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Star Citizen Dev Update, UK Studio

MaxBaconMaxBacon Member LegendaryPosts: 7,846
edited July 2017 in Star Citizen

The UK studio update on the many fronts they work on and the depth look at PG moons and planets, they also mentioning the creation of assets for PG Cities as Arccorp and high pop planets are to happen in the next updates.

Ends with the massive Reclaimer now on a more fleshed out state, should be the biggest ship yet when added to the game:

Post edited by MaxBacon on
ErillionExcessionVikingirOctagon7711

Comments

  • spankybusspankybus Member UncommonPosts: 1,367
    Not gonna lie, those planets are really impressive!
    Octagon7711MadFrenchie

    Frank 'Spankybus' Mignone
    www.spankybus.com
    -3d Artist & Compositor
    -Writer
    -Professional Amature

  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    edited July 2017
    Yup the moons are looking quite impressive, the WIP fauna and flora once they pull off that with the same quality bar it'd be quite amazing (especially cities like Arccorp). I like that from the first demos, the popping in/out on the zoom outs is mostly gone.

    The holographic mobiglas is looking great, UI is going to shine; in that bit also shows the "Oxygen time remaining" being calculated, I think this is what they said before impacted by stamina consumption:


    ExcessionVikingirOctagon7711
  • hfztthfztt Member RarePosts: 1,401
    It says 3.0 in the vid, so you get to play with it real soon. The actual clip had Scripted written all over it, though, which seems a bit strange if they are only a few weeks from release on it.
  • Grotar89Grotar89 Member UncommonPosts: 347
    Where are SC naysers now, does this game look like vaporware to you now ?

    This will be smth that will set the bar for all future MMOs and other games.

    Thank god we have someone like Chris Roberts who is not afraid to make the game that big publishers would never even imagine to do.
    ErillionTalonsinPhryExcessionPhaserlightVikingir
  • ElsaboltsElsabolts Member RarePosts: 3,476
    Swiss banks approve.
    Excession
    " Life Liberty and the Pursuit of Those Who  Would Threaten It "
                                            MAGA
  • spankybusspankybus Member UncommonPosts: 1,367
    edited July 2017
    It is awesome, but not flawless yet. More work needed, which they are doing.

    Surface objects pop in and out to abruptly, need more levels of LOD until they are pixel sized. Easy to fix, just more time on small assets.

    I call BS on that shot with the trees, about 15:30 or so. I am not saying they don't have them yet, but that should looks like it was chosen to make it look more fleshed out than it is. When I can see forests of 'Crysis' level from overhead, as was promised, I will concede this point. But I don't think it's there yet.

    Pretty sure vistas like that are up there with rendering massive cities, which they are working on. But I felt like this was a smoke and mirrors shot. Not mad at them, but it's still a ways off for terrestrial or inhabited planets. In fairness, they did call this feature 'Proc  Moons'.

    So far as I know, no one has yet pulled off the holy grail of proc planets with fully-featured biomes. Not elite, not SC, not even the guys at Infinitiy Battlescape...those guys have been working on this tech since I met them in 2006. But CIG is closest, I think.

    Can't wait to see how this moves forward!

    Frank 'Spankybus' Mignone
    www.spankybus.com
    -3d Artist & Compositor
    -Writer
    -Professional Amature

  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    hfztt said:
    It says 3.0 in the vid, so you get to play with it real soon. The actual clip had Scripted written all over it, though, which seems a bit strange if they are only a few weeks from release on it.
    It's not a 3.0 vid, it's the UK studio monthly report, it's a script of all the updates compiled with segments of footage to showcase what they work on, independent of the update its apart of.
    Excession
  • CrazKanukCrazKanuk Member EpicPosts: 6,130
    spankybus said:
    It is awesome, but not flawless yet. More work needed, which they are doing.

    Surface objects pop in and out to abruptly, need more levels of LOD until they are pixel sized. Easy to fix, just more time on small assets.

    I call BS on that shot with the trees, about 15:30 or so. I am not saying they don't have them yet, but that should looks like it was chosen to make it look more fleshed out than it is. When I can see forests of 'Crysis' level from overhead, as was promised, I will concede this point. But I don't think it's there yet.

