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Shaman Tank Spec
Dec 26, 2003

*blep*



MeLKoR posted:

I am a coder and it strikes me as a proper load of bollocks as well.

Seriously. Even migrating from one version of the SAME ENGINE (not two different and separate forks of the same engine) can be a loving nightmare where half your poo poo randomly breaks. Talk to anyone who uses Unity regularly about Unity version changes and watch them sweat. And note, this is a product where it's been designed to make this process as painless as possible and ensure that versions 4.1 and 4.2 are as compatible as possible, not two separate bunches of coders going in different directions and adding poo poo as they see fit.

I agree with both your points as well. If StarEngine actually featured any significant amount of custom code porting it over to Lumberyard is going to be a significant undertaking. So they're lying one way or another!

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Shaman Tank Spec
Dec 26, 2003

*blep*



Flared Basic Bitch posted:

I’m the persistent “persistent” online “online” game “game” that can’t save information for more than one character.

Like, I'm not saying this should be 100% trivial to add because especially in a game where a player has account level stuff and character level stuff some consideration does need to be taken, but jesus loving wept. They claim to have nearly 500 employees and they can't implement a feature any first year comp sci student who has done intro to databases should be able to do in their sleep?

Every time something like this comes out, it just turns the spotlight on what an absolute and utter shambles this whole project is. It's just hack on top of hack, kludge on top of kludge and poorly thought out loving pre-alpha of a proof of concept level implementation, while their faithful cream themselves over and over on how close the game is to be finished.

It'll loving NEVER be finished. They haven't even begun to chip away at absolutely 100% crucial stuff they should have nailed down and perfected before any other work got started, and the poo poo they have is obviously in need of being completely torn down and rebuilt.

Shaman Tank Spec
Dec 26, 2003

*blep*



Milkfred E. Moore posted:

that's a cheap looking model

Yes it is. It looks like vacuformed plastic. Nothing had good definition, the edges are weirdly rounded and the paintjob is very basic. There’s little to no shading and no weathering which makes it look like a cheap GI Joe toy or something.

This is supposed to be a high profile show piece and as such it sucks.

Shaman Tank Spec
Dec 26, 2003

*blep*



People on /r/games are loving INTO the Squadron 42 trailer.

This fella seems to be especially into it, calling it the next Mass Effect. Shame he's not exactly familiar with CIG's scheduling though...



Yeah, six months of polish is all this turdburger needs to come out...

E: holy gently caress that ZenMaster video. This game looks so bad. The flight model looks awful, the gunplay doesn't look fun in the least. All they have are graphics and even those aren't THAT great.

Shaman Tank Spec fucked around with this message at 10:29 on Oct 11, 2018

Shaman Tank Spec
Dec 26, 2003

*blep*




There is literally no loving way they'll say "the game is coming out in June 2019" or whatever in December. It'll be another vague, handwavy roadmap of poo poo that'll happen in Q4 2019 or whatever, and S42 will be scheduled for 2020 or something AT BEST, and probably we won't get any type of estimation for a release date. And then they'll miss all their milestones, because that's what they do.

You won't convince me for one second that they have even the HUSK of S42 in any kind of shape. If they had anything other than snazzy mocap cutscenes to show, they would've shown it.

Shaman Tank Spec
Dec 26, 2003

*blep*



IncredibleIgloo posted:

I am still shocked that those prices are in real us dollary doos.

Seriously. These prices are loving INSANE. I've bought many premium ships for World of Warships, and many premium tanks for World of Tanks. They are all LITERALLY IN THE GAME and I can play them in functional, full-featured games the moment I buy them. Their prices top out at 40-50€ a pop (and usually those are packages which come with in-game consumables etc) and I still think those prices are a bit much, when they are literally a fraction of Star Shitizen's "pay us for a JPG which may or may not actually be implemented in our piss poor, barely functional still early days after 7 years pre-alpha" prices.

Shaman Tank Spec
Dec 26, 2003

*blep*




The best thing about this is that the supposedly superior Star Citizn face isn’t much better (if at all) on a technical level. Both faces have pretty equal levels of detail, but one was motion capped from an actress we all know so everyone can go ”ah yes that does indeed look like Gillian Anderson”, the other is some unknown making a goofy face.

Excellent does indeed take time, but Star Citizen ain’t it.

Shaman Tank Spec
Dec 26, 2003

*blep*




What’s the original source for this?

Shaman Tank Spec
Dec 26, 2003

*blep*



NoMas posted:

Are you serious

Yes. I missed whatever it was back in the day, and now I am full of questions. Why is Sandi dancing? What possible context could there be? Who else was dancing (apparently Ben et al as per another reply in this thread)? How horrible and cringeworthy must it be?

