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The Kins
Oct 2, 2004
This whole thing is so weird. I thought Star Citizens would consider the destruction of JPEGs to be a crime...?

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The Kins
Oct 2, 2004
Wait wait wait... I'm a little far behind here. Is this thread fighting the Ku Klux Klan and the Burger King Kid's Club now?

The Kins
Oct 2, 2004

Skoll posted:

All the SC reg money probably goes to Shmorky's fursuit maintenance.
Shmorky hasn't been a SA employee for a while. Partially because sales have gone down so much, partially because he apparently got weird. Well, weirder.

The Kins
Oct 2, 2004

fuctifino posted:

This thread


The Something Awful Forums > Games > Star Citizen: Derek vs. the Crips

The Kins
Oct 2, 2004

Berious posted:

Had to look it up. Comes with a wearable pipboy you can put your smartphone in. The megaloser in me finds that quite cool though I probably wouldn't have the complete lack of shame to wear it outside the house.
It's designed to accompany a smartphone app that basically lets you use the ingame Pipboy menus on your real/fake Pipboy without pausing the game. They explicitly described it as a dumb-but-cool gimmick when announcing it, so it's proooobably not intended for outdoor use unless you're one of those weirdos with homemade Brotherhood of Steel body armour that you take to Comic-Con every year.

The Kins
Oct 2, 2004

WebDog posted:

Annoying much of the gold is held behind NDA's and lawsuits.
Romero cannot talk about Diakatana's mess and the same goes for Broussard about DNF.
There's been a decent amount said about DNF's development over the years.

From the sounds of things, the version that was shown in that great 2001 E3 trailer was "fully-touchable" (ie. some parts were still rigged together for demo purposes, etc. etc.) in 2002-ish (apparently it looked like it would have been a pretty decent Half-Life 1 clone), when Brossard (and other management?) got fixated on bolting a new Doom 3-style renderer to their existing Unreal 1-based tech that basically required throwing out nearly everything that had been done before that. That's when the rot really set in... The finished game still has Unreal 1 code somewhere in its malformed core.

Hmm... has anyone ever heard about any other games that threw out 90% of their work a few years into development because management started chasing some random whim? :v:

While it's fluffy and probably self-exonerating, Broussard actually talked about DNF fairly briefly in a recent interview about Duke 3D's development:

George Broussard posted:

By the time we got to the point where we were actually making the thing, we ran out of road. We stopped working on in mid 2009 when we shut down. I didn't touch it beyond that and wanted to bury it in the desert but business realities and complications compelled it to ship and from there momentum took over. It shipped in 2011 the first month it physically was able to. The core issue tracks back to changing engines (more than once) and having technical issues that stalled us. I would never switch engines on a large project again. Ever.

The Kins
Oct 2, 2004
Instead of reinventing the wheel with an Incredible And Revolutionary Space Flight Attendant Cocktail Mixer minigame, couldn't they just license a custom version of Cook Serve Delicious? That game's actually fun and exists, and CryEngine's such a resource hog that nobody will notice any extra performance decrease from stapling a Gamemaker game to it.

The Kins
Oct 2, 2004
Every aspect of consumer spaceflight will be meticulously simulated via a series of minigames. The flight attendants will be playing DDR clones to give out flight safety instructions, change the laserdiscs in the entertainment center or blow the co-pilot in the space-lav. The cattle class will grind XP by doing endless crosswords to distract themselves from fantasising about killing themselves and/or the kid kicking the back of their moon-seat. The pilot will have to divert his attention between manning the ship controls keep the ship from crashing into the sun, and completing random, sudden QTEs in order to not pass out in agony after eating some bad seafood.

The Kins
Oct 2, 2004

Klyith posted:

no I'm pretty sure the craziest part about the drink mixing minigame is that somebody thought "a drink mixing minigame, that's a good and fun idea"
Cook Serve Delicious was good and fun. A game in that vein about being a sleazy-rear end bartender making cocktails with absurd names for absurd people would also be good and fun if treated with the levity it deserves. :colbert:

The Kins
Oct 2, 2004
things we can rule out being announced for star citizen #5934: a race-mixing minigame

The Kins
Oct 2, 2004

The Kins
Oct 2, 2004

LCL-Dead posted:

Cat is not happy with my refusal to hand over the ham.
Dog is upset that he cannot sit on my knee as well.


give them the ham you loving monster :mad:

The Kins
Oct 2, 2004
Going through the 400+ daily posts...

happyhippy posted:

AN INTERNAL MOTION CAPTURE STUDIO.
FOR A SPACE SHIP GAME.

