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Sum Mors posted:Even the basic math from the idiot is wrong? 7k per month x 12 months = 84,000. Multiply by 350 employees gets you 29.4mil per year, or a little over 2.4mil per month. Chrisonomics is hard
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# ? Oct 24, 2016 09:00 |
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# ? Apr 19, 2024 17:43 |
Sum Mors posted:Even the basic math from the idiot is wrong? 7k per month x 12 months = 84,000. Multiply by 350 employees gets you 29.4mil per year, or a little over 2.4mil per month. You forgot the uncertainty principle. Mainly if development has started or not, you know the same thing as schrodinger's cat
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# ? Oct 24, 2016 09:11 |
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Star Citizen : Is my speculation totally wrong?
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# ? Oct 24, 2016 09:33 |
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Uhh, no, you guys just don't get how it works. The day starts with the Frankfurt office, who hand over to Manchester, then to Austin, then finally to LA. It's only during the downtime from LA closing in the evening to Frankfurt opening in the morning that any time is accrued towards development time, which is how CIG has been able to keep the wages spend so low. That time is even more reduced whenever CIG is using the contractor in Thailand who does art assets, or when folk are working late in LA, or when Chris has to go to Hawaii to do the top-level coding. It really is the best use of backers funds because it reduces the overall downtime the project has. If they opened an office in Australia they could reduce the downtime to virtually zero
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# ? Oct 24, 2016 09:43 |
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Lack of Gravitas posted:Uhh, no, you guys just don't get how it works. The day starts with the Frankfurt office, who hand over to Manchester, then to Austin, then finally to LA. Its the simultaneous 4 day timecube of games development.
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# ? Oct 24, 2016 09:47 |
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Posting this for a friend COMPLETE LIST Stretch Goals Not Delivered Professional Mod Tools 100 Star Systems RSI Class II space suit. Hibernation Mode (Saving your game) “Behind the Scenes of Star Citizen” documentary film Escort Carrier, digital 42-page “overclock” Upgrade Handbook Ship engine modifier upgrade package, Battlecruiser Pre-launch backers get exclusive star system Jane’s Fighting Ships style manual, Manage Space Stations, RSI Museum will air monthly. They tried RSI Museum but gave up on it. Planetside FPS combat. Salvage Mechanic. Enhanced Mission Design for Squadron 42. Tamsa System. Tanga System. Cano System. UDS-2943-01-22 System. Kabal System, Oretani System. Procedural Generation R&D Team. (With the December 2015 “Pupil to Planet” video, they claim procedural generation teams are doing stuff.) Omni Role Combat Armor (ORC) mk9 Stellar Cartography (It’s defined as a map room that’s in the game directly, not to be confused with the $51 Million Map goal) Hadesian Artifact Updated Scanning Software. Engine Tuning Kit. Retaliator Commercial. Still in the plans. It’s not happening near term because all our cinematic folks are working on SQ42… but it’s a stretch goal and we will get to it. Alien Languages. (“We will work with real-world linguists to create distinctive and realistic alien languages for Star Citizen’s three biggest alien races, the Vanduul, the Xi’An and the Banu.”) Independent Arbitrator’s Guild. More Detailed AI Activities. Ballistic Gatling. Anvil Aerospace Crucible. Last seen as being in the “Concept Phase” as of Dec 2015/Jan 2016. Espera Prowler. Genesis-class Starliner. MISC Reliant. (It’s in the hanger, only marked Red because you can’t fly it yet. Video Proof) Pets. Enhanced Ship Modularity. Features advertised but not delivered Rentable ships Some ships with artificial gravity (or not) Multicrewing Different HUDs for different ships Hull Breaches Shuttles for larger ships to land on planets Banu ports and stations for trading Parking smaller ships in the Idris Inertia on objects not anchored on ships Beam weapons for larger ships Tractor beams and EVA for cargo EVA ship repair Wreck exploration Benefits for ejecting from a ship about to explode Wreckage as a navigational hazard Using inertia for flight rather than burning fuel all the time Dangerous and Dynamic Jump Points Changeable gravity systems for ships Booby traps and trackers for cargo Detailed