’s really coming along :shuckyes:

My environment is also no longer woken during the bulk destruction of brushes unless they have a collider. Duh.

4th Stimpire Queen
May 4, 2022

Contemplate with nice thoughts and utterances.
Hello and welcome to another episode of "Siphoning money selling dreams.txt for a decade is nothing if you compare it to released, successful games, so you can't criticize!".

OP also couldn't keep it in their pants and starts drooling for new ships and IAE, glad they have their priorities straight.

And I dunnow about you, but I can't help feeling they are projecting their envy over stuff like CoD and mobile games- which are cookie cutter poo poo in their opinion- earning so much when compared to the game that will totally change gaming forever if you just give it x more years to be ready!

4th Stimpire Queen fucked around with this message at 09:02 on Nov 3, 2022

FishMcCool
Apr 9, 2021

lolcats are still funny
Fallen Rib

quote:

Engine

In October, the Physics team worked on various improvements, including brush physicalization, which was put into queues of 32 entries each and forced to be processed in parallel. Spawn batch finalization was reworked to wait for all brush archetypes and their material clones to be fully physicalized before finalizing the spawned entities, and the root spawn batch can now be queried from outside of the entity system. A physics event was added for cluster breakage along with an entity event that detaches the corresponding compounded entity. Additionally, various optimizations were made to improve low-level data access and reduce contention. Also, the physics environment is no longer woken during the bulk destruction of brushes unless they have a collider. Lastly, severe stalls during entity deletion as well as the network aspects of breakability were fixed.

To think that at the age of 45, I had never stopped to contemplate the awesomeness of brush physicalization or the bulk destruction of brushes. I guess they're going all-in on the horse riding AI and clearly you need to absolutely nail the brushing process. And of course, the Vanduul hate us because our impeccably physicalized brushing gives our ponies a keen edge in battle, hence the development of Weapons of Brush Destruction.

I think it can be safely said that this has never been done before.

Sandepande
Aug 19, 2018
$500 mil is a lot when all people are paying for are fantasies and a somewhat unstable Crysis mod - though shelling out a few thousand currencies for those fantasies probably makes them seem more real and convincing.

Edit: Star Citizen wasn't as cheap as I thought.

Sandepande fucked around with this message at 09:48 on Nov 3, 2022

Dwesa
Jul 19, 2016

Maybe I'll go where I can see stars
"$500 mil over 10 years is not much when small indie game studio of (alleged) 700 employees with multiple offices in several countries that never finished single game is compared to behemoths that develop and publish new commercially successful game every few years with less employees than CIG has"

I am not sure what part of this argument is supposed to reflect well on CIG

Dwesa fucked around with this message at 10:16 on Nov 3, 2022

Only Kindness
Oct 12, 2016
Wait, am I hearing this right?

The root spawn batch can now be queried from outside of the entity system?

Well, don't we all look stupid now, eh?

Dwesa
Jul 19, 2016

Maybe I'll go where I can see stars

4th Stimpire Queen posted:

And in case you're wondering, even the main :reddit: sub can't muster some excitement for this bs.









some commando in that thread posted:

I mean one dude in this thread literally said he didn't read it cause there were no pictures.... so.. that's the crowd you're dealing with in here I guess.

They're not developing MUD, so some sort of visual media is expected from the most open developer ever.

GhostDog
Jul 30, 2003

Always see everything.
User asks me how his change request is coming along. Me, not even having read it yet: "I

quote:

made a rapid prototype featuring some of the functionality that might be required to generate conversations about what the final form of this would be

GhostDog fucked around with this message at 11:26 on Nov 3, 2022

AndreTheGiantBoned
Oct 28, 2010
Have you guys missed this???

quote:

Following on from Persistent Entity Streaming (PES), the SQ42 Feature team began implementing the save/load system. Because PES stores the state of all entities in the universe, the team can utilize it to save progress. They’re currently in the first stages of testing saving and reloading, ensuring everything restores correctly.

T0 Saving/loading (might not actually save/load)

TheAgent
Feb 16, 2002

The call is coming from inside Dr. House
Grimey Drawer
They broke the basic save/load feature that came standard with cryengine lol

FishMcCool
Apr 9, 2021

lolcats are still funny
Fallen Rib
I, for one, love the idea that they apparently intend to serialise every single entity in the "universe" into your save file.

biglads
Feb 21, 2007

I could've gone to Blatherwycke



FishMcCool posted:

I, for one, love the idea that they apparently intend to serialise every single entity in the "universe" into your save file.