Does even CoD have an inhouse mo cap part? http://www.audiomotion.com/ did their DLC.
CoD uses multiple studios, including Activision's internal Capture Studio. I'm guessing that's based on scheduling, convenience and specialties. Amusingly, one of the Advanced Warfare capture studios (Cubic Motion) is currently all over Gary Oldman's face for Squadron 42.

Dapper Dan posted:

My question is: why do they have an in house mocap studio? They spent millions upon millions of dollars mocapping actors for two months and god knows how many man hours loving around with the data and models to make them functional. They also hired a studio in Manchester to do this for them.

Are they going to be taking on work for other studios for more revenue? Will they offer movies mocap services? If not and it is just for SC, then loving why do you have so much mocap in a space sim and what is the point of having one in house when you hired a studio in Manchester which is probably loving cheaper than making your own from scratch?

The mind truly boggles.
Becoming a third-party performance capture vendor with all their insane equipment would probably be a pretty smart move - it's what the ARMA guys do! - but there isn't exactly a lack of motion capture vendors in California...

thatguy posted:

"Chris Gets Cucked: The Movie"
So that's where the Witcher guys are going to get the requisite 16 hours of mo-capped humping for their next game...

Dapper Dan posted:

Hahaha, holy gently caress they did:

http://imperialnews.network/2015/02/inside-cig-imaginarium/

This is their fourth foray into motion capture. For a space ship simulator. Four motion capture studios. For a space ship simulator. Four. What the loving gently caress, I think this broke my loving brain.
Well, you know what they say, fifth time lucky...?

The Kins
Oct 2, 2004

Io_ posted:

Rise of the Robots. Now that was a very shiny turd.
I read a making-of about that game a few years ago. If I remember it correctly, it was a small, inexperienced team behind it... but one of them knew 3D Studio MAX and the publisher decided to basically pin vast amounts of marketing expense upon it purely for that reason.

The Kins
Oct 2, 2004

Alchenar posted:



This. Look at this. All that motion cap and what it currently looks like is the top left screenshot.
To be almost unreasonably fair, pretty much all motion-capture looks like poo poo fresh out of the oven, especially if you're viewing a live output like they seem to be in that pic. That's why we still have these inconvenient creatures called "animators" poking around demanding salaries.

The Kins
Oct 2, 2004

mormonpartyboat posted:

ever since i went to stormfront for my laundry problems, my whites have never been whiter
Ein reich, ein volk, ein raumschiff zeichnung

The Kins
Oct 2, 2004

Lodin posted:

Actually he is currently pissy because they won't give him anything more modern than a PS2 and his PC won't run Civilization 4
"Mr. Breivik, you are hereby sentenced to incarceration until you finish every PS2 game ever made. Even the one where you inspire a robot-voiced polar bear to write lounge music. Now, now, don't give me that look. If we wanted to never give you any chance at redemption, we've have sentenced you to finish every ZX Spectrum game."

...I think I just pitched a really gritty reboot of Game Center CX.

The Kins
Oct 2, 2004

One Winged Angel posted:

You should cut it here
You should have cut it at hugs, diddles.

The Kins
Oct 2, 2004

Moogle posted:

The SA hat tip is the YCS/186 blaster, that's NV though. And the four balls, etc.
rope kid was the lead designer on New Vegas over at Obsidian, and I'm pretty sure that game wasn't his first dance at the sneaking-SA-references-into-western-RPGs rodeo.

If there are any goons at BGS, they're probably pretty quiet about it. And really, can you blame them? :v:

The Kins
Oct 2, 2004

Agrajag posted:

no no NOOOOOOOOOOOOO, i never gave star citizen money. i got a refund on steam after making a random purchase just to see the difference in response time and with very little effort on my part i got a refund pretty much 3 hours after i put in the request
Steam's refund system is pretty speedy. Their actual customer support stuff outside of that is pretty famously slow, but I haven't had any especially bad experiences with it personally. Thankfully.

