David-2

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  • in reply to: Star Citizen – General Discussions #2909
    David-2
    Participant

      [quote quote=2878]You can read more about that in our Monthly Report here: March 2016 monthly studio report.[/quote]

      So go and read the monthly report – which actually reports on a quarter’s worth of development – and see what they claim are their great new features in the latest patch.  The answer is: ships.  Because all the actual quarter’s worth of code “engineering” turns out to be subsystems/subfeatures that aren’t ready to ship yet … but when they do ship they’ll be absolutely great stuff!

      Check it out for yourself.  It’s real cutting edge stuff:

      1. Door and ramp interactions.  Because, god knows, when you’re ready to go and explore the universe and procedurally generated planets or attack pirates or conduct interstellar commerce etc. etc. the principal thing you’re concerned with are your door and ramp interactions.
      2. Can route different amounts of energy to different shields on your ship.
      3. Persistence arrives: Your in-game purchases will persist.  That’s the only actual persistence they mention.

      And … wait .. that’s it for “Engineering” this quarter.  Unless you count the power-plant swap capability as “Engineering”, which they don’t (it’s “Tech Design” along with the ships).  You’ll see this advanced new tech someday, but it’s not ready yet.  Soon though!

      They did have time to put together an “April 1” web page, so there’s that.

      in reply to: Star Citizen – General Discussions #2862
      David-2
      Participant

        [quote quote=2857]The most embarrassing Star Citizen footage you’ve seen to date. This is what they are showing as their “procedural planet generation”.[/quote]

        I’m not a gamer so I hope a gamer can clue me in here: What, in the SC game (or any game I guess), is the “fun” part of these procedural planets, whether they have realistic atmosphere effects or not?  This video just shows a guy walking around a lumpy but otherwise featureless landscape, though I guess there’s a cliff or something you might fall off of.  I get that it’s just a “demo”.  But obviously there’s more to the gameplay than that.  What do you actually I do on these generated, featureless planets with your characters?  (I mean this seriously: I don’t play these games.) I guess I’m trying to figure out how significant the feature of 1000s of generated planets is to the “final” gameplay.

        (*) I don’t play games, I’m just here because first, I like watching train wrecks, and second, Mr. Smart was a guest at a DevGame course session (from Vox Day) and I was interested in what he had to say about game development.

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