Save files so big you'll need an Optane to store them.

j.peeba
Oct 25, 2010

Almost Human
Nap Ghost
Alright, let me take a crack at translating that physics update, just for fun. I'm not an engine or physics programmer, or hardly even a programmer at all, so I can't guarantee accuracy. Also sometimes terminology is vague and it can vary between different companies.

quote:

the Physics team worked on various improvements, including brush physicalization, which was put into queues of 32 entries each and forced to be processed in parallel.

Brushes sometimes refer to 3D objects created in the game editor (as opposed to meshes created in 3d modeling packages like Blender, Maya or 3dsmax) but sometimes the term also refers to any meshes placed in the editor too. Sounds a bit like the latter here to me. Physicalization probably refers to making the meshes' colliders available to the physics engine in some form so that stuff is ready for physical simulation. If I were more familiar with CryEngine I might have a more specific translation for this. Now I only have a vague guess. Anyways the gist here is that they've made that process parallel, possibly for running in multiple threads, when it used to be a single long queue.

quote:

Spawn batch finalization was reworked to wait for all brush archetypes and their material clones to be fully physicalized before finalizing the spawned entities

Making sure that things happen in a correct predictable order after loading them in is important. They've enhanced that ordering in order to fix some strange stuff from happening. I don't know if refers to this but it could be that when spawning objects simultaneously it doesn't guarantee that their physics simulations begin simultaneously which may cause things to fall inside each other and such. It's a pretty common sight in unfinished open world game engines.

quote:

the root spawn batch can now be queried from outside of the entity system

Information regarding stuff that has just been spawned is now more widely accessible than before. A totally under-the-hood adjustment. I don't know why anyone besides maybe like 5 programmers inside the company needs to know this?

quote:

A physics event was added for cluster breakage along with an entity event that detaches the corresponding compounded entity.

I assume they use a somewhat common system for destructible objects where you include premade broken down versions of the object in its data. This means that if you have, for example, a bookshelf in addition to the intact pristine mesh you also have a version of the mesh where the bookshelf has essentially been smashed to pieces that still fit together like a jigsaw puzzle. Then when the bookshelf gets enough damage the intact mesh is switched to the jigsaw puzzle version and the pieces are released for physics simulation so the shelf falls apart. More sophisticated systems may keep some parts still glued together so if you hit just one of the shelves with a hammer, that part only will fall apart instead of the entire piece of furniture. Compounded entity here probably refers to keeping parts of the example shelf glued together in that manner. Anyways, they've added some events for when this type of destruction occurs. Events are a common programming pattern in games where when something happens an event is fired and the event may be caught by listeners that find that kind of event interesting. As an example the event could be used by AI navigation system so that it knows that it needs to update the pathfinding data around that destroyed object or something.

quote:

Additionally, various optimizations were made to improve low-level data access and reduce contention.

Yeah they optimized some stuff I guess.

quote:

Also, the physics environment is no longer woken during the bulk destruction of brushes unless they have a collider.

Physics simulation is expensive. Simulation is often paused in areas where nothing happens or, possibly, areas that have just been loaded and not yet seen or accessed by the player. You can see an example what awakening physics looks like in Skyrim where when you touch a cupboard and all the items on it suddenly jerk and fall into place. In the quoted sentence the implication is that when meshes that only exist visually but not physically are destroyed the game doesn't need to bother the physics engine. You want to avoid awakening the physics sim without a good cause because it may take a while until it can be put back to sleep again, if "ever". Destruction here probably doesn't refer to destroying stuff in the conventional sense by shooting at them or whatever (you couldn't even hit them anyway since this case is specifically for things without any colliders) but for things destroyed by, say, the system which streams parts of the environment in and out of memory. Possibly. I'm struggling to think of a good example here. It would be helpful if they would have provided more context so that people reading wouldn't have to guess.

quote:

Lastly, severe stalls during entity deletion as well as the network aspects of breakability were fixed.

More optimization stuff. Thankfully they don't go into details with this sentence since giving too much detail while avoiding the context is the issue with these updates. If they really cared about communicating to the public they should cover the whys more than whats and provide examples. I guess they want to make the updates sound more exciting than they actually are?

Mailer
Nov 4, 2009

Have you accepted The Void as your lord and savior?

biglads posted:

Piss cat is rubbish. Bring back Joe Blobers/Annabelle 'Poo' Huxley

Screw that, I want to know what's going on with Virtisce. The guy who's insanity got quoted so much in here he started believing goons were secretly watching him. You know, because quoting public reddit posts requires shadow ops.

Fidelitious
Apr 17, 2018

MY BIRTH CRY WILL BE THE SOUND OF EVERY WALLET ON THIS PLANET OPENING IN UNISON.

j.peeba posted:

More optimization stuff. Thankfully they don't go into details with this sentence since giving too much detail while avoiding the context is the issue with these updates. If they really cared about communicating to the public they should cover the whys more than whats and provide examples. I guess they want to make the updates sound more exciting than they actually are?

