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Star Citizen

Dark Drakan

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Star Citizen's single-player component Squadron 42 stars some big names...


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The cast of Star Citizen's single-player component Squadron 42 stars actors Mark Hamill, Gary Oldman, Gillian Anderson and more, Cloud Imperium announced during CitizenCon 2015 this weekend.


The space simulation’s crowdfunding total currently sits at US$92 million and remains the most backed crowdfunding project ever. Cloud Imperium Games expects the total to reach US$100 million by the end of the 2015.



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Dark Drakan

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Gawddamn. This project is HUGE, I hope they can pull it off.

Still another 2+ years of development ahead I believe but with each new update and new module that has been introduced it seems to be coming together nicely so far (from what we have been shown). By the time the end product is close to release I imagine its going to be one of the biggest games packages ever created.
 

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Big changes are coming in the Star Citizen Alpha 2.0 release

The "flashiest" feature in alpha 2.0 are the new flight modes, which will selectively modify ship behaviors in order to better suit particular situations. For instance, ships will launch in Precision mode, which reduces top speed and scales back acceleration in exchange for finer and easier maneuvering, while Cruise mode is the exact opposite: "Velocity at the expense of control," as Cloud Imperium Games explained in yesterday's update. The third mode, SCM [Space Combat Maneuvering] appears quite similar to the current Arena Commander flight model, but now calculates maximum velocity dynamically as a function of force and mass in order to optimize each ship's performance in a fight.

Star Citizen Alpha 2 0 Flight Model Introduction

 

Dark Drakan

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Cloud Imperium Games rolled out the Star Citizen Alpha 2.0 gameplay trailer during The Game Awards last night.

 

Dark Drakan

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Dark Drakan

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Star Citizen: Around The Verse 3.5


This week, join our UK Studio where we find out what's new in Star Citizen. Get a complete update of what the studio is working on from Nick Elms. A deep dive into the making of the Dragonfly as well as a special look at the future of ships from Nathan Dearsley.
 

Dark Drakan

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Inside the Troubled Development of Star Citizen

This is a VERY lengthy but great article detailing the issues Cloud Imperium Games & Chris Roberts have had over the 5 years of development they have currently had for the game. It goes into great detail about many of the troubles the studio has faced and a lot of the controversies and negative press the game has had in that time and its definitely worth the read.
 

Dark Drakan

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Star Citizen: Procedural Planets v2


Brand new procedural planetary tech to a massive sandworm, the Homestead Demo they premiered at CitizenCon 2016 contained a ton of cool content. The sheer scale of the game along with the weather effects, planetary scenery and pretty much all the action is mind blowing.


Im a little wary of joining the hype train after the disappointment of No Mans Sky but all the footage of this is looking stunning so far and with such a large team of veterans and a huge amount of cash generated is it possible they could actually pull this off....?

Star Citizen: Full CitizenCon 2016 Presentation

 

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This week’s special Around the Verse provides an unprecedented look behind closed doors at Cloud Imperium Games and Foundry 42. Experience the trials and tribulations that occurred with the CitizenCon demos, and see how the Star Citizen team rallied together to make this year’s presentation a success.

The merits of Star Citizen's development openness
 

Dark Drakan

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In a bid for transparency, Star Citizen reveals internal schedule to community

Chris Roberts Statement

As you know we've not been keen to give hard dates on the project ... When I've talked about releases, I've always qualified any discussion of timing with 'we're hoping to' or 'the goal is' to give a rough timeline for people, but unfortunately some people often tend to forget the qualifiers and treated my comments nonetheless as a promise.


"Because of this we have been reticent to share our internal timelines, even with caveats, as it always seems to cause trouble ... I've reflected long and hard on this dilemma and have concluded, to quote another eighties film, 'The only winning move is not to play.'

"What if we didn't give you just an estimated date, but instead shared our internal schedule? No filter, no hedging. You see what we see."

It's been a long-running debate at Cloud Imperium Games, apparently, because target dates aren't release dates, and everything tends to move at one point or another. "The danger in doing this has always been that casual observers will not understand this, that there will be an outcry about delays every time we update the page," he wrote.

But: "We've taken stock, thought through everything and decided that, while that is a risk, above all we trust the community that has given us so much support ... and now we think it is right to further part the curtain and share with you our production process."

This is experimental. The entire curtain won't be drawn back; we don't now know internal targets for Star Citizen's release or Squadron 42's. Instead we know everything to do with Star Citizen alpha update 2.6, which, according to the internal timeline, is aiming for an 8th December release. Note that we're still not at the planetary landing part of Star Citizen yet. That's a feature planned for alpha 3.0. Nevertheless, if the transparency with alpha 2.6 goes well, getting the full picture on alpha 3.0, and perhaps even the game's ultimate release, may follow.

"If this initiative is well received, then we will continue this process as we move onto the next milestone,"
 

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Star Citizen’s animation system models interactions down to the last detail

The latest Around the Verse video goes into, well, detail about one particular aspect of those details, describing how usables work. Essentially, the system allows characters to use stuff. Stunning new feature, I know, but the trick is that it allows for animations to respond to even the tiniest of details.


Those details include ship repair, which will see characters physically removing parts from vessels and putting them back on once they’re repaired. The kind of detail games still struggle with, in other words. NPCs even have systems in place to keep them engaged with whatever objects are nearby with appropriate animations, whether that means looking at a player walking by or taking a sip from a glass of water.


SOURCE

Also reports of 3.0 being released to Evocati (Testers)

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Patch Notes
 

xMobilemux

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I won't believe any of that until I can actually play it.

It looks suspiciously scripted in some parts.
 

Dark Drakan

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I won't believe any of that until I can actually play it.

It looks suspiciously scripted in some parts.

Everything with a pinch of salt of course at moment until the public release. However according to announcements at the show, most features/areas shown should be available in 3.0 to be released in next couple of months then with frequent content updates to update & add systems.

Then they are moving to quarterly updates from then on instead of updates based on blockers & "when they are ready" fixes.

I spotted a few glitches & issues in the footage here and there (AI standing on benches was main one) and most was raw footage from systems that are still very much work in progress as some have only recently been implemented & not yet ready for public release. The AI system for example has only recently been put in place & will be updated by time of public release (outside of Evocati) within months. I'm interested to see the fauna updates & more colourful lush planets too.

Squadron 42 will be shown off in Dec too finally in its own separate showcase. I would imagine it will still be a couple of years away from full release (Beta end of next year) of online Star Citizen with Squadron 42 to be released mid/late 2018.

Their YouTube channel has loads of 40+min videos showing everything in far more detail than that one video. There was over 7 hours of footage to get through. I quite like watching the bugsmashers videos as they are quite interesting to see the process of dealing with bug reports & the devs walking you through how they fix certain bugs. The animation system was the most impressive new video I have to say though...


All in all no matter what, I'm impressed with the systems they have & their ideas and this gives me hope of the scale of what games could be in the future. I won't be putting down any money until release & I don't mind how long it takes them to get to their goal.

 
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