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CrazyTolradi posted:Yeah, and if it was just in the junior ranks, it wouldn't raise an eyebrow. It is, however, a bad sign when you do see a high turnover of senior management on a project like this that isn't even finished yet. Just saying "Yeah well companies have turnover, it happens" doesn't really apply here, these aren't just random code monkeys or artists that are leaving. Of course they probably could have paid people fairly and given decent benefits if they hadn't blown 10-20 million on poorly mo-capping Gary Oldman or decided to set up in Santa Monica or buy $20,000 coffee machines
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| # ¿ Nov 13, 2025 15:23 |
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Fish Fry Andy posted:Hey can someone explain what anything in this picture is to me? I know that Star Citizen has a pretty serious problem with horribly over designing its models, but what the gently caress is even going on here?
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I thought Peter Gabriel was a groundbreaking onomatopoeic genius of our times but apparently PAAARP is a Euro-fart?
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A Stupid Baby posted:Someone explain what the "parp" sound is. This is vital. I know it's gary oldman but where specifically does the "parp" noise come from ![]()
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Furious Mittens posted:He's a smug piece of poo poo, in my opinion. He sees nothing wrong with this project, refuses to listen to reason, and likely loves his weight because "there's so much to love". He thought he'd found his dream job working for his idol but then ended up having to lie on camera weekly to keep the jpeg money rolling in while realizing his childhood hero is a pudgy coked up Molyneux.
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Watched bits of that '10 for the Chairman' thing and thought it was pretty great that Chris is still using the future tense to talk about essentially every significant aspect of gameplay. Like NPCs "will" be able to man turrets in some vague fashion. Three years into development on a universe simulator and still working the kinks out of the engine and trying to make the basic flight model not garbage.
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Surely all of the ships and their roles and strengths are laid out in a design document that Roberts finished several years ago. Same with the simulated universe and how you can be an asexual firefighter cat demon or whatever.
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AP posted:WEEKLY DEVELOPMENT UPDATE Those cowardly publishers and their well known aversion to coherent development
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Daztek posted:
Sounds programming-intensive and also sounds like they haven't done much work on it yet. Here's hoping no crucial programmers jam their thumbs playing volleyball. Shimrra Jamaane posted:So how far along on the multiple alien languages do you think they are?
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Remember that Blizzcon where Mike Morhaime's wife opened the event with a tearful monologue? And then not long after they had to delay the release of that WoW expansion because their lead raid programmer got tennis elbow. Triple A games, man.
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Amarcarts posted:How hard is it to just put fraps on a QA guy's computer and upload it to youtube? ![]() A Neurotic Jew posted:
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Despite all of the team leads and specialists who've left or been fired it sounds like there are still dozens of certifiably well-qualified game devs working at CIG. The amazing thing is how effectively they've been stymied by incompetent management. That some of them have still been able to sneak in some quasi-functional, sort of interesting game elements should not be totally surprising.imperialparadox posted:They quality and style of Hamill's face is on one level, while his helmet and his outfit are on a lower level - they don't match at all. It almost reminds me of one of those stands with the cartoon characters that have a hole cut out at the face so you can stick your head in it and take one of those dumb touristy pictures. Let's hire an older dude who's one of the best voice actors ever but instead of having him voice an alien villain or something interesting let's have him be a muscular hero figure. With a scan of his face. And yes, Sandi, we'll digitally remove the facial hair he grew for the other space movie!
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It's so disappointing when I get into a car while playing GTA and it's all over in a second or two. Where's the fifteen second high fidelity entrance animation? Important actions such as adjusting the seat or checking the mirrors or buckling in are all glossed over so carelessly. And when my character dies and respawns at the hospital, lazy Rockstar just plops him down outside on the street. They missed such an obvious opportunity to have a twenty second animation of Michael slowly getting up from the hospital bed, and then allowing you to walk down several hallways and hit ^USE^ on multiple doors, and what is life without half a minute spent activating and waiting on both sides of an airlock!?
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Here's the best video of exciting multicrew 2.0 action I could find:https://www.youtube.com/watch?v=bpWn3E3ya_M CIG designers sat down and figured out how to make a screen full of shield controls even less fun by having you stare helplessly at SYSTEM UNAVAILABLE half the time.
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G0RF posted:Ben, on the Anniversary sale, "We made a lot more money than I expected."