navigation system Weapon slaving Detailed ship destruction for large ships Ship repair and cleanliness/degradation Ship Trade-in and buying used ships, naming your ship Manual and auto-docking Customizable AI voices for different aspects of your ship Organization Infiltration Playing as another alien race Relaying radar information to C&C Center Run your own business In depth non-FTL communication Bounty hunting system Player influenced politics In-game VOIP and “Live Driver” Track IR Support Shareable star map locations Group mining operations In-fiction “Live Team” that will report player driven events as in-fiction news Dynamic population count Character damage and aging Character histories and/or ancestral trees Large scale dynamic events Player Rating System Taxes for Organizations Dead (Wounded) body recovery Player or organization ran medical facilities User generated content Shared organization hangars Combined arms missions Location for contributors’ names to be found in the PU Organization reputation system Damageable cyborg limbs and cybernetic repair facilities Dynamic social interaction with NPCs Galactapedia Space creatures Planet day/night cycle Cargo damage (item damage) Potential In-game “Voice Attack” system NPC Generation Docking and Undocking Tech Realistic Audio Options Personally Owned NPCs Farming Tri-Monitor Support Your Name in the Game Carriers Getting Everyone into the Same Instance More Economical or Versatile Corvettes Planetary Ship Entry Repair and Items System Capability Manned Turrets Character Customization Ship connected to User Online/Offline Status Picking Up Objects On Planets Multi-Monitor HUD Large Ship Damage Control Lockers Dogfights Through Space Stations Ship Persistence Stealth Game Play Ability for Privateers/Corsairs/Buccaneers Landing on Planets Procedurally-Generated Environments Starfarer's Refueling Mechanic Rigging Anchoring to an Asteroid Kill Boards NPC ranks Thruster Trails Non-Lethal Combat Modules Raid Supply Shipments Owning an Alien Ship Hidden Ship Compartments Catapulting Through Space Locking Ships Jury Rig Repairing Dynamic Weather Automatic Battle Flight Pattern Living Spaces Insurance for Pilots Mining Escape Pods Personal Armor (FPS) Extreme Ship Maneuvers Start up Sequence for Large Multi-Crew Ships Voice Commands Remotely Hacking Ships Pacing NPC's Incentives to keep your orginal Ship's Hull Game Generated Missions Communication Between Two Ships Ship Armor Controlled and Uncontrolled Space NPC Crews Guild Wars Trading Inflation and Deflation Hiring NPC's for missions Travelling in Fleets Tactical Game modes in FPS Trading weapons in the FPS Bounty Hunting Player Generated Content Assigning Ships to Landing Zones UI Customization Radar features Future Playable Maps Ships Developed by the Community Warning NPC's of Attack NPC crew AI Clothing Damage Character Creator Interior Damage System Roaming Floating Structures Vehicles for Planetside NPC dialogue Electronic Warfare in the PU Player Owned Cargo Space NPC population in the PU Salvaging Mechanic Ship Aging Linux Client In game Banking VR Medic and Surgeon Skill progression Mining and resource gathering Fabricate weapons/armor/ship parts FPS Armor Types Join in-progress free flight games Hangar parties & instancing Physical grappling beam Multicrew keycards Repairing Gold Horizon Space Stations Taxation Natural areas in the 'Verse FPS environmental hazards Store ore in your hangar Organic ships Ship spoofing Non-combat ships Search players for weapons Flying a ship without a hud Starting wars between the different races Tractor Beams NPCs react to weapons Drop pods Limb Damage Bounty Hunting Org recruiting NPCs NPCs using different loadouts Resource Spawning NPC & Human scanning Location based damage for pets SomethingJones fucked around with this message at 10:22 on Oct 24, 2016 |
# ? Oct 24, 2016 10:07 |
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Tane
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# ? Oct 24, 2016 10:12 |
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# ? Oct 24, 2016 10:17 |
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Lack of Gravitas posted:If they opened an office in Australia they could reduce the downtime to virtually zero
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# ? Oct 24, 2016 10:19 |
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https://twitter.com/ColMovers/status/790007934369529856 https://twitter.com/Tacryll/status/789988535835197440
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# ? Oct 24, 2016 10:22 |
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Germans and their love for abstract bullshit that never works out.
