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ripptide
Jul 28, 2016

Sunswipe posted:

Can you kill a person, then eat them or make them into a hat?

Wellllll, as a matter of fact.......

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DapperDon
Sep 7, 2016

ripptide posted:

Wellllll, as a matter of fact.......

https://www.youtube.com/watch?v=iVlkZVAw8Gc

Zzr
Oct 6, 2016

Sunswipe posted:

Can you kill a person, then eat them or make them into a hat?

Yea like animals you can skin humans and make a chair of it.

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



phosdex posted:

I think I find it weird because I think of paying for products? Make your video, write your book and here's some money. But patreon is more here's some money to just be? Something like that.
Patreon is a little fuzzy on the actual product you're paying for, but it's still an agreement to produce based on compensation. There are two people I've considered joining Patreon for, and it's because I really enjoy what they make when they make it, and I'm not paying for it as it is in any way because it's on the internet, but I would like them to make a living from doing things I enjoy so they don't stop doing them.

It's just a crowd-funded version of how rich people in the past would pay for an artist's living in return for the promise of nice art.

Mirificus
Oct 29, 2004

Kings need not raise their voices to be heard
"People have paid for the stretch goals. And now he is asking for the money to actually add them to the game. To make the game bigger and richer."




MC68000
Dec 7, 2016

Old school..

TheAgent posted:

It's not incompatible.

Mocapping a few animations that end up blending into other animations is all fine and good, because its usually a brief second or two of animation that your anim team has to hand scrub anyway.

Mocapping an entire performance gets tricky. If you're not 100% confident of the take, you can have a lot of problems. You get weird wandering heads, eye darting, jiggling jowls, hands and arms and legs clipping through clothes and backgrounds and other characters and a whole lotta other weird poo poo you gotta clean up by hand. These happen no matter how good your take is anyway, but the problems get more severe the less you understand about the technology and the more you utilize it. What might look great on the screen can be very, very hard to translate into a great performance.

What you end up doing, usually, is doing small point captures of various scenes. What no one has loving done because its goddamn stupid, is record 20+ hours of mocapped data. Especially if you don't have the model dimensions down, the scenery already fleshed out. Every rewrite or change is another huge amount of time, money and energy wasted.

So in walks Chris Roberts with his directorial dreams, not understanding the following:

  • for every second of footage you shoot in the mocap rigs, it can take up to a ten minutes of dev time per character to fix (sometimes more)
  • some scenes were shot with many, many characters (up to six to eight)
  • multiple clothing changes or scene changes can increase this time
  • the more characters interacting together in a scene, the more time it takes per character to animate correctly
You're talking with that 20+ hours of mocap footage alone, something like 12,000 hours of manpower at the very minimum. But wait, this only really works if these are all entirely cutscene type deals with 0 player interaction. Because then you need programmers to script the triggers for the 20+ hours of conversation you have going on.

To get that into a fully working state for 20+ hours of mocap, I'd say that's three to five years of work across art and programming teams, after the principle mocap shoot was completed. It's about fifteen times longer than your average cartoon 3d animated film AND you're trying to hit the highest fidelity ever seen in this media. That means extra work on hair, clothing, textures, shaders, everything for every single character and every single costume has to be absolutely perfect in every. single. loving. scene.

This also means any script changes or rewrites or other problems after the principle shooting has to be reshot, completely redone by the art team and then rejiggered by the programming team.

This also means that the game you're building to showcase this amazing twenty hour long opus needs to be built as well. And you're not just building a single player game, but a heavily multiplayer driven MMO style FPS action game too, with hundreds of not entirely fleshed out mechanics. And if you gently caress up and realize "poo poo, we can't get this <whatever feature> to work right, but we have an hour+ of footage important to the game that needs that feature," you need to go back and edit and reshoot and have your artists and programmers redo a bunch of work again and again and again and again and again and again

This.

People on the discord asked me to chime in on this over the holidays...

