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:
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Frank 'Spankybus' Mignone
www.spankybus.com
-3d Artist & Compositor
-Writer
-Professional Amature
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:
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.
MAGA
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
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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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.
What shown here should be 3.0 from this (seeing mostly by its schedule):
A taste of this episode. Jaws dropped. Worth the watch.
Levski takoff https://gfycat.com/AdoredEarlyBoto
Reclaimer approach https://gfycat.com/GorgeousScalyCoqui
Reclaimer zoom out https://gfycat.com/WelcomeSelfishCaudata
Outpost scene 1 https://gfycat.com/SpanishAshamedAustralianshelduck
Outpost scene 2 https://gfycat.com/SkinnyEverlastingAntelopegroundsquirrel
Outpost scene 3 https://gfycat.com/WellgroomedIdleHoneybee
Space station lookout https://gfycat.com/LastSelfassuredLeafhopper
Space station shops https://gfycat.com/NegligibleRepentantIridescentshark
Mobi glas animation https://gfycat.com/OptimisticNaughtyKronosaurus
Starmap app https://gfycat.com/AgreeableConsciousIndri
Reclaimer interieur 1 https://gfycat.com/CreativeBlackGermanwirehairedpointer
Reclaimer interieur 2 https://gfycat.com/BeneficialInferiorIchneumonfly
New Cutlass 1 https://gfycat.com/LeadingFaithfulGrouse
New Cutlass 2 https://gfycat.com/UglyHardAllensbigearedbat
Viking
Have fun
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.
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.
"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.
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.
Viking