Amarcarts posted:

Does it seem weird to anyone else that they are making all the ships first and then the gameplay environment? Like why not make one fighter, one medium multicrew, and one large multicrew and let that be it for a while while you get everything else working. Then when you are happy with the technical aspects you go into hiring overdrive on the artists and pump out assets.
That would require designing and testing the gameplay side of things as whiteboxes first, then performing an "art pass" on it to give it a sense of "place" in the game's world and fiction. What kind of moron does that?!




Chocobo posted:

My otterbox has saved my phone 50 times over, best hundred bucks I ever spent.
Have you considered wiping all the butter, jelly and lube off your hands before going outside?

Justin Tyme posted:

uhhhh

why can't they just, uh, like, look at people's accounts, and refund them the value on the account :psyduck:
That'd require looking into the database, which as we all know is guarded by a ferocious Cerberus that really, really hates MySQL queries.

The Kins
Oct 2, 2004
Frankly, I'm just surprised we've gotten through most of a page of posts about a broken wrist without making a masturbation joke of some kind.

The Kins
Oct 2, 2004

LuiCypher posted:

https://www.youtube.com/watch?v=6eZ2yvWl9nQ

That's the unveiling of Halo at Macworld. At the time, Bungie was pretty much the premier developer for Mac games. I had the Marathon collection waaaaaay back in the day and the sheer number of mods, levels, and editors that were released for it was staggering. They were pretty difficult games at the time though, at least for a kid.
There's a video a while back of some of the Bungie guys going through old WIP builds of Halo 1 and marvelling at just how scripted everything was.

https://www.youtube.com/watch?v=RN9vO_gRzoI
https://www.youtube.com/watch?v=7Tqrfy4SR7I

The Kins
Oct 2, 2004

Justin Tyme posted:

You know what would actually be really nice open development? Screenshots/logs of every change they make to their main build through github or whatever they use (minus spoilerish stuff like "Fixed Mark Hamill's death scene"). But, yknow, open development.
The early-access caveman survival thing Rust actually does this: They have a public Twitter feed of all their internal commits, and weekly blog posts (NWS for caveman dong) where various team members discuss and show off what they did (or didn't do) that week. I have no interest in the game itself, but they handle open development very well and its fascinating to see how the game slowly evolves and how the team reacts to what does and doesn't work.

The Kins fucked around with this message at 03:38 on Nov 17, 2015

The Kins
Oct 2, 2004

Mirificus posted:

Nothing quite like celebrating the anniversary of a stillborn.
Ah, yes, the Rick Santorum approach to party planning.

The Kins
Oct 2, 2004

Romes128 posted:

He's gonna rip his wc medallion off his neck and throw it on the ground. Lol
He's gonna get arrested for violently protesting the colour of Star War's arms on a cardboard standee at a Gamestop.

The Kins
Oct 2, 2004

A Neurotic Jew posted:

I think Star Citizen in-particular exploits those who have trouble discerning fantasy from reality
I think it's more people who want to replace reality with fantasy.

There's no crippling debt in space... unless that Roddenberry hack lied to me.

The Kins
Oct 2, 2004

Nostalgia4Infinity posted:

I wonder what Crobert's kokoro wish is.
I wonder how many anime figurines he can buy with every ship he sells.

The Kins
Oct 2, 2004

McGiggins posted:

What would goons do if they had a mocap studio or four of their very own?

The Kins
Oct 2, 2004

Sarsapariller posted:

After a long night of editing it's done. Be gentle, I am still learning the editing software.

I present to you the ptu experience in video form:
https://www.youtube.com/watch?v=Go1oFvxUoeI
It's worth taking a moment, when watching this, and remembering that this is 3+ years and $100 million into development. Maybe in another two years they can get it into a state where it can be comfortably released on Steam Early Access!

The Kins
Oct 2, 2004

Erenthal posted:

Just rehashing here, but I'm laughing out loud right now at the thought of people spending hundreds if not thousands of dollars on their space-based rape dungeons
Is it really a dungeon if it's at minimum hundreds of kilometers above the ground? Are there underground spaceship hangars? Are they as terrible to find a spot in as underground carparks? Do ships legally transition from aircraft to dungeon when entering these hangars? These are the true ethical questions that Star Citizen asks that nobody else dares.