Full disclosure I've worked with a lot of mocap mostly in Feature Film including building/simulating digital stunt doubles [and head/body replacements] for various movies at ILM. I currently work for a games company. It's odd that Chris is going for a feature film approach to mocap. It's not cheap.

Here is mocap costs in the LA area: Super Low Budget mocap up in the Valley or Burbank area runs around $700/hr for a bare bones setup with a supervisor and 2 tech artists in a garage space, and up to $2500 per hour for a larger sound stage facility with VICAM systems and the like. What I'm seeing from CIG is... uh a lot of work for a video game. Granted the last time I got quotes was about 2 years ago there's probably a few guys doing flat rate captures for a day but that's just basic skeleton mocap, nothing fancy.

I saw a few samples of CIG actually using Lidar facial capture which... is additional cost and resources needed to clean that up into usable data. So add to the above figures.

Mocap is just expensive animation reference. There's a few places where you can plug in raw data and have it run with rigs in real time [DreamWorks Animation has one of these facilities in Glendale] but even then that data has to be cleaned up for production use to remove any pops and blend motion.

Someone has to go through hours of work per take to clean stuff up into useable data. For a movie, you try to minimize the amount of mocap cleanup needed on a show.

Wasn't there a slide somewhere that showed that they had over 200 hours of captured data for various character actions? That is several man-years of work to clean up for a team of people.

What would have made more sense was just to record facial of actors and do all the body/rig stuff with a system like Xsens which allow you to have animators run around wearing capture suits with a backpack outside or wherever and just constantly do mocap as needed for character actions. No overhead, no crazy soundstage rental, etc. Just record, act out motions and sample/clip your data and start working with it. Parent in the facial capture at a later date assuming you got decent body/facial rig setups.


Lastly... who hires Andy "$$$$" Serkis as a mocap performer for a game? Nuts.

AbstractNapper posted:


It would also be interesting to hear what people in the industry and popular title game developers really think about what this project's feasibility and viability chances are. Based on my experience, I'd bet that there wouldn't be one among them that wouldn't consider this project at this point hosed and way beyond salvageable.


Basically this: :suspense:

I'd love the see CIG/F42 succeed on some sustainable level, just to avoid a few hundred folks getting tossed out of work, I just can't see a sustainable path unless they keep the money coming in somehow.

ripptide
Jul 28, 2016

Zzr posted:

Yea like animals you can skin humans and make a chair of it.

Also use prisoners to harvest organs for fixin your colonists.

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



Mirificus posted:

"People have paid for the stretch goals. And now he is asking for the money to actually add them to the game. To make the game bigger and richer."

I'm the guy running a garage custom making cars that somehow guarantees receipt of a radio in the event that a car can't be completed due to the cost of radios.

DapperDon
Sep 7, 2016

Ghostlight posted:

Patreon is a little fuzzy on the actual product you're paying for, but it's still an agreement to produce based on compensation. There are two people I've considered joining Patreon for, and it's because I really enjoy what they make when they make it, and I'm not paying for it as it is in any way because it's on the internet, but I would like them to make a living from doing things I enjoy so they don't stop doing them.

It's just a crowd-funded version of how rich people in the past would pay for an artist's living in return for the promise of nice art.

This is exactly how Michelangelo earned his keep.

Blue On Blue
Nov 14, 2012

Sunswipe posted:

Can you kill a person, then eat them or make them into a hat?

Already answered but yes

You can skin anything in the game , and use said produced 'cloth' to then make clothing. Or furniture

So you could have a nice cowboy hat made from your former loyal companion, then relax in a comfy chair made from a dead colonist

What was that old bbs game back in the day , where it was like a hellish version of NYC or something in the future , with people doing drugs and killing each other every way imaginable

RimWorld is kind of like that , but umm better ?

Blue On Blue
Nov 14, 2012

MC68000 posted:

This.

People on the discord asked me to chime in on this over the holidays...

Full disclosure I've worked with a lot of mocap mostly in Feature Film including building/simulating digital stunt doubles [and head/body replacements] for various movies at ILM. I currently work for a games company. It's odd that Chris is going for a feature film approach to mocap. It's not cheap.