Shaman Tank Spec
Dec 26, 2003

*blep*



Star Citizen posted:

TL;DR There are no expectations of what the initial roll-out will look like, because it simply isn't developed enough so far, and therefore it's difficult to see what hurdles would need to be overcome.

This set my developer / project manager spider senses tingling. There's no way any meaningful salvage gameplay is coming out by the end of 2019 if they don't even have a design specced out. It might be different if they had the component parts in the game already, but they have to build systems for salvaging, foundations for those systems, foundations for those foundations etc... and they still haven't even started to design any of them.

Jesus christ this project is a clusterfuck.

E: I mean yeah sure if you were working in a vacuum, you could do a fun space salvage game even in Cryengine in 6 months and release a playable beta, but they're not in a vacuum. Somehow all this poo poo has to connect to their current spaghetti code nightmare, AND be compatible with 500 other systems Roberts promised to get money, and haven't even begun to be designed much less implemented yet.

And some idiots actually expect this shitshow to be done in a couple of years?

Shaman Tank Spec fucked around with this message at 11:04 on May 21, 2019

Shaman Tank Spec
Dec 26, 2003

*blep*



I'm working as a research programmer at a university these days, and as part of my job we have to write papers on the stuff we're doing. Recently we submitted a conference paper on the differences between traditional software design and game development from a requirements engineering perspective.

One of the reviewer comments was completely clueless in every single way, but the guy finished by saying "I find the comparison between software development and game development baffling, as if anything, game development is closer to Hollywood and movie production these days".

My honest to goodness first reaction was "Roberts is reviewing papers these days?!"

Shaman Tank Spec
Dec 26, 2003

*blep*



Remember one of Roberts' biggest lies? That the whole universe would be an in-depth simulation where everything actually happens and nothing is faked and NPCs actually do supply runs and get pirated by pirate NPCs etc?

Obviously I never believed that for a moment, but if I did, I'd be curious to find out just how that is supposed to work with SSOCS. They have to turn off all parts of the universe where players aren't currently, so the servers don't keep crashing every 12 hours and have a maximum player count of 50, yet at the same time the whole universe will be meticulously modeled and simulated?

I mean I know the answer but it would still be interesting to hear how shitizens are able to take these contradictory statements and somehow have them both be true at the same time.

Othin posted:

Oh yeah, Erin Roberts has also gained at least 300lbs since I last followed this mess and it was literally shocking to see him. The cultists also have some new acronym that I see them pinning all of their hopes and dreams on, what's up with that? It's like SOCS or SSOCS?

Server-side Object Container Streaming. Basically server-side occlusion. The theory is that the servers will only simulate the areas near players, which is of course sane and it's what pretty much all games already do, but it isn't some kind of magic bullet solution.

Cultists believe that once SSOCS is implemented, their 50 player max cap servers will magically turn into MMO servers capable of serving thousands of players, which is of course bullshit. Even if it did somehow work, you'd quickly reach a point where players had spread out so wide across the server that you'd again be simulating huge areas of it.

Ultimately what we come back to is that maybe it's a bad idea to make a massive twitch combat space MMO in a game engine intended for small FPS maps.

Shaman Tank Spec fucked around with this message at 15:56 on Aug 28, 2019

Shaman Tank Spec
Dec 26, 2003

*blep*



Hav posted:

It's your server-meshing that's going to magically make AWS into the largest computing supercluster on the planet.

Oh yes right. The computer visionary Chris Roberts has designed a way to seamlessly mesh countless servers together, so that if a commando from one ship fires a bullet through his ship's window, it will travel across space and server boundaries to seamlessly hit another commando in his ship's Holodeck.

I'm not being sarcastic either, this is what they've been promising.

Shaman Tank Spec
Dec 26, 2003

*blep*



Hav posted:

Even better, they appear to be wedded to the engine itself and have doubled down on Lumberyard, meaning that they get nothing from the last two major updates for CryEngine, which include new interest management (the whole 'culling' thing) and support for graphics cards released in the past seven years.

That is just absolutely perfect. Cultists are creaming their pants over the REVOLUTIONARY tech Roberts is personally coding and which will alone make CIG millions in licensing fees (in 2-3 years when it's done)... and then a newer version of the engine they're using, a newer version which they'd already HAVE in use if they hadn't hosed over Crytek, already has it built in :bravo:

trucutru posted:

At the same time, if you go play the PU right now and have another player shoot you from a long distance their bullets won't reach... unless you zoom on them with your binoculars or whatever, then the bullets will hit you.

That's just how good their culling tech is, it's LITERALLY bulletproof!

Shaman Tank Spec
Dec 26, 2003

*blep*



Rotten Red Rod posted:

I'm not a programmer, but this strikes me as either total bullshit or incredible inefficiency if true. Can anyone with more experience give their take?

Yeah it's absolute dogshit. If SQ42 really connects to a local server, Crobbers and CIG are even dumber than I thought possible. There's literally no point to having a server for a single player game, because everything is running on the local machine, in the client, and if anything it will just complicate things immensely.

