In any event, that is a cinematic. You do not "play" that as you would "play" a game, but rather "play" a movie.
You STILL have not understood that this is NOT a cinematic.
Now you're very close to lying. That is "in engine" footage to create a cinematic depiction. That is absolutely not, in any way, "actual gameplay", past or current.
Now you're very close to lying. That is "in engine" footage to create a cinematic depiction. That is absolutely not, in any way, "actual gameplay", past or current.
Let the international gaming press answer that one:
"The Morrow Tour video shows us the opening
moments from Star Citizen - the ship's gossip gives you a guided tour
through a huge vessel called The Stanton.
Now it's time to have a look at some of the world building that's
going into Star Citizen's campaign. I have to say, it's not what I
expected.
There seems to be a lot of thought that's gone into making the ship
seem real, fleshing out the personalities on-board and trying to make
The Stanton feel alive. Quality animation, convincing acting and moody
lighting combine to create a real sense of place.
It's only a ten minute section, but Squadron 42 could be something
special if Cloud Imperium Games can keep this up through the whole game
while also taking advantage of Star Citizen's best asset: freedom.
Because that asset seemed sadly lacking from this opening section.
If Squadron 42 manages to capture that sense of freedom and still
tell a good story, it could be incredible. Imagine sneaking next to an
enemy frigate in a tiny fighter ship, leaving the ship and floating
through space to try and find an entrance on the massive leviathan. Once
aboard, the game could potentially seamlessly flip into first-person
gun combat as you take on the crew. Maybe you could even steal it to
turn the tide of a huge battle. On paper it sounds spectacular, but it's
success will hinge on the quality of its scenarios."
What the Idris video showed is exactly what players will see when walking inside the ship. It's what i see when i walk inside my Aurora LX and my Freelancer.
In any event, that is a cinematic. You do not "play" that as you would "play" a game, but rather "play" a movie.
You STILL have not understood that this is NOT a cinematic.
Now you're very close to lying. That is "in engine" footage to create a cinematic depiction. That is absolutely not, in any way, "actual gameplay", past or current.
To be fair to Erillion here the video posted is actually a dev playing a build of the first stage and they just recorded it. That is actually gameplay.
However that doesn't mean much in the long run because it does not demonstrate that this is actually running in a real time environment and not simply a setup level where it's just the ship and a space skydome. All of the doors and interactions could easily be running on a preset script and the player is just following them going through the motions.
With the Cryengine build tools you could easily set this scenario up for a demo test run. Many game companies do this for E3 demos. That demo does nothing to demonstrate that the ship is actually working in the way we are expecting it to play out in game.
Is it still in development? Yes. But that was not the point. The point was is it something we can ACTUALLY play with yet?
To be fair to Erillion here the video posted is actually a dev playing a build of the first stage and they just recorded it. That is actually gameplay.
No. To this argument, it's a perspective of a dev moving his point of view through the engine presentation. The "gameplay" looks like 2.1.2 tech demo. You can see similar process in this 3rd party video after 13:00.
No. To this argument, it's a perspective of a dev moving his point of view through the engine presentation. The "gameplay" looks like 2.1.2 tech demo. You can see similar process in this 3rd party video after 13:00.
At this point, he's "in engine", but not "in gameplay".
No no man, you are misusing those terms here. "In Engine" refers to using the engine's rendering coupled with the game's models in a completely prescripted movie where there is no interaction and most of the processing was already done before hand. In other words it is not a real-time demonstration.
"In Game" refers to actually playing the game, as in the game is running and everything that is happening is happening in real time inside the engine with the player interacting with it.
The demo linked above was the second, there was a clip during the Citcon that showed up at where you could see the guy playing it. This demo was an in-game demo.
However all the demo shows is that at best the lighting works and they have set up the scripts and triggers to make the tour event play out. It does nothing to prove that any other simulations are running, that the AI is anything beyond a rudimentary level, that there is any advanced physics running on the ship, that the damage systems / states are implemented, that any of the systems for flying the ship are finished, ect.
As I said, all you need is the basic mesh and collision mesh along with the character models to pull this off.