The Kins
Oct 2, 2004
Bernie "Old Man" Sanders

The Kins
Oct 2, 2004

Romes128 posted:

Lol fallout 3 isn't correct either. I'd Google all of them but I already know whoever made that graphic is fuckin retarded
Luckily(?), I have nothing to do tonight.

Elder Scrolls Online: Probably accurate - Zenimax Online Studios was founded in 2007 for the express purpose of making the game.

Star Wars ToR: Started development in December 2005, with things really kicking off the following month with EA acquiring Bioware and Pandemic. It was also a huge loving mess that cost more money to make than any other game ever made, so using it as an example of sane game development budgeting and timetables...

Guild Wars 2: Accurate enough, from a quick glance. I don't know enough about it to know whether it did well from it or not.

TF2: This one was weird. It was announced in 1999, but that specific version was cancelled. The version that came out apparently had a pretty sane development timeline, even by Valve standards... as long as you don't count the decade of post-release content updates. :v:

Shenmue: Inaccurate, as previously noted. Didn't exactly help Sega's financial difficulties at the time, either.

Starcraft 2: Started development in mid-2003, but full-on production didn't start until 2004, so odds are they were just concepting and making plans and prototypes in the War3 engine until then.

L.A. Noire: Actually took longer than the chart says - it started development in late 2003... and it only tanked the entire Australian game development industry in the process!

Spore: Accurate enough, from the looks of things. Wouldn't exactly call it a success, seeing as it pretty much sealed Maxis's fate re: non-Sims games...

Diablo 3: Soooooorta accurate, but not really. The version started in 2001 (developed by Blizzard North) was cancelled in 2005, and development was effectively rebooted from scratch, story and all, by Blizzard Irvine in 2006.

Fallout 3: Yep, inaccurate. The 2002 version was the infamous "Van Buren" that was cancelled with Black Isle's demise. Bethesda commenced work on Fallout 3 in July 2004, once Oblivion and its DLC were put to bed.

Half-Life: Uhh, I think they put Half-Life 2's development time under the name of the original game... If they mean HL2, it's accurate enough. Wasn't a very smooth development though, what with the leaks and a bunch of people loving off to make some stupid digital distribution platform in the corner instead... seemed to work out well enough, though!

Morrowind: Ehh... technically accurate if you're a pedant, but the project was completely restarted in 1998 with a new engine and a much smaller, much less grand concept. The original plan used the Daggerfall engine and was much Daggerfall-ier in scope.

Star Citizen: lmbo

The Kins
Oct 2, 2004

redwalrus posted:

Its all fun until its true.


ꟼ:-\

The Kins
Oct 2, 2004

Dusty Lens posted:

I'm looking forward to the mandatory romance scene on top of the pinball machine.
Please don't defile pinball machines like that. They've been through a lot, like the NYC ban and Python Anghelo's existence in general without the slander of being associated with Star Citizen and/or poorly modelled, poorly-motion captured, poorly acted polygonial rutting. :(

The Kins
Oct 2, 2004

alphabettitouretti posted:

"I don't feel scammed" he says. This is why the Crobber continues to get away with it. You paid $180 for a spaceship in a game but didn't get the game.

quote:

"im not scammed! im not scammed!!", i continue to insist as i slowly shrink and transform into a corn cob

The Kins
Oct 2, 2004

doctor iono posted:

"Any other game developer would have thrown several hundred thousand dollars (or more of OUR money) into a carefully scripted and orchestrated 'perfect presentation'"

Estimated costs of competent play demo:

Getting a dude to make sure your joystick is plugged in 10 minutes before a presentation: $100,000
Get that same guy to also turn on V-sync: $150,000
Create a back-up plan if the game/computer crashes: $200,000
Have a guy coach Chris Roberts through an hour of his own game so he doesn't look like a loving moron: $300,000

it's probably just dumb hyperbole, but i really like to think that dangerous levels of CIG exposure have totally compromised Citizens' ability to evaluate costs or value. poo poo wait
There's a tiny art to producing smooth gameplay demo builds for online videos or the E3 stage shows. Rigging things so that the Cool Thing happens on cue without the player having to futz around waiting for the AI to do something specific, mock-ups for gameplay elements that aren't quite ready for proper prime-time yet, multiple consoles set up just in case something goes awry... making a very unfinished game look more finished than it really is for a cynical audience is practically a tiny artform in itself these days.

Nostalgia4Infinity posted:

Wait wait. There's a news van space ship?!