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# ? Oct 24, 2016 10:27 |
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Actually, Brisbane, Australia would be a great place to open up a small gaming studio if you want to exploit lots of young people who thought it'd be a great idea to get a degree specialising in gaming art and/or software.
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# ? Oct 24, 2016 10:38 |
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CrazyTolradi posted:Actually, Brisbane, Australia would be a great place to open up a small gaming studio if you want to exploit lots of young people who thought it'd be a great idea to get a degree specialising in gaming art and/or software. Info Czech's out.
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# ? Oct 24, 2016 10:44 |
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Nowhere in Australia is a great place for anything at all.
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# ? Oct 24, 2016 10:47 |
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thatguy posted:Although I do believe Transverse could have been a laugh riot. Hahaha, goddamn Transverse. Good times. I mean it already was a laugh riot, even stillborn so I'd love to have seen it actually try to take off.
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# ? Oct 24, 2016 11:00 |
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Ghostlight posted:Nowhere in Australia is a great place for anything at all.
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# ? Oct 24, 2016 11:04 |
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Lack of Gravitas posted:Uhh, no, you guys just don't get how it works. The day starts with the Frankfurt office, who hand over to Manchester, then to Austin, then finally to LA. It's only during the downtime from LA closing in the evening to Frankfurt opening in the morning that any time is accrued towards development time, which is how CIG has been able to keep the wages spend so low. You also fail to realise that not only Andy Serkis and Gary Parpman etc have worked for free on SC because of the sheer awsomeness of SC and sq42 , but many dev staff also work for free , just to have their names linked with Chris's vision.
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# ? Oct 24, 2016 11:06 |
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Imagine playing an entire game of this Orange Carlisle fucked around with this message at 11:09 on Oct 24, 2016 |
# ? Oct 24, 2016 11:07 |
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SomethingJones posted:Posting this for a friend These should be removed as they have been implemented now:
These are arguable as they do exist in some form (either in AC or in semi-functional state):
Voice Commands and Taxation were duplicated in couple places. iron buns fucked around with this message at 11:13 on Oct 24, 2016 |
# ? Oct 24, 2016 11:08 |
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!raffle
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# ? Oct 24, 2016 11:14 |
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Mr. Carlisle posted:Imagine playing an entire game of this
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# ? Oct 24, 2016 11:22 |
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EightAce posted:You also fail to realise that not only Andy Serkis and Gary Parpman etc have worked for free on SC because of the sheer awsomeness of SC and sq42 , but many dev staff also work for free , just to have their names linked with Chris's vision. This year's bonus: a pat on the head by Chris
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# ? Oct 24, 2016 11:31 |
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Daztek posted:This year's bonus: a pat on the head by Chris Baldness is contagious
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# ? Oct 24, 2016 11:57 |
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Tijuana Bibliophile posted:Baldness is contagious i thought it was mandatory
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# ? Oct 24, 2016 12:36 |
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iron buns posted:These should be removed as they have been implemented now: I say keep it in so citizens look bonkers when they nitpick the giant fuckoff list.
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# ? Oct 24, 2016 12:40 |
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Mr. Carlisle posted:
gently caress me this is pathetic. I'm not much on this Earth but at least I'll never sink to that level of sadness.
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# ? Oct 24, 2016 13:14 |
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trucutru posted:Tonight, on the twilight zone... I love how the phrase "you don't understand game development" and derivations of that have become the stepping stone for people who literally have no idea how any development works, much less game development. That should be the new Chris Roberts war cry. Miss all the deadlines! Aaarrg you don't understand game development! Promise everything, produce nothing. Aaarg you don't understand game development! Spend all the time making movies of gameplay instead of actual gameplay. Aasrgh you don't know game development!! What it turns out they are working on is things not promised, nobody asked for, and barely relates to their own space ship game. Assrgh you don't know game development!!!