To be fair to Erillion here the video posted is actually a dev playing a build of the first stage and they just recorded it. That is actually gameplay.
No. To this argument, it's a perspective of a dev moving his point of view through the engine presentation. The "gameplay" looks like 2.1.2 tech demo. You can see similar process in this 3rd party video after 13:00.
No. To this argument, it's a perspective of a dev moving his point of view through the engine presentation. The "gameplay" looks like 2.1.2 tech demo. You can see similar process in this 3rd party video after 13:00.
At this point, he's "in engine", but not "in gameplay".
No no man, you are misusing those terms here. "In Engine" refers to using the engine's rendering coupled with the game's models in a completely prescripted movie where there is no interaction and most of the processing was already done before hand. In other words it is not a real-time demonstration.
"In Game" refers to actually playing the game, as in the game is running and everything that is happening is happening in real time inside the engine with the player interacting with it.
The demo linked above was the second, there was a clip during the Citcon that showed up at where you could see the guy playing it. This demo was an in-game demo.
However all the demo shows is that at best the lighting works and they have set up the scripts and triggers to make the tour event play out. It does nothing to prove that any other simulations are running, that the AI is anything beyond a rudimentary level, that there is any advanced physics running on the ship, that the damage systems / states are implemented, that any of the systems for flying the ship are finished, ect.
As I said, all you need is the basic mesh and collision mesh along with the character models to pull this off.
I'd meet you in the middle on this. You're saying it's a scripted instance in which a player can run around and interact with npcs, get storyline and missions, etc. From the broadest definition, it's "gameplay", because it's a player walking around, kind of like "gameplay" is waking up inside the station, running to the middle of the place, choosing a ship, then running down halls to your spawned ship. It's as a "social zone".
In that video however, surrounding ship fly-bys are not piloted by "other players", nor is there simultaneous action happening in, around, or near the "zone" presented. There's also no "player" piloting the big ship, and neither this ship, nor any part of it, actually interacts with the rest of the game world. None of the big props, as ships in the hangar, are flyable and you cannot kill these npc personae.
I'd meet you in the middle on this. You're saying it's a scripted instance in which a player can run around and interact with npcs, get storyline and missions, etc. From the broadest definition, it's "gameplay", because it's a player walking around, kind of like "gameplay" is waking up inside the station, running to the middle of the place, choosing a ship, then running down halls to your spawned ship. It's as a "social zone".
In that video however, surrounding ship fly-bys are not piloted by "other players", nor is there simultaneous action happening in, around, or near the "zone" presented. There's also no "player" piloting the big ship, and neither this ship, nor any part of it, actually interacts with the rest of the game world. None of the big props, as ships in the hangar, are flyable and you cannot kill these npc personae.
Is this correct?
Pretty much. It's just a pre scripted event that the player is taking part in from what we can see in the video. There's no real indication that there is more going on than exactly what the player is seeing much like an E3 demo for any other game.
I'd meet you in the middle on this. You're saying it's a scripted instance in which a player can run around and interact with npcs, get storyline and missions, etc. From the broadest definition, it's "gameplay", because it's a player walking around, kind of like "gameplay" is waking up inside the station, running to the middle of the place, choosing a ship, then running down halls to your spawned ship. It's as a "social zone".
In that video however, surrounding ship fly-bys are not piloted by "other players", nor is there simultaneous action happening in, around, or near the "zone" presented. There's also no "player" piloting the big ship, and neither this ship, nor any part of it, actually interacts with the rest of the game world. None of the big props, as ships in the hangar, are flyable and you cannot kill these npc personae.
Is this correct?
Pretty much. It's just a pre scripted event that the player is taking part in from what we can see in the video. There's no real indication that there is more going on than exactly what the player is seeing much like an E3 demo for any other game.
I wouldn't exactly call that "gameplay", though. It is, in this respect, more than a cinematic. Somehow, the topic deviated from "player ship interiors", to "social zone walkthrough" and I was still on "ships flyable by humans in gameplay". I guess I let that happen.
edit: So only the opening scene, with the big ships, is cinematic, up to maybe :35.