Here is mocap costs in the LA area: Super Low Budget mocap up in the Valley or Burbank area runs around $700/hr for a bare bones setup with a supervisor and 2 tech artists in a garage space, and up to $2500 per hour for a larger sound stage facility with VICAM systems and the like. What I'm seeing from CIG is... uh a lot of work for a video game. Granted the last time I got quotes was about 2 years ago there's probably a few guys doing flat rate captures for a day but that's just basic skeleton mocap, nothing fancy.

I saw a few samples of CIG actually using Lidar facial capture which... is additional cost and resources needed to clean that up into usable data. So add to the above figures.

Mocap is just expensive animation reference. There's a few places where you can plug in raw data and have it run with rigs in real time [DreamWorks Animation has one of these facilities in Glendale] but even then that data has to be cleaned up for production use to remove any pops and blend motion.

Someone has to go through hours of work per take to clean stuff up into useable data. For a movie, you try to minimize the amount of mocap cleanup needed on a show.

Wasn't there a slide somewhere that showed that they had over 200 hours of captured data for various character actions? That is several man-years of work to clean up for a team of people.

What would have made more sense was just to record facial of actors and do all the body/rig stuff with a system like Xsens which allow you to have animators run around wearing capture suits with a backpack outside or wherever and just constantly do mocap as needed for character actions. No overhead, no crazy soundstage rental, etc. Just record, act out motions and sample/clip your data and start working with it. Parent in the facial capture at a later date assuming you got decent body/facial rig setups.


Lastly... who hires Andy "$$$$" Serkis as a mocap performer for a game? Nuts.


Basically this: :suspense:

I'd love the see CIG/F42 succeed on some sustainable level, just to avoid a few hundred folks getting tossed out of work, I just can't see a sustainable path unless they keep the money coming in somehow.

LOL so Chris went the absolute most expensive route in other words , which is what everyone has been saying all along

All the mocap videos we've seen they're using a huge sound stage and a full crew of 10+ people. What's that 10k an hour ? Hahaha the backers will never know !

And btw Andy Serkis is working for free because he sees the true directorial talent at work

Foo Diddley
Oct 29, 2011

cat

Sappo569 posted:

LOL so Chris went the absolute most expensive route in other words , which is what everyone has been saying all along

All the mocap videos we've seen they're using a huge sound stage and a full crew of 10+ people. What's that 10k an hour ? Hahaha the backers will never know !

And btw Andy Serkis is working for free because he sees the true directorial talent at work

Well things that cost more are obviously better. Just look at the desks they've got, for example

Blue On Blue
Nov 14, 2012

Foo Diddley posted:

Well things that cost more are obviously better. Just look at the desks they've got, for example

Reminds me , what did they ever do with all that mocap gear they bought with backer money ? It was one of the stretch goals

Foo Diddley
Oct 29, 2011

cat

Sappo569 posted:

Reminds me , what did they ever do with all that mocap gear they bought with backer money ? It was one of the stretch goals

The backers will never know :ssh:

mdxi
Mar 13, 2006

to JERK OFF is to be close to GOD... only with SPURTING

aleksendr posted:

Like the "Vegetable garden"mod. It add a bunch of crops and fruit trees to grow to add to the usual corn, rice and potatos of the vanilla game. Nothing dagerous for game balance there ? No ? Wrong. It also add a canning station, allowing you to turn vegetable, fruits and meat into "canned meat" or "canned vegetables" that never expire, potentially turning all food related events (blight, Zzzt, Eclipses, Solar flares, ect) that can be colony killer if you planned poorly into trivial challenges.

We make fun of SC all the time for being a hojillion years in the future but not having bloody obvious things because "realism". This kinda strikes me as one of those instances. I have a USDA canning manual from the early 1930s on my cookbook shelf, and it wasn't high technology then. Boiling water, glass jars, (synthetic) rubber seals, rules of thumb for acidity/salinity, sugar, salt, vinegar. With these things you, too, can magically turn fresh vegetables into food for next year!