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# ? Oct 24, 2016 13:46 |
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The Titanic posted:I love how the phrase "you don't understand game development" and derivations of that have become the stepping stone for people who literally have no idea how any development works, much less game development. Link to 4 year old video Chris Roberts saying development started in 2012 : Assrgh you don't know game development!!!
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# ? Oct 24, 2016 13:58 |
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Eldragon posted:Link to 4 year old video Chris Roberts saying development started in 2012 : Assrgh you don't know game development!!! if development didn't start until
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# ? Oct 24, 2016 14:17 |
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CIG is developing two triple-AAA games, which standard development times is 6-8 years. They've been at it for two years by now, so people who expect even one of those games to release before 2020 are deluded instigators imo However, I also believe they'll finish and release both games by the end of 2017 at the latest, be sure to hurry up and pledge people they need our support!!!
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# ? Oct 24, 2016 14:20 |
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Tijuana Bibliophile posted:if development didn't start until Fixed that for you. Development has only been ongoing for a year. If it was any longer CIG would actually have some content to show. It cannot possibly be the case that CIG hosed up and squandered time and money, so therefore the goalposts just keep needing to be moved. In 2020 CIG will be able to boast that they finished the game in just 4 years.
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# ? Oct 24, 2016 14:29 |
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Daztek posted:a pat on the head by Chris Is that the star citizen equivalent of the ”biggest, blackest dick” card from Cards Against Humanity?
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# ? Oct 24, 2016 14:29 |
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orcinus posted:Is that the star citizen equivalent of the ”biggest, blackest dick” card from Cards Against Humanity? I think our mod might object to others getting that title
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# ? Oct 24, 2016 14:42 |
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Deviant posted:A quick netstat doesn't reveal anything TOO unusual, not that I'd really know what to look for. Definitely not seeing thousands of connections. No, but it will top out the connections that it does make, forcing your network card to do more switching. Look forward to that happening at sporadic times. There's a throttle setting hidden in the top right corner that might still be utter lies. Deviant posted:Tune in tomorrow to this space to watch me and OB_Juan try to figure out this finger-quotes-game and flog it for all the entertainment it's worth. About two hours maybe.
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# ? Oct 24, 2016 14:52 |
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iron buns posted:These should be removed as they have been implemented now: Cheers for this The List shall be updated. The one thing that I wish was better understood all round is the procedural generation. There isn't any. CIG are not doing any procedural generation, anywhere, ever. They are building levels, using traditional techniques, stored in the traditional way. Algorithms to place trees and landscapes etc have existed for decades. Doesn't matter because none of it is ever going to end up in the client anyway, it'll be something they'll wheel out and talk about every few months when they need more money.
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# ? Oct 24, 2016 14:53 |
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If Chris Roberts is so smart then why didn't he start development in 2012 instead of 2013?
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# ? Oct 24, 2016 14:55 |
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If Chris Roberts is so good at developing games then why hasn't he developed the game?
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# ? Oct 24, 2016 14:56 |
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Sum Mors posted:Even the basic math from the idiot is wrong? 7k per month x 12 months = 84,000. Multiply by 350 employees gets you 29.4mil per year, or a little over 2.4mil per month. Tickle-down economics.
