• Star Citizen's Squadron 42 campaign won't release this year
    18 replies, posted
[url]http://www.pcgamer.com/star-citizens-squadron-42-campaign-wont-release-this-year[/url]
Of course it won't. Remember to pay $650 for the newest ship you can't use to fund the next unfinished module.
Don't worry guys, they got sand worms and sand planets in the works.
To be realistic, this game will probably never launch and if it launches people will complain like madmen because of the "promised" features. I know a guy who put around 10k euros on this game. It's fucking crazy. I bet my money this game will be out around 2025 and oh you probably need a super computer to run this.
[IMG]http://i.imgur.com/Pjkvq0S.png[/IMG] these are some of the most lofty horseshit goals ive ever read
[QUOTE=mchapra;51187449][IMG]http://i.imgur.com/Pjkvq0S.png[/IMG] these are some of the most lofty horseshit goals ive ever read[/QUOTE] What do you mean? In terms of content volume? Seeing as all levels are at least at graybox stage, it means they've laid down most of the gameplay work already. So it's not like they're planning crazy shit they haven't worked on yet, most of it is done already. They just need to polish stuff and create the assets to get it to final stage, which while still a lot of work is much more mundane and less challenging than building core mechanics.
[QUOTE=_Axel;51187498]What do you mean? In terms of content volume? Seeing as all levels are at least at graybox stage, it means they've laid down most of the gameplay work already. So it's not like they're planning crazy shit they haven't worked on yet, most of it is done already. They just need to polish stuff and create the assets to get it to final stage, which while still a lot of work is much more mundane and less challenging than building core mechanics.[/QUOTE] I don't think they can realistically deliver on that scope because that is an unheard of scope even for a modern game. I don't think they can satisfy those goals 100%, no.
[QUOTE=mchapra;51187449][IMG]http://i.imgur.com/Pjkvq0S.png[/IMG][/QUOTE] Uh, yeah... good luck with that.
[QUOTE=mchapra;51187681]I don't think they can realistically deliver on that scope because that is an unheard of scope even for a modern game. I don't think they can satisfy those goals 100%, no.[/QUOTE] Well if that were a valid argument gaming would never have evolved past Pong. Just because it hasn't been done before doesn't mean it can't be. Besides, I don't really see what goals among those are unrealistic. The first six are just content volume, which scales with budget which SC seems to have enough of. Combining procedural and handcrafted methods to generate large yet detailed environments has been a standard workflow in AAA development for a while now. Procedural generation at a planetary scale has been done several times already in games like Space Engine and No Man's Sky. For the handcrafted portion of planets (in order to avoid them being boring like NMS's), they've showcased their dev tool to mold stuff on top of procedurally generated environment, which seems rather powerful so it seems possible to fill the reasonably small amount of planets (<100 for the MMO, probably much less for the campaign) with content in a reasonable timeframe. Systemic FPS gameplay with various approaches has been done as early as the first Deus Ex. Applying the same philosophy to vehicular gameplay doesn't seem like much of a stretch either. Zero-G/Space FPS has been done in Shattered Horizon (RIP) and it was quite enjoyable once you got used to it. Atmospheric and space dogfighting have already been done in several games. I guess the subsumption AI part is kind of Molyneux-esque. Will probably end up being simplistic like economic agents in the X series. Whether the game will be fun and good or not remains to be seen, and the MMO part of the game is broader in scope so I still have my doubts about it, but from a technical standpoint the single-player campaign portion still seems feasible.
"won't release [in 2016]", a thing the regulars of the game's thread have been assuming since last year and are totally not surprised to find out it isn't even like they keep yelling OH YEAH IT WILL WE JUST CAN'T SHOW YOU ANYTHING, it's literally just that the old webpage for S42 from 3 years back shows a 2016 date and they haven't bothered to update it at all, and their stance for a long time is they don't want to give hard dates ever, because (wow) it bites them in the ass when they make early promises and end up having to extend work to get it up to snuff
This convention could have been a huge turning point for them, their first real foray into mainstream media as a 'Yes, we are really doing this and yes, we are on schedule' Instead we got new 'reinvented forums' with more buzzwords than an Apple seminar (though interesting to those who aren't twitch chat regulars) and a planetary demo that whilst impressive, was just a rehashed version of the gamescom demo which was far more impressive and far less janky in the long run. This was a BAD break for CIG, someone (or more likely, many people) dropped the ball hard on this one and it's going to bite them in the ass for foreseeable future. As a fan one should be worried, as a backer one should be upset, and as a critic of this project one should most definitely call them out on yet another failure to uphold even a basic deadline. The sad reality is that I can show a fresh friend the gamescom presentation and he'd be impressed, yet if I show him this one he'd likely fall asleep and then laugh when the giant dune worm disappears and the console comes up. Their attempt at a mass-effect or COD style mission was appreciated to those who follow the project, but it looked like a baby stumbling through its first steps to anyone in the general public, with barely functional AI, disappearing sandstorms, and vanishing sand worms. This is the aftermath, because screw reporting on the amazing progress they've made with the engine, SQ42 was delayed yet again!