How the gently caress is that even going to work ingame?

Are the building an ingame system where you can report the news? :laffo:
Something like Dead Rising But In Space would be pretty cool. Keep as much chaos and destruction on the screen as possible to score points! Look up a spaceship's skirt for a multiplier!

The Kins
Oct 2, 2004

D_Smart posted:

Last time I checked, they didn't have patch servers; and they were not using third-party CDN like Akamai, Edgecast etc. Outside of that, pushing 30GB (!) worth of data with each patch, leads to massive bandwidth costs. Ask any IT person to explain it.

LOD doesn't have two servers. It has two server clusters. Each cluster being made up of six servers. Each cluster serves as one cohesive "game server"

We don't have bandwidth costs for patches because our entire game is served via Steam, which, via SteamWorks (dev API), is actually a full blown patching system which you feed patch scripts and it intelligently does the rest for clients downloading it.
This is one of the things that I find interesting because I'm a boring human being. I wonder whether CIG's insistence on their own launcher/patcher is because they don't want to sacrifice the cut they'd have to give through the Steam store, or if there's some serious not-invented-here syndrome reigning.

Didn't you hear? Making average-to-decent annual franchise games is some Hague-level poo poo.

Scruffpuff posted:

You run around, and when you "get in" a ship, it's just superimposing your first-person toon into a larger first-person toon shell, and now you're "controlling" that ship, but really, technically, you ARE the ship. The flight-model is laughable, because it's just a tweaked first-person engine. Turn off gravity, make your forward speed a dynamic value and boom - you're "flying." So there's actually no flight model, or flight physics, because that isn't what the game was designed for.
Star Citizen: An advanced flight model on-par with the Strangelove mod for Unreal Tournament where you could ride around on-top of the remote-control nuke missiles.

Blazing Ownager posted:

That said, the soundtrack is absolutely great FPS music.
Thank you for introducing me to the Ghosts of Mars soundtrack. It presses all my happy buttons.

See? Good things DO come from this thread. Sometimes.

Dapper Dan posted:

:eng101: John Carpenter also wrote and preformed the Soundtrack to Ghosts of Mars
If you haven't listened to Carpenter's recent "Lost Themes" album, you probably should. It's cool as gently caress. Here's the first track, set to randomly chosen clips from his films.

Amarcarts posted:

-Technical question: What causes the character models to revert and lock into the "T position"?
I'm not sure how it works in CryEngine, but in the engines I've seen and used (mostly Source), it typically happens when the code tells the model to use an animation or state that doesn't exist, whether due to a typo or some other code bug. I'm sure some actual game developer can elaborate.

Dapper Dan posted:

Why they think that goons would simply disappear into the night instead of just buying a cheap pack and loving them over in massive numbers is beyond me.
Wishful thinking that this time, this time, things will be different and the Horrible Goon Horde won't show up and EVE all over their new sofa.

The Kins
Oct 2, 2004
I won't lie, I'd play a game about Space Hobos.

The Kins
Oct 2, 2004

Tippis posted:

FTL does meaningful multi-crew better than any other game. :colbert:


I like to laugh at SC as much as anyone, but that just can't be real. I refuse to accept it.
It looks filtered and/or as if it was upscaled or taken while the model was outside your depth-of-field or something. Please tell me that's at least somewhat skewed in how it was set up.

:eng99:
It looks like a screenshot from a Youtube video compared to high-res/promo images.

("The SC model compared to the other models, or the image quality?" "Yes.")

Brazilianpeanutwar posted:

I could just watch it for hours, looks like a loving psp game, actually gently caress that, peace walker had better character models for sure.
Not higher-polycount, sure (because the more polys, the merrier. just ask chris!) but Peace Walker's assets are definitely a gently caress of a lot better designed and animated.

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The Kins
Oct 2, 2004

Brazilianpeanutwar posted:

Star citizen : G-man from 2003 is more alive and expressive. edit : and better animated, ANIMATED, not even motion captured!
That's the funniest part - there wasn't any motion capture on the HL2 characters! It was a collection of overlapping "gesture" animations and "stage directions" for the NPC AI!

...well, they did some motion capture for Alyx, but I don't think it was used in the game... pretty sure it was only used as reference material. God I wish they did a second printing of the Raising the Bar book. There was so much fascinating stuff in there!

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