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# ? Oct 24, 2016 14:57 |
Mr. Carlisle posted:
loving hell, CAH is already lame and terrible as it is. trying to picture playing a game of star citizen themed CAH makes me want to vomit
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# ? Oct 24, 2016 15:00 |
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# ? Apr 19, 2024 17:43 |
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Here is a transcript showing Sean Tracy and Forrest Stephan bumbling and LYING their way through a question about procedural generation: We've since been shown that planets are NOT generated from a seed, that there is NO procedural generation happening on the fly, and Chris Roberts himself is now on the record saying they use "artist driven procedural tools" So the question comes up in May, and Sean Tracy and Forrest Stephan categorically lied in the answer. Pay close attention to Forrest Stephan, he hasn't got a loving clue, NOT ONE CLUE what he's talking about. Mumbling about seeds and multiple seeds, and when they kick in. Of course the reason they talked up the procedural generation is because of the NMS hype. There is NO procedural generation, it's a big loving Cry level, and it isn't anywhere near the client nor imo is it ever likely to be. It's just another tool to raise money, like Ben. 10 for the Developers: Episode 08 May 2, 2016 @ 01:13 Q: Given that procedural planets are generated from a seed, if we go down to a planet and mine and mine a location and it becomes depleted, what happens after we leave? Sean Tracy: Well it's a awesome question and uh first things first, just wanted to explain cos I...I tend ehr... uhm, end up answering a lotta questions related to the procedural planet STUFF, but, ah-th...the BIG BRAINS that are really working on the procedural planet TECHNOLOGY are all within FRANKFURT so ah, guys like Marco Corbetta, Carson Wenschell, Sasha Holba, um... Pascal Mueller... they're all working... pretty much full time on the procedural planets, now we get a lot of oversight on them, we've gotta blend them into the game, ah, where they're working on the tech so... um, just CONSIDER THAT when I answer any questions regarding it, is that YEAH, I'm... I'm trying to represent as best I can... Forrest Stephan: We just get to PLAY WITH IT, right? But they're driving all the tugs Sean Tracy: Yeah that's right they're driving everything that goes through SO... *COUGH* to get to the actual QUESTION, uhm... it...it...it...it's a REALLY GOOD QUESTION because yes, the planets are generated from a SEED but consider that our game is MULTIPLAYER, uhm, we can't generate a different seed for every single player that goes down to the planet so, uhm, me and FORREST can't be flying towards a PLANET, he sees a MOUNTAIN, I don't see a MOUNTAIN, I end up flying through it or whatever Forrest Stephan: Right. Yeah. Sean Tracy: Uhm, so that's already going to be kind of SET IN STONE so when we generate this planet ORIGINALLY, uhm, as a developer YES we will have a SEED, uhm... but once you see it as a player, you're always gonna see the same thing. NOW... when it comes down to actually permanently altering the surface of it... what's LIKELY to happen is that when we doo-doo mining it's gonna be... it...it's gonna be another OBJECT on top of the planet Forrest Stephan: Right. Sean Tracy: It's not gonna be the planet ITSELF, ahm, so NO you probably won't ALTER the actual planet geometry itself, or...or... any of the seeds related to it but you'll alter a different OBJECT that's placed on top of the planet so, just to give a really, you know, OUT THERE EXAMPLE you've got a BIG BLOCK O' ICE right, that BIG BLOCK O' ICE is sittin' there on a planet, you FLY DOWN, you're mining... WATER outta the ICE let's say... that ICE disappears, now the QUESTION IS, will that ICE then REGENERATE? Well it's... it's a DESIGN QUESTION it's really gonna be up to the des...designers, there's no TECHNICAL reason why it can't, ah but LIKELY BE what's gonna be happening is that we've got an AREA of ICE, right Forrest Stephan: Right. Sean Tracy: It's gonna be a certain number of MINERALS within a certain...eh-uh PRETTY LARGE AREA, uhm... and you're not gonna get the exact same ICE BLOCK in the exact same... Forrest Stephan: I THINK THAT'S WHEN THE SEED KICKS IN RIGHT so you know it's not you got the initial planet generated but then the object's on the planet that you're mining itself maybe those have you know multiple seeds so when it regenerates itself if it regenerates itself which I don't know why not that would be the kind of Sean Tracy: And that's something that we wanna control because it's really important that we control the COMMODITIES within our world Forrest Stephan: RIGHT which affects the economics of the whole thing yeah Sean Tracy: Exactly. So. You know, it's kind of a long answer to whether it regenerates or not... I would say NO IT DOESN'T ACTUALLY REGENERATE but... It would be SOMEWHERE ELSE, ah... Forrest Stephan: Right. Sean Tracy: But the seeds are all... SHARED... so everybody will see the same thing. Forrest Stephan: Exactly. SomethingJones fucked around with this message at 15:32 on Oct 24, 2016 |
# ? Oct 24, 2016 15:08 |