Interstellar-travel-but-no-basic-food-preservation in the name of game balance is pretty dumb/lazy.

Brazilianpeanutwar
Aug 27, 2015

Spent my walletfull, on a jpeg, desolate, will croberts make a whale of me yet?

Sappo569 posted:

Reminds me , what did they ever do with all that mocap gear they bought with backer money ? It was one of the stretch goals

Chris is shooting revolutionary mocapped tickleporn for when everything goes tits up and he needs his plan B.

aleksendr
May 14, 2014

Sunswipe posted:

Can you kill a person, then eat them or make them into a hat?

If you start on a sea ice or in a ice sheet biome, this will be the basis of your colony economy and principal way of survival untill you develop hydroponics bay.

Sunswipe
Feb 5, 2016

by Fluffdaddy

ripptide posted:

Wellllll, as a matter of fact.......

Zzr posted:

Yea like animals you can skin humans and make a chair of it.
I shall have to look into this game.

MilesK
Nov 5, 2015

Don't worry everybody, the new plan is everyone in the PU will mocap themselves. Just pay RSI $30,000 for a proper camera setup, if you don't want your character walking all janky like some pleab.

Ayn Marx
Dec 21, 2012

Out of all the amusing broken things in the Star Citizen saga, the sheer waste of all this mocap poo poo is my favourite.

Silly amounts of money and effort wasted so a 40+ pouch-sucking manchild can play with the best toys and pretend to direct famous hollywood people. Living the dream!

Ayn Marx fucked around with this message at 00:30 on Jan 24, 2017

Blue On Blue
Nov 14, 2012

Ayn Marx posted:

Out of all the amusing broken things in the Star Citizen saga, the sheer waste of all this mocap poo poo is my favourite.

Sillu amounts of money and effort wasted so a 40+ pouch-sucking manchild can play with the best toys and pretend to direct famous hollywood people. Living the dream!

Uh excuse me he isn't pretending. Didn't you see they had that one guy from game of thrones. And that other guy from insert famous movie here ?

Chris is a real life big shot Hollywood director.

That's why he has a directors chair with his name on it God I'm so tired of you people talking down about Cribblers

Ayn Marx
Dec 21, 2012

I am sorry, I will try to learn more about game development
And maybe doxx some people with hateful messages afterwards

AlbieQuirky
Oct 9, 2012

Just me and my 🌊dragon🐉 hanging out

Sappo569 posted:

LOL so Chris went the absolute most expensive route in other words , which is what everyone has been saying all along

All the mocap videos we've seen they're using a huge sound stage and a full crew of 10+ people. What's that 10k an hour ? Hahaha the backers will never know !

And btw Andy Serkis is working for free because he sees the true directorial talent at work

Reminder that the last sentence is a thing Citizens actually claim to believe.

ewe2
Jul 1, 2009

Brazilianpeanutwar posted:

Chris is shooting revolutionary mocapped tickleporn for when everything goes tits up and he needs his plan B.

That's really the point, what is so revolutionary that you need to mocap it? Is he trying to outdo Final Fantasy: The Spirits Within? Reminder: it didn't make its money back.

Brazilianpeanutwar
Aug 27, 2015

Spent my walletfull, on a jpeg, desolate, will croberts make a whale of me yet?

ewe2 posted:

That's really the point, what is so revolutionary that you need to mocap it? Is he trying to outdo Final Fantasy: The Spirits Within? Reminder: it didn't make its money back.

Mocap was big in the 90's ergo visavis concordantly chris must use it because 90's.

Ayn Marx
Dec 21, 2012

Brazilianpeanutwar posted:

Mocap was big in the 90's ergo visavis concordantly chris must use it because 90's.

That's probably the best explanation we'll ever get

aleksendr
May 14, 2014

mdxi posted:

We make fun of SC all the time for being a hojillion years in the future but not having bloody obvious things because "realism". This kinda strikes me as one of those instances. I have a USDA canning manual from the early 1930s on my cookbook shelf, and it wasn't high technology then. Boiling water, glass jars, (synthetic) rubber seals, rules of thumb for acidity/salinity, sugar, salt, vinegar. With these things you, too, can magically turn fresh vegetables into food for next year!

