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Star Citizen - The Community Hub

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  • ErillionErillion Member EpicPosts: 10,297
    edited May 2016
    Some background info from various websites (some from press release, some rumour):


    You will be captain of a ship ("Retribution"), which is your mobile base. It is unlikely that you can fully steer the ship a la Battlefleet Gothic.

    Space combat will be in a limited area   "....will allow players to pilot a transforming fighter plane that can be upgraded and customized.The fighter, referred to in the game as a Jackal, "can transform between atmospheric flight mode and zero-G flight mode for when you have to dogfight in the vacuum of space," Infinity Ward design director Jacob Minkoff explained in an interview with IGN...."

    "In space" seems to mean our solar system  (therefore .. no aliens)

    Its a hard sci fi setting ... more ballistic weapons, less lasers, no lightsabers

    A lot of the planetary scenes seem to be situated on Titan, Saturns largest moon (which has is very cold, has a dense atmosphere and a methane weather cycle - ice/liquid/gaseous)

    Combat robots and mechs in action  (robots heads are too small to have a human inside, Mechs will most likely be piloted by humans).

    Majority of the action will be on planet / in atmospheres / in ship corridors / in base corridors.

    It will be less character specific like Ghosts and more large-events-centered.

    You seem to have comrades (like the lady with the lebanon flag and the guy that looks like Warmachine from the Avengers)

    A lot of the action has been using mo-cap work as a basis. Infinity Ward has its own mocap studio.


    Have fun


    Post edited by Erillion on
  • ErillionErillion Member EpicPosts: 10,297
    A quick look at Everspace Alpha (see the older Everspace posts in this thread):

    http://www.polygon.com/2016/5/2/11569384/everspace-could-be-the-next-great-space-shooter


    Have fun


  • ErillionErillion Member EpicPosts: 10,297
    Normans Sky

    https://nothke.itch.io/normans-sky

    an 8 bit version of No Mans Sky programmed by a "Kerbal" Programmer in 10 hours.


    Have fun

  • ceratop001ceratop001 Member RarePosts: 1,594
    When is this game projected to be released?
     
  • ErillionErillion Member EpicPosts: 10,297
    When is this game projected to be released?
    Normans Sky was released the same day it was programmed during a Gamejam.


    Have fun
  • ceratop001ceratop001 Member RarePosts: 1,594
    Erillion said:
    When is this game projected to be released?
    Normans Sky was released the same day it was programmed during a Gamejam.


    Have fun
    I mean the the star citizen game? the full game...
     
  • ErillionErillion Member EpicPosts: 10,297
    Exclusive scenes of Merlin snubfighter docking with Constellation? With special shout out to Sigmund Jähn ;-)

  • ErillionErillion Member EpicPosts: 10,297
    According to Squadron 42 website the single player game will be out in 2016 (expect late 2016). 

    For Star Citizen multiplayer game there is no official date. Personally i expect launch day in late 2017 (with Beta before that). 


    Have fun
  • KefoKefo Member EpicPosts: 4,229
    Erillion said:
    When is this game projected to be released?
    Normans Sky was released the same day it was programmed during a Gamejam.


    Have fun
    I mean the the star citizen game? the full game...
    Let's just say don't hold your breath
  • ErillionErillion Member EpicPosts: 10,297
    Journey to Voltron ... a space oddity :-)




    Have fun

  • ErillionErillion Member EpicPosts: 10,297
    edited May 2016
    >>>Disco Lando ‏@discolando 5 Std.Vor 5 Stunden

    Star Citizen Alpha 2.4 is out on PTU to our early NDA batch of testers, the newly formed "Evocati" group. Wish them well in their testing!

    >>>

    https://twitter.com/discolando

    Patch Notes as soon as its out of Evocati NDA.

    Some expectations for Alpha 2.4:




    Have fun



  • ErillionErillion Member EpicPosts: 10,297
    Casaba Clothing Shop:





    and shopping interface on Mobi Glas



    Pictures taken from Monthly studio report April 2016.


