dsmart

Forum Replies Created

Viewing 8 posts - 177 through 184 (of 649 total)
  • Author
    Posts
  • in reply to: Star Citizen – General Discussions #3581
    dsmart
    Keymaster

      Star Citizen is #7 in the Top 10 Craziest Crowdfunding projects on watchmojo!

      in reply to: Star Citizen – Terms Of Service #3580
      dsmart
      Keymaster

        For the satisfaction of the ToS promises, in addition to the above, CIG has provided numerous dates for the delivery of Star Citizen. One of them is the PAX East presentation in Mar 2015.

        [YOUTUBE]https://www.youtube.com/watch?v=v8BL8gXjc54[/YOUTUBE]

        And still on the game’s community page:

        in reply to: Star Citizen – General Discussions #3577
        dsmart
        Keymaster

          heh, on my Discord channel over the weekend we were laughing about that. Imagine them inviting me. Then I get on stage, go completely off script and off the reservation, and start ranting about Star Citizen, even as I get dragged off stage while screaming LET ME FUCKING FINISH!!

          in reply to: Star Citizen – General Discussions #3576
          dsmart
          Keymaster

            The backers will never know.

            in reply to: Star Citizen – General Discussions #3572
            dsmart
            Keymaster

              The ramifications of this E3 miss are beginning to sink (1, 2) in.

              in reply to: Star Citizen – General Discussions #3571
              dsmart
              Keymaster

                I don’t think it has anything to do with staff. It has to do with the fact that they simply don’t have anything to show. For one thing, if SQ42 was going to be released in 2016 – which we know by now that it isn’t – this would have been a perfect opportunity to showcase it. If they had something worth showing. They don’t. And anything they show that wasn’t spectacular, would have been even more disastrous for them.

                in reply to: Star Citizen – General Discussions #3570
                dsmart
                Keymaster

                  Excerpt from my Condition Red blog related to networking instances.

                  DEATH BY A THOUSAND CUTS

                  For Star Citizen, the elephant in the room in terms of tech, is this notion that somehow a twitch-based game designed to be instanced, and which can’t even get more than 10 clients in a session without very bad things happening, is going to turn into an MMO. But back in Nov 2012 (when he was seeking funding for the project) when Chris Roberts wrote this missive about multiplayer and instancing, I have absolutely no doubt in my mind that this guy – who hadn’t made a game in almost 15 years at the time –  really believed that what he was writing and dreaming about, was in fact possible. Hint: it’s not. Like over 90% (at last count) of everything he has said/promised about this project in order to get funding, it’s pure and utter horse shit. And back in July 2015, one of the devs actually added his own thoughts which then made it painfully clear that not only were they winging it – which is the basis for R&D btw – but that they also had absolutely no clue how they were going to actually do it.

                  As of this writing, not much has changed since then; neither in the underlying network architecture, nor the instancing part of it.

                  As an experienced software engineer, I can tell you – flat out – that inter-instance communication described in this manner – and for the game pitched – is not only improbable, but it’s also the sort of thing that fairy dust is made of. And we’re not talking about the ability for a database in one server instance to talk to another database (e.g. user) in another instance. That’s pretty trivial (we’ve done just that in Line Of Defense btw) and rudimentary.  No, we’re talking about the ability for one game instance (A) with players, to communicate with another game instance (B) that also has players. As that is the only way that you’re ever going to get Tom on A to see/communicate with Harry on B. Before you even go that far, know this, in order for that to even work, you need to have a unified and persistent universe that acts as the “play” area for Tom and Harry.

                  Before you say Eve Online has done it; don’t – they haven’t. If you’re a programmer, go ahead and read up on the EO architecture (12) – which btw has been drastically improved upon over the years. That EO bespoke architecture was built from the ground up as part of the engine and for a specific game. A game that’s not twitch-based or anywhere near the fidelity of the seamless architecture that Star Citizen is shooting for.

                  Simply put, without a seamless inter-instance communication backend, there is no Star Citizen MMO. Like ever. And while Chris was flat out of his depths and just making shit up, Alex on the other hand outlined how it could be done. Theoretically. See the difference between those two accounts of the same thing? While you’re at it, this is the list of games made with CryEngine. Count the number of standard MMO games which have actually been completed and released.

                  As I write this blog in the middle of May 2016, not only do they not have a persistent universe to speak of, but they still have serious issues with instances hosting more than 10 clients. Not only that, as an instanced game, the chances of you and your buddies to be in the same instance are next to impossible. This is not a game whereby you fire up a server browser, join a server, then tell your friends to come to that server before it fills up. Nor is it a game whereby you can spin up your own private server – which they also promised btw.

                  The sad part of all this? They were never supposed to be building an MMO to begin with. Somewhere along the line, despite saying it wasn’t an MMO, Chris decided they were going to build one after all. Just like that.

                  When Line Of Defense was designed, right off the bat we knew what our networking architecture was going to be like. We also knew that we wanted to have the flexibility of having either a standard MMO architecture, or a standard server browser based option for consoles – in the event that I allowed players to host private servers. And the world – in both cases – would be 100% persistent. In fact, it was designed in such a way that redundancy was key. We have client limits not only based on specific scenes, but also on an entire cluster which runs a single world. We did this so that if one scene (e.g. Heatwave on the planet) in the world goes down, it doesn’t take the whole game world/cluster with it. Instead, everyone on Heatwave would be kicked out and they could immediately rejoin the game and go to another scene (e.g. Frostbite) while Heatwave came back up. And all the scene links (via jumpgate and DJP) are intelligent enough to prevent access to a dead scene; while allowing it as soon as the scene was back up. So if you are in Frostbite or in Lyrius space, you can’t get to Heatwave if it was down; but you have the rest of the game world to play in.