    Pretty sure vistas like that are up there with rendering massive cities, which they are working on. But I felt like this was a smoke and mirrors shot. Not mad at them, but it's still a ways off for terrestrial or inhabited planets. In fairness, they did call this feature 'Proc  Moons'.

    So far as I know, no one has yet pulled off the holy grail of proc planets with fully-featured biomes. Not elite, not SC, not even the guys at Infinitiy Battlescape...those guys have been working on this tech since I met them in 2006. But CIG is closest, I think.

    Can't wait to see how this moves forward!

    Yes, but they apparently have ecosystems? So that would/should feed up into biomes.... I think... right? 

    My guess is this will be buggy as all get-out! That's cool, though, that's what Alpha should ACTUALLY be used for. 


    Crazkanuk

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  • KefoKefo Member EpicPosts: 4,229
    hfztt said:
    It says 3.0 in the vid, so you get to play with it real soon. The actual clip had Scripted written all over it, though, which seems a bit strange if they are only a few weeks from release on it.
    Until you can actually play it/it's in game just assume its marketing material and bullshot.
    ZandogExcessionforcelimaMaxBaconArglebargle
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    @spankybus @CrazKanuk from what I understand the whole fauna/flora WIP is placeholder assets attm, I think it's the prototyping phase of this sort of biomes.

    The engineer explained before the tech for moons and planets is the same, they just add one ecosystem distribution and specific biomes.

    So if the artist is drawing say a "forest biome", I think what the editor molds the terrain and the objects (this case trees and such) are spawned in on the fly; that is what I think the shots with trees is. I would assume most of the work side of assets will be things like the procedural weather.

    The cities is another story I think, say, the Arccorp landing zone is crafted so what they seem to do is complement the scale of the planet with PG to make it feel right.
    Excession
  • PhryPhry Member LegendaryPosts: 11,004
    It was an interesting video, if it represents actual gameplay then i have no doubt that players will be able to verify this, either presently or in the next patch, if not, then i am not sure what the point of the video sequence was? :/
  • ReizlaReizla Member RarePosts: 4,092
    Looks very impressive and beautiful, but it's taking way too long and I've already lost interest in the game. With that, recently hopped to Linux and I'm gaming on PS4 now mostly (Elite Dangerous with the PS4 HOTAS is just AWESOME!)
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    edited July 2017
    Phry said:
    It was an interesting video, if it represents actual gameplay then i have no doubt that players will be able to verify this, either presently or in the next patch, if not, then i am not sure what the point of the video sequence was? :/
    This is not one "preview" of the next update. This is one monthly development report of one of CIG's studios, all their work on for SC & SQ42. So nope, it's not about what's presently released neither it is about what's in the next patch. Many things shown there are, as they also specify it.

    What shown here should be 3.0 from this (seeing mostly by its schedule):
    • Cockpit experience revamps with the implementation of stamina and breathing with the black/red outs, also improved G-Force animations.
    • Render-to-texture: Hologram system being used for mobiglas, mission briefs comm calls, etc...
    • GPU particle system
    • The New Mobiglas & the shown apps (missions, starmap...)
    • "Space decoration", nebulas and such.
    • Planet surface outposts
    • The railgun
    • Delerict Ships
    • Shown mission giver stuff
    • Shown revamped Cutlass
    • Shown PG Moons
    • And other smaller bits and improvements to already released stuff.
    Post edited by MaxBacon on
    Excession
  • ZandogZandog Member UncommonPosts: 123
    Octagon7711BalmongErillionVikingir
    Every time Goonsquad/SA/DS post salt on Star Citizen, I spend more money on it. Every time a mentally disturbed former backer or Elite CMDR toxic emo comments, I spend more money on it. Every time they refuse to answer why they spend so much time arguing about a game they don't even like, I spend more money on it. Want to watch the world burn because you can't have your way? You got whats coming to you.
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    edited July 2017
    What about your plans for first planetary landing? Mine's around this, brings back memories of shameless landing skills and perfect collision derps reference lol



    Post edited by MaxBacon on
    VikingirExcession
  • VikingirVikingir Member UncommonPosts: 162
    To be honest I'm not entirely sure I want to land ...


    Phry
    Best regards,
    Viking
  • ErillionErillion Member EpicPosts: 10,328
    Vikingir said:
    To be honest I'm not entirely sure I want to land ...


