No Man's Sky - "The indie game that stole the show at E3"
999 replies, posted
I think i recall hearing him say that they just won't forget about the game after launch, they will keep working on it for a while, so there's is a chance for improving it further.
At least i hope so
Facepunch loves to speculate and it loves to gripe, speculative griping is by far everyones favorite thing it seems. Especially in GGD.
Hell, why do you think the Star Citizen thread is so healthy? :v:
[QUOTE=paindoc;46723565]Facepunch loves to speculate and it loves to gripe, speculative griping is by far everyones favorite thing it seems. Especially in GGD.
Hell, why do you think the Star Citizen thread is so healthy? :v:[/QUOTE]
because they have something they can play
Some new pictures.
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The first picture with the fish is cool but the fourth one with all the space ships flying towards the planet is awesome. I really like the 6th picture as it looks more like a piece of concept art than gameplay and I have always wanted to walk around in a game that looks like its concept art.
I'd really like basebuilding to be a thing. Make big ol' structures for homes either on planets and in space which would be so cool to stumble upon someones complex in the middle of no where.
That first picture is giving me a real good Dunkleosteus vibe.
I love it.
would love generated lost cities / ruins & space junk.
most excited for a game I've been for years though i must say
Merry Christmas !!!
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Although it is not anything all that new Gameinformer is still releasing articles.
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[B]Creating No Man's Sky's Infinite Soundtrack[/B]
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Odds are that you fell in love with the [URL="http://www.gameinformer.com/b/news/archive/2014/06/09/no-man-s-sky-coming-to-playstation-4.aspx"]E3 2014 trailer of No Man's Sky[/URL], and the track from the band [URL="http://65daysofstatic.com/"]65daysofstatic[/URL] had a lot to do with that. Not only did Hello Games license their song "Debutante" for that trailer, but the partnership between the studio and the band has blossomed into 65daysofstatic composing the entire game's soundtrack and creating a No Man's Sky album. While visiting the Hello Games studio for our [URL="http://www.gameinformer.com/b/news/archive/2014/12/03/january-cover-revealed-no-mans-sky-3452523434.aspx"]January cover story on No Man's Sky[/URL], we were able to sit down and discuss the past and future of the collaboration with members of the development team and half of the band. Not only is the galaxy within the game procedurally-generated, but 65daysofstatic and Hello Games are working to create a procedurally-generated soundscape so that every planet will be coupled with a unique musical experience. It's an ambitious plan (but you should be used to that by now if you're following No Man's Sky) so watch the video to learn how they are tackling the project. We should note that the video contains footage from the band's No Man's Sky concert at PSX 2014 ([URL="https://www.youtube.com/watch?v=3nDxEmqXs5w"]which you can learn more about here[/URL]) and a majority of the music is not content from the upcoming soundtrack album.
Watch the video below to learn how Hello Games founder Sean Murray, No Man's Sky audio director Paul Weir, and Paul Wolinski and Joe Shrewbury of 65daysofstatic are rewriting the rules of game soundtracks.
[URL="http://www.gameinformer.com/b/features/archive/2014/12/22/creating-the-infinite-soundtrack-of-no-man-s-sky.aspx"]Click here for the article source it has the music video in it.[/URL]
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[B]A Look At No Man’s Sky’s Creature Features[/B]
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During our month of No Man’s Sky coverage, we’ve been focusing our attention on the game’s unfathomably large scale. We haven’t spent much time talking about the various creatures that players will be seeing while planetside. Like the worlds they inhabit, each species has been procedurally generated. We talked with Hello Games’ art team to learn about how they’re populating the galaxy with a massive menagerie of unique animals.
Hello Games is a small studio, but even a team of thousands of artists couldn’t create and animate enough creatures for No Man’s Sky using conventional methods. Rather than design, model, and animate everything by hand, they’re using [URL="http://www.gameinformer.com/b/features/archive/2014/12/05/take-a-30-minute-behind-the-scenes-tour-of-no-mans-sky.aspx"]in-house tools[/URL] similar to the ones that generate the game’s planets, stars, and galaxy.
To illustrate, Beau Lamb, one of the game's artists, pulled up an animation of an aquatic creature. The animal in the larger window looked similar to a shark, but a multitude of smaller windows on the screen showed variations based on that template. With the click of a button, the windows refreshed with all-new animals, with different configurations of fins, colors, textures, and more. One had a head like a crocodile, and it looked like something you’d see in a book about prehistoric creatures. Another was colorful and featured a large number of flippers on its sides and belly.