Interstellar-travel-but-no-basic-food-preservation in the name of game balance is pretty dumb/lazy.

The basic game allow you to build walk in freezer that can keep your meat and meals from spoiling, but you have to pay its ressource cost and take a resonable precautions to prevent various random events from making your fridge useless. Vegetables you harvest also have a very resonable "built in" conservation time (about 3/4 of a year, one might argue that "basic preservation methods" is factored in it) and you can manufacture pemmican that have a self life measured in years or kibbles (think dry pet food) that never spoil but give a mood debuff if human eat them.

i understand your point of "super tech but without 1870 tin rations is stupid" but in this case the vanilla game is giving you plenty of way to deal with the challenge (freezer, going vegan, pemmican, kibbles)and all have a possible foil in the basic game desing (freezer need electricity, crops can fail, pemmican need both meat and vegetables so you have to hunt, kibbles give a mood debuff) but the garden mod simply insert a "god mode" food item (never spoil, no debuff, need no infrastructure to support it) available at no extra cost in its production, turning the vanilla challenge of balancing your electrical grid to account for freezer higher demands in summer, planning your crops in accord with the growing seasons and managing your hunting so you dont empty the map of wildlife while half of it spoils on the shelf into a simple "I win at food" button marked : gently caress it, put everything in a can forever.

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.

mdxi posted:

We make fun of SC all the time for being a hojillion years in the future but not having bloody obvious things because "realism". This kinda strikes me as one of those instances. I have a USDA canning manual from the early 1930s on my cookbook shelf, and it wasn't high technology then. Boiling water, glass jars, (synthetic) rubber seals, rules of thumb for acidity/salinity, sugar, salt, vinegar. With these things you, too, can magically turn fresh vegetables into food for next year!

Interstellar-travel-but-no-basic-food-preservation in the name of game balance is pretty dumb/lazy.

But, but, spaaaaace corn!

Brazilianpeanutwar
Aug 27, 2015

Spent my walletfull, on a jpeg, desolate, will croberts make a whale of me yet?
Incidentally "Mocap was big in the 90's" is my band name, we play all our expensive instruments that our fans paid for poorly, we're never on time to our gigs and we constantly treat our (3) fans like poo poo and rip them off at every turn but they keep singing our praises, also we have no songs.

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



Mine's "Space Bulldozer Ate My Girlfriend".

Brazilianpeanutwar
Aug 27, 2015

Spent my walletfull, on a jpeg, desolate, will croberts make a whale of me yet?

Ghostlight posted:

Mine's "Space Bulldozer Ate My Girlfriend".

"Lillards shame"

post your fave star citizen themed band names and win absolutely nothing.

Strangler 42
Jan 8, 2007

SHAVE IT ALL OFF
ALL OF IT

MC68000 posted:

This.

People on the discord asked me to chime in on this over the holidays...

Full disclosure I've worked with a lot of mocap mostly in Feature Film including building/simulating digital stunt doubles [and head/body replacements] for various movies at ILM. I currently work for a games company. It's odd that Chris is going for a feature film approach to mocap. It's not cheap.

Here is mocap costs in the LA area: Super Low Budget mocap up in the Valley or Burbank area runs around $700/hr for a bare bones setup with a supervisor and 2 tech artists in a garage space, and up to $2500 per hour for a larger sound stage facility with VICAM systems and the like. What I'm seeing from CIG is... uh a lot of work for a video game. Granted the last time I got quotes was about 2 years ago there's probably a few guys doing flat rate captures for a day but that's just basic skeleton mocap, nothing fancy.

I saw a few samples of CIG actually using Lidar facial capture which... is additional cost and resources needed to clean that up into usable data. So add to the above figures.