    Oh come on. You are greeted by a hug upon arrival ...  AND you get a present. THEN you are invited into the kitchen for a friendly meal with your friends.


    Have fun
    Vikingir
  • PhryPhry Member LegendaryPosts: 11,004
    Vikingir said:
    To be honest I'm not entirely sure I want to land ...


    Nuke them from orbit, its the only way to be sure its safe :p
    Vikingir
  • Turrican187Turrican187 Member UncommonPosts: 787
    MaxBacon said:
    • Render-to-texture: Hologram system being used for mobiglas, mission briefs comm calls, etc...
    That's not a good use for render to texture :)
    Render to Texture is basically a 2nd camera screen.
    Sure you can use it to spawn a mission giver (and the environment) in deadspace (on a layer that is ignored by the main cam) and put a camera (that ignores all layers but the deadspace layer) that renders to texture in front of him but this would be a waste of resources, there are better ways to get the same result without an expensive render to texture.
    Basically you want to use a masked mini Version of the mission giver (and environment) with some nice overlay shaders - same result - no need for a 2nd cam.

    Good uses for render to texture is a rear view mirror or an ingame camera system - stuff where you actually need to see unpredictable scenes in real time. Not stuff that can be scripted.

    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.

  • someforumguysomeforumguy Member RarePosts: 4,088
    This is all very impressive to watch. Even with the placeholders, it already looks very beautiful. I really liked the tools they are developing too.

    I just still don't understand what the game will be about. Will you be able to build your own base on one of those planets or moons that you discover? And if so, what for? Asking, because in some new MMO's they have for example housing, but there is absolutely no point to it beyond decoration. From a game play reason it would not be missed at all.

    Please no 'you can do whatever you want, its a sandbox'  answers, because that could still mean that you are just making up your role in your head like rp'ers do in any other random game without actual gameplay reason, or which you could even do in just any chat program. You don't need fancy graphics and assets for that, is what I mean. So, I would like to know about some substantial planned game play features.

    I am just wondering in terms of gameplay features how much more interesting it would be then something like Empyrion - Galactic Survival (in development). Empyrion definately doesn't look as detailed, but is aiming at replayability and creativity in a way comparable to modded Minecraft (really don't underestimate that vastness of replayability and diversity). It is a small team but that team is smart about chosing features.


  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    That's not a good use for render to texture :)
    Render to Texture is basically a 2nd camera screen.
    Sure you can use it to spawn a mission giver (and the environment) in deadspace (on a layer that is ignored by the main cam) and put a camera (that ignores all layers but the deadspace layer) that renders to texture in front of him but this would be a waste of resources, there are better ways to get the same result without an expensive render to texture.
    Basically you want to use a masked mini Version of the mission giver (and environment) with some nice overlay shaders - same result - no need for a 2nd cam.

    Good uses for render to texture is a rear view mirror or an ingame camera system - stuff where you actually need to see unpredictable scenes in real time. Not stuff that can be scripted.
    I think from what said Render to texture is about improving performance, of the UI especially, and introducing comms that are live rendered (both AI > player and player > player).

    "We’re aiming to improve rendering performance by rendering as much of the UI ahead of a frame."

    Now seeing a feed of outside the ship from one interface inside (like ships with no cockpit), is stated being too expensive on resources and a known limitation of the engine.
  • VikingirVikingir Member UncommonPosts: 162
    edited July 2017

    I just still don't understand what the game will be about. Will you be able to build your own base on one of those planets or moons that you discover? And if so, what for?
    Well, there are lots of clues and evidence in what they've said and shown us so far but until the game is fully developed it's not possible to give a full and exhaustive answer - especially about the base types, which we know less about than what the game in general will be about.

    However, if we're concentrating on bases, they've mentioned that they can serve many purposes and support game functions (which still needs to be fleshed out), like mining operations, science and research, exploration, trade, shops, factories, sick bays, and so on. Perhaps also hangars. Basically, all occupations where it's natural to have a point of origin for jobs/missions could use a base.

    There's also the limiting factor of player oxygen and health, which may require, or at least make "life" easier for a character, to have a base to go to. This is also true for more general housing options.
    Best regards,
    Viking
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