    Have Fun
  • ErillionErillion Member EpicPosts: 10,297
    Another shop - Garrity Defence



    and a firing range




    Have fun
  • ErillionErillion Member EpicPosts: 10,297
    edited May 2016
    And now for something completely different ..... ;-)




    Audio Shield: Star Citizen Theme in Virtual Reality


    I never knew how gratifying it is "to hit a note" ...




    Have fun


  • ErillionErillion Member EpicPosts: 10,297


    go to 28:30 and listen to why "Dad Lando" plays Star Citizen. This guy is COOL !


    Have fun
  • ErillionErillion Member EpicPosts: 10,297
    http://kotaku.com/designing-a-video-game-as-illustrated-by-doors-1774319142

    Good article on why game design is not trivial and may take some time.


    Have fun
  • rpmcmurphyrpmcmurphy Member EpicPosts: 3,502
    10 for the developers: #9

    Q: Will all NPC’s look unique or can we expect to see a few clones?
    A: We have a pool of scanned heads but however many we start with it's going to grow over time. There will be some reuse but there will be enough variety of clothing, hairstyles, eye colour, voices, etc. to avoid the feeling that two characters are clones. We are looking into technology/techniques for customising faces. Procedural generation may happen but right now we're doing it by hand. Also from a lore perspective clones are a "no go".

    Q: Will the types of clothes we wear affect how NPC’s interact with us?
    A: The plan right now and this isn’t assured, but they would like to have what you wear affect how they interact with you. So if you walk into a bar with a three piece suit, the bartender may not give you a mission. So your outfit represents how you want to be treated based off where you are.

    Q: How is the female model character progressing?
    A: Right now we’re trying to figure out the best way to use already created assets for this purpose.

    Q: Roles of polls/votes from articles determining events in the persistent universe.
    A: They do take poll results into consideration and they hope to continue with it. They love the participation and seeing where citizens concerns/focuses are as it makes it a better, richer environment for them to create in.

    Q: How will players be able to present themselves physically since there’s only a single skeleton?
    A: Most of that will come through clothing. The marine heavy armour will show off your strength whereas if you wanted to be more mobile you would pick light armour with a better jetpack or something of the likes. Down the road they’ll look into expanding size possibly, but their focus is nailing down what they’ve got to make it look really good and you’ll have a good amount of customization.

    Q: Origin story or something in novel format.
    A: Focus is on trying to get the current world set out. Novels are a possibility but definitely farther down the road. There’s plenty of fan fiction written by fans out there to read and some contributions in Jump Point.

    Q: Which piece of clothing you designed for Star Citizen would you most like to wear?
    A: Navy Pilot flight suit (for Omar) and the RSI flight suit (for Adam).

    Q: Will we be able to influence areas on a planet?
    A: That’s the hope! You can do missions to aid a group or individuals and in the long term that may have repercussions on a larger level. We hope that players will be able to dynamically change current events to create some interesting emergent gameplay.

    Q: Will the SC builder bring fidelity of character in aesthetics and customization.
    A: Probably start with just choosing heads and then customized faces. Start simple and grow over time, goal is to make things extremely customizable and implementable.

    Q:How will you use the Alien languages in the lore posts if you do, and when will the Galactapedia be ready?
    A: Alien language will definitely slip into lore posts but not sure how we’ll do that just yet. We’ll implement the Galactapedia on an interim basis as we go.


  • ArglebargleArglebargle Member EpicPosts: 3,395
    The article on 'Doors' was cool and funny.   You-Know-Who should read it and take it to heart.

    If you are holding out for the perfect game, the only game you play will be the waiting one.