No "LOL" from Erillion. It must be true. Video depiction of "Idris in space flanked by other ships" is cinematic. It's usually how I get affirmation from him, no "LOL".
No "LOL" from Erillion. It must be true. Video depiction of "Idris in space flanked by other ships" is cinematic. It's usually how I get affirmation from him, no "LOL".
flyable Sabre Hangar ready Xi’an Scout Powerplant and coolers introduced - It’s the start to the new components system.
plus: Crusader Reputation
system (griefers beware: With the Reputation system, if
someone’s griefing other players, they’ll go up in ‘red’ reputation to
the point where a bounty will be put onto them. Not sure what players
get for killing them, but they turn bright red, and become a mission.
It’s a challenge, for people who get up there, and for people who go
after them). New EVA system Crusader
layout changes new shield system many behind the scenes fixes
Drake Interplanetary has two ships beginning development soon: Buccaneer(Monarch ->Corsair -->Buccaneer, which should be the final name) Dragonfly The Buccaneer is a highly maneuverable pirate fighter.
RSI will be making the new corvette which currently has the name Polaris with a hull roughly 100-110 meters long. Goal is to be the ship the Idris was originally announced at. The Polaris will be the smallest capital size combat ship.
Starfarer is still being worked on, wont be in 2.2
Interesting info about CIG size : "...CIG is a team of over 300 people...."
Great. Two new ships for sale. They haven't finished building half the other ships and there's no game yet in which to put them, but there will be two new ships for sale. Arena Commander is an imbalanced mess, SQ42 is at least a year from official release, but they have two new ships for sale.
Great. Two new ships for sale. They haven't finished building half the other ships and there's no game yet in which to put them, but there will be two new ships for sale. Arena Commander is an imbalanced mess, SQ42 is at least a year from official release, but they have two new ships for sale.
What a hot mess.
You're right. They should put those artists to work coding the game so it can get done faster. I'm sure everything will work out just fine.
Great. Two new ships for sale. They haven't finished building half the other ships and there's no game yet in which to put them, but there will be two new ships for sale. Arena Commander is an imbalanced mess, SQ42 is at least a year from official release, but they have two new ships for sale.
What a hot mess.
You're right. They should put those artists to work coding the game so it can get done faster. I'm sure everything will work out just fine.
Please don't use biased kindergarten arguments. I guess you are realising that a well balanced flyable ship is more than just the 3D model.
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.
What I don't understand and get, is how can they be sure any ships paid for and not finished to work in an unfinished game? That is the most confusing thing about all of it.
Comments
Or what SC is doing different than other games.
Have fun
http://www.pcgamesn.com/star-citizen/star-citizen-shows-us-the-opening-moments-of-squadron-42-in-the-morrow-tour-video
"The Morrow Tour video shows us the opening moments from Star Citizen - the ship's gossip gives you a guided tour through a huge vessel called The Stanton.
We've already seen a taste of Star Citizen's persistent online world, and we've seen the work that's gone into Squadron 42's facial capture.
Now it's time to have a look at some of the world building that's going into Star Citizen's campaign. I have to say, it's not what I expected.
There seems to be a lot of thought that's gone into making the ship seem real, fleshing out the personalities on-board and trying to make The Stanton feel alive. Quality animation, convincing acting and moody lighting combine to create a real sense of place.
It's only a ten minute section, but Squadron 42 could be something special if Cloud Imperium Games can keep this up through the whole game while also taking advantage of Star Citizen's best asset: freedom. Because that asset seemed sadly lacking from this opening section.
If Squadron 42 manages to capture that sense of freedom and still tell a good story, it could be incredible. Imagine sneaking next to an enemy frigate in a tiny fighter ship, leaving the ship and floating through space to try and find an entrance on the massive leviathan. Once aboard, the game could potentially seamlessly flip into first-person gun combat as you take on the crew. Maybe you could even steal it to turn the tide of a huge battle. On paper it sounds spectacular, but it's success will hinge on the quality of its scenarios."
Have fun
edit: Are you seriously not capable of discerning gameplay from in-engine cinematic?
What the Idris video showed is exactly what players will see when walking inside the ship. It's what i see when i walk inside my Aurora LX and my Freelancer.