The method might sound limited, but as you can see from the gallery of images below, it allows for a surprising amount of variety. Duncan says that blueprints are flexible in ways that might not seem intuitive, too. For instance, a chicken and a tyrannosaurus rex have a lot in common, aside from obvious differences in size, heads, and (arguably) the presence of features. In one demo, we saw several manta ray-like creatures soaring in the sky, with long tails trailing behind them – which eased our initial concerns that we were only going to run into slightly different creatures from real life.
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The tools also account for how each creature is animated, based on its randomly assigned values. “It cuts down on a lot of the work for us, because normally in games you'd have to make a whale rig, a shark rig, all these different rigs, and that's a lot of work in animation,” Duncan says. “That all gets done for us because there's an intelligent animation system that understands that if a creature's bigger, then it moves in a slightly different way. So we'll create a template animation and if it's a large creature it gets a lumber.”
Similarly, players can get cues about what they’re up against when they see one of these animals in the wild. “We have a tagging system, so the idea being that when you look at a creature you can almost predict how it's going to sound and how it's going to act,” Duncan says. “The kind of rough way it works is you can tag certain parts or certain combinations that dictate what it's going to be like. The same goes for colors. If you see a creature that looks aggressive and a little bit scary, chances are it's going to behave in that way and it's going to be hostile. The same way that in the real world if you see a lion you just know to stay away. It's quite a fun rule to break as well, because you can have creatures that look really nice and fluffy, and actually they can be tremendously aggressive.”
[URL="http://www.gameinformer.com/b/features/archive/2014/12/24/a-look-at-no-mans-skys-creature-features.aspx"]Link to article.[/URL]
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The best article so far from gameinformer as it clears some stuff up. MODDING CONFIRMED!!!
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[B][U]An Assortment Of Lesser-Known No Man's Sky Facts[/U][/B]
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As we near the end of our [URL="http://www.gameinformer.com/p/nomanssky.aspx"]month of No Man's Sky coverage[/URL], it's time to focus on the smaller details. This game is huge and has many elements that inspire questions about space, gameplay, science, and more. Read on for excerpts from our extensive interviews with Hello Games' managing director Sean Murray about things you may be curious about, but never got a straight answer on.
[B]Will There Be Mod Support?[/B]
Sean Murray: I think PC games should have Mods and the ability to mod. I almost feel like we need to give them the tools otherwise then they're just going to start making them, tearing apart your game. That's what I have more of a fear of. I think if they get in there and they just start disassembling it they will end up creating parallel universes; like genuinely that's what would happen. They would change the numbers and then someone else would be playing in a different universe, but still posting to our servers.
We will probably give them some tools to allow them to do some stuff. But we don't want people creating new planets within an existing game. I don't think we can stop them doing that if there's a clever enough programmer, which there always is, there are going to be weird things with the game unofficially. But officially I think we probably want to give people some modding ability just so they leave our game alone. Just give them enough creative outlet to keep them busy rather than them thinking of all of the destructive things that they could do.
[B]Ship Summoning Is Out[/B]
When we started off you used to be able to summon your ship. You would land your ship, and then you would just walk anywhere, and you would press a button to summon it. I thought it was quite nice, but it made for weird gameplay because it wasn’t like Destiny. People just would walk, summon, walk, summon. They were summoning it for practically a toilet break. They would walk and see something that was on the other side of this room and summon their ship and fly over there. It just amazed us how lazy people were. So we can't have this. It just looks silly.
[B]You Can’t Steal Ships[/B]
No, there’s no stealing ships, but we’ll see because everyone asks about that. I just don’t like it. We’re trying to keep the game not too destructive. I think as soon as you do that it becomes the game about stealing ships. We’ll see.
[B]Game File Size[/B]
There is a core part of it that would need hardly any download. When we first started making it, I thought it would genuinely be that. It would be the size of the executable and then the small amount of data. That's what we were aiming for. So I was gonna be like, I know this sounds ridiculous but we thought it would be like 10, 15 megs or something like that. I can get it down to that and have a lot there with a really small download. Like the galactic map takes no space, which is crazy. And all of the terrain of the planets take no space. And the textures that are on the planets only take a couple of megs. And the skies take no space. 90 percent of what you see takes no space.
But it was very naive of me to think that we would have that really small download because we need sound effects and we need weapons and cockpits, things that are still similar across the game. And we have prototypes that we use as blueprints. And they actually take up space. So actually it will end up coming out the size of a regular game. This makes me sound weird or a bit arrogant or something, but the production values are maybe a little bit higher than a regular download game. Like a lot of download games might be 2D or overly simplistic. So it’s probably more approaching your triple-A game which would be maybe 5GB or something like that.