Most games will of course have some kind of game manager -type component that handles things like "the mission started, place the player's ship at co-ordinates X,Y and Z, play fullBurn.mp3 and Mark Hamill's speech, then spawn 5 enemy ships over there", but that's nothing like a server.

Shaman Tank Spec
Dec 26, 2003

*blep*



luetm posted:

Hmm... I'm a dev, but line of business, not games. So grain of salt and all that.

If they were only making SQ42, yes they wouldn't need a server and thus no SSOCS. I guess their reasoning is to use the same tech stack for both games to reduce waste. You are on a server, but your own one, hosted by you.

This has the advantage of coop being quite trivial to implement, but also makes the SP package quite loaded. As an example, I played Freelancer like that. Worked great.

However, the scale of things makes me sceptical. CR wants MMO scale. As an analogy, that sounds like if Blizzard would make you run your own private server for a few on rail single player missions. Letting complex servers like this run on a gaming machine with good knows what else on it must be a challenge on it's own. Probably will have to make a special version of this server for the SP.

--> in the end coding a stand alone SP with asset reuse would probably have been smarter, but without coop. But the plan doesn't seem as off the charts bonkers to me as it seems to you apparently.

My 2 cents...

I'm a dev too, but in academics (for a few more months) with games on the side as a hobby, so it's not like I'm king poo poo of game dev mountain either.

Honestly, in any sane universe they would have just laser focused on SQ42 from the start. Used that to make the basic gameplay fun as hell, get the flight model nailed on etc. They can also use that project to start building assets, to start building lore, start building the universe. Then when SQ42 is done, start to build Star Citizen by reusing the flight model etc. Doing it the other way around ("we're building an MMO, and the single player is a gimped version of that running on your local machine!") is just insane, and it's extremely loving telling that 8 years on they still haven't even gotten the flight model to a decent place.

Shaman Tank Spec
Dec 26, 2003

*blep*



AbstractNapper posted:

I mean they obviously spend zero time on s design document to work with and for years their laser focus was on outputting cool cutscenes in order to sell jpegs to gullible people and figuring new "stretch goals" and features to promise to keep the hype going. Their whole development is backwards, and not in the way that "hey maybe a top-down approach could also work?" but in an intended "dazzle the PC Master race dolts with detailed models and seemingly innovative development terms (see bad use of compiling, refactoring, pipe lines, feature locked), figure out the rest later".

Precisely. The funny thing about the cultists complaining about people not understanding game development is that accepting CIG's way of doing things illustrates how little THEY understand about game or software development. Anyone who has ever made even a simple game project understands how rear end-backwards their way of development is.

Honestly, I think they backed themselves into a corner. If I had to make an educated guess I'd say Chris Roberts, years divorced from doing any actual development work, massively underestimated the complexity of making a game in TYOOL 2011, let alone something like Star Citizen.

One of the key problems in making games is that on paper things seem super easy. When you write something down or talk it through with your co-devs, it all makes sense, it's all logical, it all works and it doesn't seem that complicated. Then when you actually start to plan it out or execute it, you start to discover all the problems you didn't consider, all the ways it doesn't really interact with the rest of your game that well, and it turns out to be a lot more complex than you thought. This is probably an experience any game dev, amateur or professional, will identify with.

I would also imagine that if you're approaching game dev with little experience, it's kinda easy to fall into a trap of thinking "OK if we make these realistic systems that simulate real life in space, then it will all just work because real life works too". Like imagine you were making a car driving simulator. You just model all the components of the car one by one in your game engine, and you'll have a very realistic simulator of driving a car, right? Well, no. Even if that was true, it still doesn't give you a fun game. And once that realization started to sink in, they were several years in and had promised the sky and the moon to their cultist backers, and were staring down a mountain of engineering debt that would take years and years to chip down into even a bad game.

They're completely and 100% hosed. And because the foundations of this project are rotten to the core, SQ42 is completely and 100% hosed as well. They really should have just completely stopped work on Star Citizen years ago, and started fresh with SQ42, but of course they can't do that because their gigantic dev teams need the constant steady income of cash from new ships and new gameplay mechanics to stay alive.

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Shaman Tank Spec
Dec 26, 2003

*blep*



Nyast posted:

15 tasks completed ?

For 500 people working during 3 months ?

Yeah, I work in academia where there really isn't much expectation of producing anything concrete, and if our results were like this we'd be out of the door.

I also like how in their loving lovely progress report meaningless piddly poo poo like "Organics Shader" that would take any competent graphics programmer very little time to do, and massively complex poo poo like entire features or gameplay modules, are given equal weight.

That's some A++ project management, lemme tell you what.

Shaman Tank Spec fucked around with this message at 15:12 on Sep 2, 2019

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