However that doesn't mean much in the long run because it does not demonstrate that this is actually running in a real time environment and not simply a setup level where it's just the ship and a space skydome. All of the doors and interactions could easily be running on a preset script and the player is just following them going through the motions.
With the Cryengine build tools you could easily set this scenario up for a demo test run. Many game companies do this for E3 demos. That demo does nothing to demonstrate that the ship is actually working in the way we are expecting it to play out in game.
Is it still in development? Yes. But that was not the point. The point was is it something we can ACTUALLY play with yet?
And no. It is not.
http://forums.mmorpg.com/discussion/comment/6866166/#Comment_6866166
At this point, he's "in engine", but not "in gameplay".
"In Game" refers to actually playing the game, as in the game is running and everything that is happening is happening in real time inside the engine with the player interacting with it.
The demo linked above was the second, there was a clip during the Citcon that showed up at where you could see the guy playing it. This demo was an in-game demo.
However all the demo shows is that at best the lighting works and they have set up the scripts and triggers to make the tour event play out. It does nothing to prove that any other simulations are running, that the AI is anything beyond a rudimentary level, that there is any advanced physics running on the ship, that the damage systems / states are implemented, that any of the systems for flying the ship are finished, ect.
As I said, all you need is the basic mesh and collision mesh along with the character models to pull this off.
"..perspective of a dev moving his pov through the engine..." Pure comedy.
So, when i move inside my two ships what is exactly that i do ? Do i move my "point of view" through the engine "presentation" (wtf..) as well ?
Again, pure comedy.
In that video however, surrounding ship fly-bys are not piloted by "other players", nor is there simultaneous action happening in, around, or near the "zone" presented. There's also no "player" piloting the big ship, and neither this ship, nor any part of it, actually interacts with the rest of the game world. None of the big props, as ships in the hangar, are flyable and you cannot kill these npc personae.
Is this correct?
edit: So only the opening scene, with the big ships, is cinematic, up to maybe :35.
Have fun
http://imperialnews.network/2016/02/reverse-the-verse-episode-82-liveblog/
2.2 PTU is incoming with those features (TBC):
flyable Sabre
Hangar ready Xi’an Scout
Powerplant and coolers introduced - It’s the start to the new components system.
plus:
Crusader Reputation system (griefers beware: With the Reputation system, if someone’s griefing other players, they’ll go up in ‘red’ reputation to the point where a bounty will be put onto them. Not sure what players get for killing them, but they turn bright red, and become a mission. It’s a challenge, for people who get up there, and for people who go after them).
New EVA system
Crusader layout changes
new shield system
many behind the scenes fixes
Drake Interplanetary has two ships beginning development soon:
Buccaneer (Monarch ->Corsair -->Buccaneer, which should be the final name)
Dragonfly
The Buccaneer is a highly maneuverable pirate fighter.
RSI will be making the new corvette which currently has the name Polaris with a hull roughly 100-110 meters long. Goal is to be the ship the Idris was originally announced at. The Polaris will be the smallest capital size combat ship.
Starfarer is still being worked on, wont be in 2.2
Interesting info about CIG size : "...CIG is a team of over 300 people...."
Have fun
What a hot mess.
Sabre is now flyable - and she looks cool !
Xi-An scout is hangar ready.
(see more detailed patch notes in the "Development" thread.
Have fun
I guess you are realising that a well balanced flyable ship is more than just the 3D model.
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.
Star Citizen – The Extinction Level Event
4/13/15 > ELE has been updated look for 16-04-13.
http://www.dereksmart.org/2016/04/star-citizen-the-ele/
Enjoy and know the truth always comes to light!
https://robertsspaceindustries.com/comm-link/transmission/15210-WIP-Constellation-Freelancer-Upgrades
The 30 page article is from the Star Citizen subscriber magazine "Jump Point".
Have fun
00:46 – Technology of Xi’An Scout
Transcript:06:19 – Alien Manufacturers
09:36 – Component System
24:05 – Sizing Components
41:11 – Ship Size Affecting Planet Landing
http://imperialnews.network/2016/02/10-for-the-developers-episode-06/
Have fun