Mocap is just expensive animation reference. There's a few places where you can plug in raw data and have it run with rigs in real time [DreamWorks Animation has one of these facilities in Glendale] but even then that data has to be cleaned up for production use to remove any pops and blend motion.

Someone has to go through hours of work per take to clean stuff up into useable data. For a movie, you try to minimize the amount of mocap cleanup needed on a show.

Wasn't there a slide somewhere that showed that they had over 200 hours of captured data for various character actions? That is several man-years of work to clean up for a team of people.

What would have made more sense was just to record facial of actors and do all the body/rig stuff with a system like Xsens which allow you to have animators run around wearing capture suits with a backpack outside or wherever and just constantly do mocap as needed for character actions. No overhead, no crazy soundstage rental, etc. Just record, act out motions and sample/clip your data and start working with it. Parent in the facial capture at a later date assuming you got decent body/facial rig setups.


Lastly... who hires Andy "$$$$" Serkis as a mocap performer for a game? Nuts.


Basically this: :suspense:

I'd love the see CIG/F42 succeed on some sustainable level, just to avoid a few hundred folks getting tossed out of work, I just can't see a sustainable path unless they keep the money coming in somehow.

This is a good post. Like when 3 phase would post in the bitcoin thread to teach us all a little about electronics and how bitcoin mining rigs are a trailer fire waiting to happen.

Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

Weekly schedule/what to expect is out. :toot:

https://robertsspaceindustries.com/comm-link/citizens/15678-This-Week-In-Star-Citizen

In short, another lore week and the community managers are going to PAX South. Can't wait to see the new show coming in the future that focuses on citizens.

The Titanic
Sep 15, 2016

Unsinkable

Beet Wagon posted:

I love you insane weirdos



This really is a handsome Aussie. Mine is very white but has a heart of gold. I love this breed. :swoon:

The Titanic
Sep 15, 2016

Unsinkable

MC68000 posted:

This.

People on the discord asked me to chime in on this over the holidays...

Full disclosure I've worked with a lot of mocap mostly in Feature Film including building/simulating digital stunt doubles [and head/body replacements] for various movies at ILM. I currently work for a games company. It's odd that Chris is going for a feature film approach to mocap. It's not cheap.

Here is mocap costs in the LA area: Super Low Budget mocap up in the Valley or Burbank area runs around $700/hr for a bare bones setup with a supervisor and 2 tech artists in a garage space, and up to $2500 per hour for a larger sound stage facility with VICAM systems and the like. What I'm seeing from CIG is... uh a lot of work for a video game. Granted the last time I got quotes was about 2 years ago there's probably a few guys doing flat rate captures for a day but that's just basic skeleton mocap, nothing fancy.

I saw a few samples of CIG actually using Lidar facial capture which... is additional cost and resources needed to clean that up into usable data. So add to the above figures.

Mocap is just expensive animation reference. There's a few places where you can plug in raw data and have it run with rigs in real time [DreamWorks Animation has one of these facilities in Glendale] but even then that data has to be cleaned up for production use to remove any pops and blend motion.

Someone has to go through hours of work per take to clean stuff up into useable data. For a movie, you try to minimize the amount of mocap cleanup needed on a show.

Wasn't there a slide somewhere that showed that they had over 200 hours of captured data for various character actions? That is several man-years of work to clean up for a team of people.

What would have made more sense was just to record facial of actors and do all the body/rig stuff with a system like Xsens which allow you to have animators run around wearing capture suits with a backpack outside or wherever and just constantly do mocap as needed for character actions. No overhead, no crazy soundstage rental, etc. Just record, act out motions and sample/clip your data and start working with it. Parent in the facial capture at a later date assuming you got decent body/facial rig setups.


Lastly... who hires Andy "$$$$" Serkis as a mocap performer for a game? Nuts.


Basically this: :suspense:

I'd love the see CIG/F42 succeed on some sustainable level, just to avoid a few hundred folks getting tossed out of work, I just can't see a sustainable path unless they keep the money coming in somehow.

This is awesome. Thank you for the insight!