  • Turrican187Turrican187 Member UncommonPosts: 787
    10 for the developers: #9

    Q: Will all NPC’s look unique or can we expect to see a few clones?
    A: We have a pool of scanned heads but however many we start with it's going to grow over time. There will be some reuse but there will be enough variety of clothing, hairstyles, eye colour, voices, etc. to avoid the feeling that two characters are clones. We are looking into technology/techniques for customising faces. Procedural generation may happen but right now we're doing it by hand. Also from a lore perspective clones are a "no go".

    Q: Will the types of clothes we wear affect how NPC’s interact with us?
    A: The plan right now and this isn’t assured, but they would like to have what you wear affect how they interact with you. So if you walk into a bar with a three piece suit, the bartender may not give you a mission. So your outfit represents how you want to be treated based off where you are.

    Q: How is the female model character progressing?
    A: Right now we’re trying to figure out the best way to use already created assets for this purpose.

    Q: Roles of polls/votes from articles determining events in the persistent universe.
    A: They do take poll results into consideration and they hope to continue with it. They love the participation and seeing where citizens concerns/focuses are as it makes it a better, richer environment for them to create in.

    Q: How will players be able to present themselves physically since there’s only a single skeleton?
    A: Most of that will come through clothing. The marine heavy armour will show off your strength whereas if you wanted to be more mobile you would pick light armour with a better jetpack or something of the likes. Down the road they’ll look into expanding size possibly, but their focus is nailing down what they’ve got to make it look really good and you’ll have a good amount of customization.

    Q: Origin story or something in novel format.
    A: Focus is on trying to get the current world set out. Novels are a possibility but definitely farther down the road. There’s plenty of fan fiction written by fans out there to read and some contributions in Jump Point.

    Q: Which piece of clothing you designed for Star Citizen would you most like to wear?
    A: Navy Pilot flight suit (for Omar) and the RSI flight suit (for Adam).

    Q: Will we be able to influence areas on a planet?
    A: That’s the hope! You can do missions to aid a group or individuals and in the long term that may have repercussions on a larger level. We hope that players will be able to dynamically change current events to create some interesting emergent gameplay.

    Q: Will the SC builder bring fidelity of character in aesthetics and customization.
    A: Probably start with just choosing heads and then customized faces. Start simple and grow over time, goal is to make things extremely customizable and implementable.

    Q:How will you use the Alien languages in the lore posts if you do, and when will the Galactapedia be ready?
    A: Alien language will definitely slip into lore posts but not sure how we’ll do that just yet. We’ll implement the Galactapedia on an interim basis as we go.


    Uh, there's a lot "hope" in there ... and they are sticking to "one Skeleton" and scanned faces? - I guess they haven't found the CryEngine Blendshape Tutorial yet ... (and if they are implementing Blendshapes they will present it like they have invented it)

    When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
    The cake is a lie.

  • ErillionErillion Member EpicPosts: 10,297
  • ErillionErillion Member EpicPosts: 10,297
    edited May 2016
    Nice. Voice packs for Star Citizen, like they have for Elite:Dangerous

    http://hcsvoicepacks.com/collections/star-citizen

    Vega  (Brent Spiner)


    Orion (William Shatner)


    Midnight (Tom Baker)


    Interview with the voice pack producers (Timemark 14:42)



    Have fun

    Post edited by Erillion on
  • howstupidisthishowstupidisthis Member UncommonPosts: 147
    What a wonderful age of gaming we're in!!
  • ErillionErillion Member EpicPosts: 10,297
    Hellion

    another interesting space sandbox in development by a small Serbian team

    http://www.playhellion.com/

    http://www.zerogravitygames.com/#home

    Pre-Alpha video




    Have fun





  • ErillionErillion Member EpicPosts: 10,297
    edited May 2016
    http://www.pcworld.com/article/3069492/computers/mark-hamill-talks-squadron-42-oh-how-far-weve-come-since-wing-commander.html


    New Mark Hamill interview about his work on Star Citizen Squadron 42.