                  So essentially, unless a cluster of servers running a world of 13 (4 planets, 4 space, 4 stations, 1 carrier) scenes suffers a catastrophic collapse, there will never be a case whereby people can’t connect to and play the game. And the beauty of it is that we can spin-up entire clusters as-needed.

                  And we have hardware servers – not cloud instances (Amazon | Google) – because not only is the game not instanced, it was 100% persistent right off the bat. We just built a “game” on top of it. We didn’t try to shoehorn persistence as an afterthought, long after critical engine work already done, would make it an insurmountable task. Further, hosting our own servers for a twitch based game, makes the most economical sense because for these types of games, because leasing or doing server co-lo, ends up being cheaper and offers the most flexibility.

                  This design also means that you and your friends can always meet anywhere in the game world; and even if a cluster is at peak – or is down – you can always join up on another cluster because for LOD, “server transfers” are a non-issue: you can take your character to any server cluster, and at any time. All you have to do is logout, and log back in. Boom! You’re playing.

                  These are all the reasons why, when I designed the game world, I partitioned it as I did. I opted for redundancy and up time, over fidelity and seamless (oxymoron) bullshit. And if the game does well, not only does this design allow us to add more scenes to the current Lyrius planet, but also any planet or any space sector. This would also allow us to eventually build out the entire game world that the IP (used in my Battlecruiser/Universal Combat/All Aspect games) is based on, while later adding staple features from my previous games, such as trading and mining, with the addition of capital (transport, cruiser, carrier) ships needed for those features.

                  First rule of game development: choose or build an engine specific to the game you’re making; not the other way around.

                  in reply to: Star Citizen – General Discussions #3565
                  dsmart
                  Keymaster

                    In my Condition Red blog, I had a section about SQ42 and also mentioned what insiders said about a trailer that was supposedly coming to the PC Gaming Show at E3.

                    So, not only is there now no release date for either Star Citizen or Squadron 42, but now reports remain consistent that, unless they cut and rush, it would take a miracle for even SQ42 episode one to see the light of day before mid to late 2017. Let than sink in.

                    To add insult to injury, with all the different broadcast shows that they have, not only have they not shown any gameplay footage to backers, but now word is that they are going to be showing a “reveal” trailer at the upcoming PC Gaming Show or failing that, they will show it at the end of June. Yes, instead of showing backers what they have already paid for, they’re going to instead do the reveal at a third-party gaming event. That is how much respect they have for backers who made this whole thing possible.

                    Sources say that the trailer is about 2:30 mins long, will feature segments (you’re a turret gunner) from the first mission showing both Hamill and your commanding officer, Kelly, in some Godawful scene; and with dialog that makes even the shitty Vandul sequence look like an Oscar worthy performance. Oh, and apparently the only combat sequence is of a Starfarer under some sort of attack and lasts for all of about 30 secs. So basically, the majority of the trailer is of mocap bullshit that has no relevance to gameplay. Essentially, it’s just Chris justifying his expensive mocap shoots and equipment, live actors – and a shitty script that reports say is as cringe-worthy as you could possible expect from the guy who made the Wing Commander movie and a string of horrid movies thereafter. All of which, in case most have forgotten, were buried in yet another failed venture. NOTE: They will most likely change the trailer now. But that’s fine because it’s highly unlikely they will change the game script because of a minor trailer leak. Then again.

                    Now word is, they’ve pulled out of the show completely. Gee, I wonder why. Could it be because i) they have nothing to show ii) whatever they show of SQ42 would pale in comparison to other offerings? No – that couldn’t possibly be it.

                    This not only after promising (at last year’s event) to come back this year, but also confirming it with PC Gamer; only to back out.

                    [YOUTUBE]https://www.youtube.com/watch?v=uXpJmxleflw&feature=youtu.be&t=1m42s[/YOUTUBE]

                    The Star Citizen community is ablaze (1, 2, 3) by this news, as they finally come to the realization that this project is completely FUBAR. Not to mention the fact that neither Star Citizen nor SQ42 is ever going to see a final 2016 release.

                    The reality of the situation is as I have stated many times already that neither Star Citizen (aka PU) nor Squadron 42, will see a “final” release in 2016. In fact, various sources have indicated to me that SQ42 episode 1 probably won’t see a release until Q4/2017, while others a pegging it at “mid to late” 2017.

                    One could argue for the complexity of pulling off a game like Star Citizen in an unsuited engine like CryEngine. However, those excuses don’t hold any water when applied to SQ42 which is basically a single player on-rails shooter with Godawful (according to sources) cut-scenes, script and acting.

                    [YOUTUBE]https://www.youtube.com/watch?v=qexLUpQJPw8[/YOUTUBE]

                    Yet, as of this writing, aside from an awful December 2015 Morrow Tour reveal above (have you seen it?), and mocap (!) sessions, nobody has seen any game play footage of the game. Not even big media outlets (including BBC, PC Gamer) who were invited to tour Foundry 42 UK (where it is being made) last year.

                    Oh, and this footage from the same December 2015 Squadron 42 reveal.

                    [YOUTUBE]https://www.youtube.com/watch?v=8EC4WHPxnrk&feature=youtu.be[/YOUTUBE]

                    Meanwhile…..

                     

                  Viewing 8 posts - 177 through 184 (of 649 total)