It was far more than a rehashed Gamescom demo -- those planets had foliage and water on them, as well as an awesome dust storm and a crashed Javelin. Most impressive was the live demo of the editor, showing just how easy it is for them to paint terrain and zoom in to hand-place and adjust details. They didn't have SQ42 to show after promising it, but Chris explained on stage that they didn't have it ready in time and, as always, they'd prefer to show us something that's ready for prime time rather than rush out a buggy mess. This is consistent with CIG's behaviour and they've followed through before. I'm not upset in the least about this. The website 2.0 presentation was an absolute mistake - the Turbulent guys gave us a boardroom presentation, and that was wholly inappropriate. If there is anything to roast them over the coals for, it's this and Chris lazywalking us through another 16 or so slides before getting to the meat of the demo. As for the glitches, that's a live demo, and that's how you know it's not a staged, pre-recorded cutscene - shit breaks live. CIG has always cleaned up the problems seen in demos by the time the features go live. If you're on the outside and think the sandworm glitch is damaging, well, you should already be in the "I'm waiting for it to launch" boat so nothing has changed for you. As for the SQ42 bullet point list, the only thing on there that I'm concerned about is the Subsumption AI system, because that's one of the big unfinished things and it's also one of the most important for the single-player campaign. Everything else is either already there or a matter of working through content production which only requires time.
[QUOTE=mchapra;51187449][IMG]http://i.imgur.com/Pjkvq0S.png[/IMG] these are some of the most lofty horseshit goals ive ever read[/QUOTE] Their really isn't anything that's impossible to achieve here, SQ42 is also a series of episodes that will span for quite a long time. They are already well on their way in meeting those goals
Just a note, SQ42 is a single title which will contain the above stuff. There are two additional SQ42 titles, SQ42 II: Behind Enemy Lines, and III: No Announced Title, that will follow the first.
[QUOTE=Saxon;51188768]Their really isn't anything that's impossible to achieve here, SQ42 is also a series of episodes that will span for quite a long time. They are already well on their way in meeting those goals[/QUOTE] [t]https://s3.postimg.org/hf0845veb/sq42progress.png[/t] Here's what's actually happening with those bullet points as far as I know of the project. To expand on this: Like it was said before, lots of WIP SQ42 missions have been seen over the years, though not at length. The mo-capping is done and the a-list cast has been revealed, and there obviously IS a script as they were also performance capturing and voice acting, whether the FULL script is done is unknown. 40 ships is entirely believable, with the lineup available to backers plus the many leaked vanduul ships. Brute force is obvious, we already have this live. Stealth gameplay is new however. Dog-fighting is obviously live, atmospheric dog-fighting is also obviously functional through all the material we've been shown. Basically nothing is known about subsumption other than its being worked on.
[QUOTE=mchapra;51187681]I don't think they can realistically deliver on that scope because that is an unheard of scope even for a modern game. I don't think they can satisfy those goals 100%, no.[/QUOTE] Which specific goals do you think they can't deliver, though? Going through them all: - The Missions are said to be similar to those in previous space games, so i'm assuming they're around 20 - 30 minutes each. 20+ hours is pretty long but definitely not unheard of for a game like this. Many games have gone well beyond that, The Witcher 3 for example. - The A-list cast is already there and done, can't really be doubted that's going to be there - 340 speaking roles seems high but the Witcher 3 required 950 speaking roles in the script - 20 hours of performance capture...the Witcher 3 supposedly recorded 16 hours just for the sex scenes in the game. Obviously that didn't all make it but still, 20 hours of motion capture isn't some absurd amount. - 1255 pages of dialogue seems a lot The Witcher 3 had a 450,000 word script that was 4 times larger than an average novel. - We've seen quite a few of those 40 ships already - We've seen examples of the environments with the recent planet demos so we know how the planet generation tech works - Space and FPS gameplay we've seen and it's even playable at the moment. Different approaches to situations have been done by many games before. - Dogfighting in atmosphere hasn't been shown but we've seen flying ships in atmosphere, so it's not that much further ahead than that - AI we haven't been shown yet So out of all of those things in that list, the only one that really seems sort of doubtful at the moment is the AI. The rest we've already seen elsewhere. So in what way is that feature list something unheard of?
a lot of people like to spew ignorant shit about SC without understanding how much is already there & functioning in-engine most or all of the "impossible" features (depending on where you draw the line of impossibility) are either virtually game-ready or undergoing polish work, while most of what's missing are features we've already seen in other space games like elite so we know they're not impossible and certainly not beyond the capabilities of SC's development team highly ambitious? yes. delivering? hands-on experience suggests yes. [QUOTE=Bucketboy;51187162]I bet my money this game will be out around 2025 and oh you probably need a super computer to run this.[/QUOTE] i am playing it right now on a readily available laptop with good performance
[QUOTE=Grenadiac;51188834] i am playing it right now on a readily available laptop with good performance[/QUOTE] Have they really improved performance that much? I couldn't break 25fps at Port Olisar running a 660, min. settings.
[QUOTE=Milkdairy;51194754]Have they really improved performance that much? I couldn't break 25fps at Port Olisar running a 660, min. settings.[/QUOTE] Port Olisar's performance is netcode-bound and bottlenecking the CPU right now. Vanilla Cryengine netcode has been tortured to the limits to do things never intended. However, a netcode rewrite has been in the works for months and has been promised to come with the big 3.0 patch [I]near[/I] the end of the year (everyone expects it to slide into 2017). And, given that people have gotten 60+ fps on Port Olisar when using Cheat Engine and filesystem tricks to load Olisar "offline" (taking the netcode problems out of the equation), things should be greatly improved if StarNetwork 1.0 delivers on promises.
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