    "...I've been so lucky in my career, not just in Star Wars, but with Wing Commander, and now with Squadron 42. "

    "Mark Hamill is a lot busier this time around in Star Wars Episode VIII. The actor, who reprised his role as Luke Skywalker in Star Wars: The Force Awakens, took a break after a long day of filming the franchise’s eighth installment at London’s Pinewood Studios to talk about his return to video games.

    Hamill is part of an all-star cast that spent time with game designer Chris Roberts (creator of Wing Commander) to bring full performance-capture acting to the characters in Squadron 42. The upcoming PC action game is part of the massive crowdfunded Star Citizen universe. Hamill talks about his second stint with Roberts, and how much technology has advanced in the PC gaming space, in this exclusive interview."



    Have fun

  • rpmcmurphyrpmcmurphy Member EpicPosts: 3,502

    10 for the devs #10 (see full transcript for proper answers instead of interpreted answers)

    [1:00] Q: Will CIG release the style guides?

    A: We do like to share and while I can’t say we will definitively release them I think it is something we should look into if we aren’t going to do it already.

    [1:57] Q: There was mention in the past about working with Warhorse on clothing, is this still the plan?

    A: Star Citizen uses a similar system that Warhorse uses but has been built by people such as: Rob Ranniger, Sean Tracey and Paul Reindell. The system has taken some time to develop but is slowly becoming smoother to use and the challenges in implementing clothing layers are getting solved.

    [4:35] Q: What are you looking for in future applicants to SC and SQ42?

    A: They want people with experience obviously, but most importantly do they fit with the culture there? You can teach skills, you can’t teach personality. People have to be passionate about the project and all that encompasses it and want to dedicate their time there because it’s like a family in some ways.

    Q: How do you go about attracting them and retaining them?

    A: They attract them by keep making cool stuff and impacting the industry in a way that draws their attention. To keep them we maintain an environment that’s fun, engaging, challenging and rewarding.

    [8:52] Q: Is CIG aiming towards a more realistic or stylized look for body shapes and clothing?

    A: The characters are 3D scans of real people and our artists are constantly working to perfect their look. And then the outfits, and the environments we put them in, will add extra character and the “sci-fi” look.

    [10:15] Q: How hard is it balancing your work time with your personal time?

    A: People are very passionate about Star Citizen both inside the studio as well as outside. Management staff try to keep their eye on people’s well being and make sure they aren’t running themselves too hard. With the schedule information they attempt to eliminate crunch time as much as possible so staff are not always having to run at stressful levels.

    [13:32] Q: What has been your or the most innovative and impactful contribution so far?

    A: Gaige feels he has made his biggest contribution while working as an Associate Rigger with John Riggs and the Tech Content team. For the past month he’s been working on the art side of clothing for 2.4 to ensure it works well within the game.

    [14:55] Q: Was the character from the Pupil to Planet video from SQ42? Can we expect to make similar characters in the character creator?

    A: That character was one of the head scans of the actors. At some point they’d like all characters - if it makes sense lore and game-wise - to be in SQ42 and the PU. They’ve got a line-up of heads ready and are perfecting one before applying that to all of them. That’s the typical process with most things, perfect one unit of work and build relevant tools then go much faster to apply that to all the units of work.

    [16:46] Q: Will loose fitting clothing like capes and full length trenchcoats react to the environment?

    A: Hopefully in the distant future yes. This is in an early R&D stage at the moment and is hoping to be implemented at some point but not any time soon if it proves possible to implement.

    [18:20] Q: How has development evolve w/ art, style and gameplay through leading edge technologies? Before and after examples?

    A: It has, it’ll continue to evolve as living projects do. Particular example was the Constellation Mk4, it was the first iteration of new pipelines, art styles with limitations on the polycount and improved engine. It was the first major pipeline improvement. Pipelines are a lot of up-front work but it pays off. It’ll continue to evolve.

    [20:36] Q: What is your favourite cloth you have made?

    A: Gaige’s favourite is the “Big Bennys” outfit.


    http://imperialnews.network/2016/05/10-for-the-developers-episode-10/



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