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Considering that losing one programmer to a bicycle accident only set them back weeks I'm sure dedicating additional programmers to rewriting the engine for DX12 will not impact the development of Star Citizen: Matrix Universe Simulator.
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Daztek posted:They're only just now going to think about this?
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Multiplayer aside is it really technologically more difficult to have a player fly a space ship and then get out and paaarp around in zero G than it is to have a player drive a car and then get out and run around a city? You know like GTA3 did in 2001? EVA seems to be the big thing when it comes to people claiming that SC is some impressive leap forward in game design but I don't understand why that is. I don't even see how this glitchy mess shows promise or represents a solid foundation on which a good game can be built. The difficulty in simulating a universe should not be in wrangling your mutant FPS engine to do basic space game things without crashing, and yet that's where CIG is after four years.
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Tokamak posted:
In a crewed vehicle combat game like Guns of Icarus are all of the separate airships with crews running around on them also technically game worlds within a larger game world? Or is there something specific to having localized physics on ships that roll and pitch? Videos don't seem to indicate that SC is simulating the effects of momentum and G forces on people walking within the ship, they're just in their own little static FPS world.
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A Neurotic Jew posted:
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Obviously the amazing reveal will be the $63,000,000 stretch goal. High fidelity Legal They will sell corgis for $30,000.
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Rudager posted:What the gently caress game are these morons playing where SC Alpha 2.0 is a breakthrough
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redwalrus posted:Its all fun until its true. Mirificus posted:
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Holy poo poo they have CLIPPING.
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It's kind of depressing to see talented artists producing cool things for a doomed project run by an incompetent. e: "worked for Waterworld!"
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Yeah! No no! Chris Roberts endorses stealing ships
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Is he high or does he always ramble like this? Now the game will include spooky haunted house Alien elements.
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Beer4TheBeerGod posted:They're repeating the same content over again. Sandi.
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It seems somewhat telling that they didn't have any footage of John Rhys-Davies' face on an actual model animated and talking. And the facial animation on Hamill in the Old Man trailer was clearly done by hand. I wonder how hosed they are in trying to get poo poo rigged properly.
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Oh my god have a peon log on first and then if it works have Chris sit down. Don't film him attempting to connect to your lovely game.
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So are they chucking everything from the 2014 Citcon demo? There's no way that barren lumpy procedurally generated stuff is going to seamlessly transition into the big fuckoff cityscapes with the cosmetic ship traffic buzzing around. I guess maybe you can fly directly to the surface of less populated planets and the ones with cities have a loading screen and a landing animation? They were obviously avoiding approaching the facility from high altitude in their "pupil to orbit" bullshot and the sandbox bit. Probably just pops into existence at a certain distance. Also difficult to see how the procedural generation jibes with landing zones like the Nyx demo thing https://vimeo.com/137655209
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Beer4TheBeerGod posted:They'll need both bespoke content as well as procedural generation. Unless they're pulling off a NMS level of procedural generation then it will only be dead planets. Modular construction will already let them handle the space station stuff for poo poo in orbit as well as on the ground there, and that leaves the hand crafted stuff for major worlds like Earth, Terra, etc. Procedural generation was something they intended to research awhile ago but nobody really expected it to be out so quickly. Having a hard time seeing this as anything but a way to squirm out of actually delivering on their promise of 100 star systems each with "multiple" "high-fidelity" "expertly crafted" landing zones. Now they can just generate a planet, paste on a preset facility, and call it landing zone x/200. Chin fucked around with this message at 22:39 on Dec 16, 2015 |
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The only enjoyable aspect of the Pupil bullshot is Pedro Macedo Camacho's music. Perfect for making stupid people think they're being affected by what they're watching. Like when people put Hans Zimmer music behind a pet montage and their idiot friends and family all gush about what a moving film they've made.
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jaegerx posted:I think we will get squadron 42 but it'll be a smaller edition than promised. Probably if we're lucky 6 hours of actual gameplay with 20 hours of mocap.
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Has Chris ever actually said "no" or even "probably not" to a question posted to him about what will be included in his universe simulation?
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An excited cultist in his new Freelancer space truck
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So was the World of Warcraft Alpha I don't understand game development
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Angela Christine posted:Sound an air horn makes. https://twitter.com/hashtag/paaarp https://twitter.com/hashtag/paaaarp https://twitter.com/hashtag/paaaaarp
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| # ¿ Nov 13, 2025 15:23 |
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A Neurotic Jew posted:10 For The Chairman is out.
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parp





