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.
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.
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.
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."
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?
Comments
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
http://www.polygon.com/2016/5/2/11569384/everspace-could-be-the-next-great-space-shooter
Have fun
https://nothke.itch.io/normans-sky
an 8 bit version of No Mans Sky programmed by a "Kerbal" Programmer in 10 hours.
Have fun
Have fun
Have fun
For Star Citizen multiplayer game there is no official date. Personally i expect launch day in late 2017 (with Beta before that).
Have fun
Have fun
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
and shopping interface on Mobi Glas
Pictures taken from Monthly studio report April 2016.
Have Fun
and a firing range
Have fun
Audio Shield: Star Citizen Theme in Virtual Reality
I never knew how gratifying it is "to hit a note" ...
Have fun
go to 28:30 and listen to why "Dad Lando" plays Star Citizen. This guy is COOL !
Have fun
Good article on why game design is not trivial and may take some time.
Have fun
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.
If you are holding out for the perfect game, the only game you play will be the waiting one.
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.
Background on the 999th Test Squadron.
Have fun
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
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
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
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/