Agreed, I could understand this stuff if I tried but it usually doesn't seem worth it. My take on these reports is that the communications person asks for monthly updates from team leads and then the team lead basically forwards summaries directly from engineers after maybe cutting them down a bit and some light editing. The engineers are probably basing their summaries on their merge request descriptions which is how you end up with absolutely meaningless stuff in the report about technical details that don't matter to anyone outside the team. As a software developer myself, the last thing you want is for us to be the ones presenting information to outside stakeholders because we're going to get excited about some sick technical stuff that 3 other people on the planet give a drat about.

Is it incompetent communications who doesn't know how to get and present information that backers would care about?
Are they doing it on purpose to present the illusion of progress by filling the report with technical language?
Do they think backers will get antsy if the entirety of the report from Physics Tech is "We improved the performance of physics objects and made it easier to create destructible environment objects"?

Could be some combo of all of this, who knows.

The Titanic
Sep 15, 2016

Unsinkable

4th Stimpire Queen posted:

Moar great stuff from the reports.

Wetness of bodily fluids is important. :3:

Boss fights in SQ42 confirmed!!!

I'm sure it was very complex, and now that it's working well we can see a video of it, right?

If they're spending months on execution animations then the game must be almost done.

This is amazing, never done before!

Creatures coming in 2024 I guess.

:lol:

:lmao:

:dumb: What if we just try to make metal gear solid? How hard can that be?

:trustme: But also dark souls and deadlier than cod?

:dumb: yes sir, we'll have instant kill execution moves! Players love those!

:trustme: Do it then. Metal gear should be easy because we are so very smart and I have no idea what I'm doing so all those barriers just don't apply to me because I don't know what they even are. Just keep layering code!

:dumb: Yes sir! We'll get on it as soon as we get out of school tomorrow!

:trustme: perfect!

cirus
Apr 5, 2011

FishMcCool posted:

I, for one, love the idea that they apparently intend to serialise every single entity in the "universe" into your save file.

Do we know what kind of database they're using? I want to sub and put DROP TABLE PLAYERS everywhere I can in my save file

The Titanic
Sep 15, 2016

Unsinkable

FishMcCool posted:

To think that at the age of 45, I had never stopped to contemplate the awesomeness of brush physicalization or the bulk destruction of brushes. I guess they're going all-in on the horse riding AI and clearly you need to absolutely nail the brushing process. And of course, the Vanduul hate us because our impeccably physicalized brushing gives our ponies a keen edge in battle, hence the development of Weapons of Brush Destruction.

I think it can be safely said that this has never been done before.

I think the brush stuff is talking about their auto material, possibly still on the river.

They're also generating physics for all of the meshes used in the auto brush, which is obviously causing slowdown of the engine for users and other problems, as it is going to do if you don't under LOD.

Pretty sure everyone is taking the brute force approach to everything they do because not only do they not understand otherwise, but CR may be directing people to not take any short cuts, also because he doesn't understand how shortcuts are used to make a successful game.

"Physicslizing" everything instead of just making it look like that event and faking it is the difference between a game being performant and one being trash. It's why when you run some random game that looks like Minecraft and has virtually no functionality it runs at 5 fps for no reason at all.

FishMcCool
Apr 9, 2021

lolcats are still funny
Fallen Rib

cirus posted:

Do we know what kind of database they're using? I want to sub and put DROP TABLE PLAYERS everywhere I can in my save file

It's CIG we're talking about. They probably wrote their own database Space Data Persistence Engine because "databases" are clearly the products of small-minded old people who can't think outside of the physicalised box. And their stuff is likely NoSQL inspired because that SQL thing is obviously a stupid old limitation that was holding back real progress.

Mirificus
Oct 29, 2004

Kings need not raise their voices to be heard

Severe desync, constant crashes, poor FPS experience....a couple of days playing MW2 has made me feel great about Star Citizens current stability and performance posted:


quote:

My old rear end thought you were talking about mech warrior 2 so I was really confused until I read the comments

quote:

Likewise - MW2 to me means Mechwarrior 2, which was a fantastic (and, iirc, v.stable / bug free) game from ~20 years ago...

quote:

To be fair, I also treat purchasers of AAA titles with contempt. They only have themselves to blame these days.

quote:

Indie isn't about scope/scale/payroll. It's about being beholden to a publisher that controls the purse strings. That's what "indie" means. Independent studio.

quote:

Yep, haven't really seen PC games in decades. Just some console optimized ports like Skyrim, which are mediocre attempts at PC-gaming.