One thing that has always struck me about Chris Roberts as a person is that he's very impatient and never wants to talk about the same thing more than once. He's after bigger, better, and the next great idea.

It's why people want to see a level of Sq42, only to discover Chris is having people build a sand level like a Star Wars cross with Dune, complete with giant sandworm.

It's why Chris never talks about what is already done but what is coming, and their ideas and concepts and how cool this next awesome thing is going to be.

It's why we've had 70+ ship sales. It's why we have a 1000 stretch goals and promises. It's why the "game" is more lies than reality.

Anybody with half a brain can look at what CIG hopes to achieve and realize it's either impossible or they're looking at about 20 years of hard core development. Not constant veering around but hard core development.

His motion capture is man years away from being realistic, and that's just for flat cutscene level animation where the player has no control over their positioning during the event.

There is so much time required to get even a sliver done, Chris Roberts hasn't got the dedication to stick with this stuff to completion. He's playing with other people's money, and just being a kid in a candy store with no regard to paying anybody back.

This week it's ninja carrier guys and mopping dude. Next week it'll be clips of guys sitting down in chairs 17 ways in different speeds. Nothing connected, nothing tied to a game. Just footage of models doing actions nobody will ever be able to get around to cleaning up. Not to mention in another two months we'll hear about the Character 4.0 where they redid the skeleton and models again because reasons, invalidating millions in captured data.

Chris went into this without a plan, jumped right into the fun parts he wanted to focus on (movie making), and continues to barrel into the wind on the dime of idiots believing YouTube videos of footage is progress and that Chris isn't lying to them.

It's a shame, all signs always point to Chris being terrible at his job. But no matter what, he'll still take in a cool million a month. It's a train where there are no rails and the speed is on max. Wherever you end up, there you are.

MilesK
Nov 5, 2015

Colostomy Bag posted:

Weekly schedule/what to expect is out. :toot:

https://robertsspaceindustries.com/comm-link/citizens/15678-This-Week-In-Star-Citizen

In short, another lore week and the community managers are going to PAX South. Can't wait to see the new show coming in the future that focuses on citizens.

I haven't really watched their awful videos since 10FTC got cancelled. Did Lando get demoted to a paid streamer, and Ben is now an unassigned employee?

Dial A For Awesome
May 23, 2009
This was linked many pages back: http://www.pcinvasion.com/star-citizen-star-marine-impressions

"Star Marine is simply a shooter, two teams of Marines and Outlaws attempt to run around a map to take control points or go head to head in deathmatch. Only it’s not really running around, it’s more like ice skating or juddering around the two levels."

"I also particularly enjoyed watching my weapon move about on the ground like it had a life of its own when I died."

Well done Chris. Landing successful.

D_Smart
May 11, 2010

by FactsAreUseless
College Slice

TheAgent posted:

quote:

AbstractNapper posted:
It would also be interesting to hear what people in the industry and popular title game developers really think about what this project's feasibility and viability chances are. Based on my experience, I'd bet that there wouldn't be one among them that wouldn't consider this project at this point hosed and way beyond salvageable.
it's a complete joke in dev circles

Yes it is. I've been saying that for quite some time now.

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



Dare I say, it's in the blog.

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D_Smart
May 11, 2010

by FactsAreUseless
College Slice

ManofManyAliases posted:

8 Million more and we can finally make the game as Derek had said! Wooooooo



heh, you wish.

Interstellar Citizens - by Dr. Dr. Derek Smart, 07/06/15

quote:

Without disrespect to anyone, I’m just going to say it: it is my opinion that, this game, as has been pitched, will never get made. Ever.

There isn’t a single publisher or developer on this planet who could build this game as pitched, let alone for anything less than $150 million.

The original vision which I backed in 2012? Yes, that was totally doable. This new vision? Not a chance.

The technical scope of this game surpasses GTAV, not to mention the likes of Halo.

Do you have any idea what those games cost to make and how long they took?

Do you know how many games which cost $50 million to make took almost five years to release? And they were nowhere in scope as Star Citizen?

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