It's been funny to me that the most interesting games of the last decade have been Dwarf Fortress, Banished and Star Citizen. First 2 are 1-man projects and SC is in the other end of the spectrum. In all these cases, it is the passion for gaming driving these titles, not the marketing department.

I once tried to explain this in the SASsub but to no avail. Hilariously, they keep comparing SC to retarded crap like CoD.

JugbandDude
Jul 19, 2016

Remember when you were young, you shone like the sun

Shine on you crazy diamond!

TheAgent posted:

They broke the basic save/load feature that came standard with cryengine lol

Question is, is there any standard Cryengine feature they didn't break?

Seriously, I can't think of any.

big cummers ONLY
Jul 17, 2005

I made a series of bad investments. Tarantula farm. The bottom fell out of the market.

I haven't checked in since before the pandemic and can't read thousands of pages of this thread without it taking months! Are there any good youtube essays or text writeups I can use to get caught up? I read that sq42 update thing above and loving lol. Such an incredible grift.

The Titanic
Sep 15, 2016

Unsinkable

AndreTheGiantBoned posted:

Have you guys missed this???

T0 Saving/loading (might not actually save/load)

This failure to understand saving and loading ties into their failure with persistence which ties in with that old piece about serialization they had a long time ago.

This has been a battle they never won, and because they didn't understand the system they were making to any degree at the start, coming in to tack on a save load system is a gargantuan effort which they are attempting to do in the most brute force method possible: saving everything about your session to the db including all your assets, etc.

Saving a game is more complex than people understand, and the full sail kids at cig simply don't have the skills to get it working right within any reasonable time frame. 10 years and counting.

Kharan
Jun 28, 2005
Ned is dead

j.peeba posted:

Alright, let me take a crack at translating that physics update, just for fun. I'm not an engine or physics programmer, or hardly even a programmer at all, so I can't guarantee accuracy. Also sometimes terminology is vague and it can vary between different companies.

Cool, another finnish dev admiring this tire fire. I am a fan. Let's do a VR Grimrock, eh?

The Titanic
Sep 15, 2016

Unsinkable

Fidelitious posted:

Agreed, I could understand this stuff if I tried but it usually doesn't seem worth it. My take on these reports is that the communications person asks for monthly updates from team leads and then the team lead basically forwards summaries directly from engineers after maybe cutting them down a bit and some light editing. The engineers are probably basing their summaries on their merge request descriptions which is how you end up with absolutely meaningless stuff in the report about technical details that don't matter to anyone outside the team. As a software developer myself, the last thing you want is for us to be the ones presenting information to outside stakeholders because we're going to get excited about some sick technical stuff that 3 other people on the planet give a drat about.

Is it incompetent communications who doesn't know how to get and present information that backers would care about?
Are they doing it on purpose to present the illusion of progress by filling the report with technical language?
Do they think backers will get antsy if the entirety of the report from Physics Tech is "We improved the performance of physics objects and made it easier to create destructible environment objects"?

Could be some combo of all of this, who knows.

In the past 2-3 years cig has made a conscious decision to no longer use industry standard terms when delivering these reports. Instead they use a lot of internal, utterly nonsensical jargon that only applies to them.

This provides a couple of benefits:
1: Nobody who actually understands software development can adequately provide context or understanding to other people about the status of CIGs development, or provide an understanding of how good or bad they are performing compared to others.

2: everyone can be an expert, since nobody knows what anything you're saying means or is or how it ties together unless you expressly make a point to cal out these inheritances

Ultimately you can deliver a massive update to management who doesn't care enough about the project to know if you are just spinning your wheels and going nowhere, or making good progress, and you can also deliver that same message to backers who will be equally in the dark.

It's yet another layer of shadowy obfuscation that cig excels at to a good degree to mask actual progress with the visage of progress.

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4th Stimpire Queen
May 4, 2022

Contemplate with nice thoughts and utterances.

Mirificus posted:

I also treat purchasers of AAA titles with contempt

This from the same crowd that goes "Everyone is free to use their money however they want, don't judge!!!" whenever someone comments on the thousand dollars they've spent on concept spaceships.


Mirificus posted:

Yep, haven't really seen PC games in decades.

That's clearly cause you haven't gamed in decades.

Mirificus posted:

it is the passion for gaming driving these titles, not the marketing department.

So much passion, just look at CR :trustme:
He's often playing his own game, he's constantly on the forums talking bout how development is going, he has a weekly series where he addresses questions, keeps writing tweets to engage players and more.
He's so passionate the whole project'd be marked as NSFW.

Also marketing is not driving SC, which is why Turbulent isn't about engagement, squeezing money from players or similar stuff...and there totally isn't a 40000$ package for people with a great passion for gaming to buy.

4th Stimpire Queen fucked around with this message at 18:00 on Nov 3, 2022

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