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[B]Isolation Vs. Community[/B]
You want them to feel quite vulnerable, like we're all in this together. And I want that feeling where you bring up the map and you can see every now and then a star twinkling because someone has made a discovery - just that sense that this thing is a little bit alive and there are a lot of people out there. I think that's a really nice feeling. It's not just you are a tiny dot and the world's a horrible place and there are robots and creatures and sharks that are just gonna kill you all the time. You want that feeling that there's a slight sense of purpose. This is all getting a bit more filled in. It's becoming a bit more hospitable.
[B]Creating A New Periodic Table[/B]
I wanted us to use the Earth's periodic table, and I thought that would be quite cool. I thought we'd teach people about science. It turns out people don't know chemistry that well. And it is no help to them. You're like, "What are you trying to do combining those two elements? They will never go together." They're just like, “Eh.”
It's a shame, but whatever way we teach people in school there are certain things that are a total turn-off even though they can be intellectual sci-fi and stuff like that. It's amazing to me that you can have somebody super into sci-fi but school has managed to turn them off actual science. It's like they're back in the schoolroom again and they're like, “Bleh.”
What things can we make? We think about molecules and think about crystalline structures and stuff like that and then they're just like, “Eh, sounds boring.” And you just switch it, you change the names, and suddenly it's cool. So there's that element to it.
But also we just wanted to be a bit freer. There's only something like seven different compounds or something like that that we create really good types of liquids that you could have creatures survive in. And we might want more than that for the game. We might want to decide our own rules and you just get tied up into too many conversations about it and things like that. Sometimes gameplay and science don't sync together. That sort of a shame but I think for the best.
Grant [Duncan, art director] and I had such a battle over this, these planets have green skies. And there's no such thing. You see it in sci-fi all the time. Light is defracted by the chemical compound. The things that can form an atmosphere - there's only a certain number of them and they defract light differently. And none of them will ever produce green.
We have our own periodic table. We had it so you can see it in the game. It's a button you can press it pops up and it tells you a little bit of info about the planet. It tells you the chemical compounds. So when you come out of water, it will pop in and say what type of area you are in. And when you go underneath the water it tells you. And when you're in space it tells you. So that's your little read out. It comes up automatically. Then you think, “I could survive in that.”
Because Grant wanted green skies I ended up adding this thing that was like “unknown air detected.” I was like, “What are we doing? We brought the magic green sky. Green sky component detected. Where have we gone to?”
But it's true. You have it in sci-fi all the time. Neil deGrasse Tyson likes pointing out things all the time about films and stuff that aren't real. He said like the Daily Show globe spins the wrong way. But I was watching Cosmos and Titan in the pre-rendered stuff had a green sky. It's a me thing. I think everyone just goes, “The sky can be green. Whatever.”
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[B]VR Headset Support[/B]
Personally, there's nothing more futuristic for me than playing this procedurally generated universe thing and having some sort of VR headset on. We have played about with them. Having said that we are a small team. We're making this super ambitious game. People would probably rather we got the game out sooner than, “Let's do this stuff with it.” But I don't know. I think it's a really good fit from the experiments that we've had.
It'll be interesting. I don't think anyone knows how the plan for Oculus or Morpheus is gonna work over the next few years. I don't think Sony knows that. I don't think Oculus knows that. And we definitely don't. But I can tell you that I've had a VR headset working in a very rudimentary way and walked around a planet. To me anyway it's cool experience. We're all about being in a space and experiencing it.
[B]The Lack of NPCs[/B]
I feel like games just don't do NPCs very well. I don't know how much it adds. We've talked about it. It would actually be easy using the procedural stuff to put in every single one of those trading posts a guy behind a desk. Sometimes I think about doing it. Who knows? Maybe people feel they need that. But at the moment we don't have that. And I feel like we don't need it. I don't feel it would add anything. But maybe people will really miss it. It's not feedback that we've had so far, but I don't think it gains that much to just have this cold dead eyed guy. “Welcome to my shop. Do you want to buy some weapons?” And just a few loops, bits of vocal as well. Like when you go into shops in Destiny it's like, "A shipwright’s work is never done." That's how I feel is that it takes from it.
[B]That Damn Shark![/B]
That first trailer that we showed at VGX [in 2013], it starts off underwater and there's a shark there. I don't know how many times we took that shot, but it was like hundreds. All you do is you start off underwater, you turn around, you walk up, and you walk along the beach, and then you get into your ship and fly up. It should be so simple. I wanted the shark in there because he scares away the fish that he goes past, it just gives some visual interest. And he just kept attacking us.
It was late at night and we didn't want to start changing the code so we were just like, “Come on, let's just take it again because sometimes he doesn't attack you.” And then you have these brilliant moments where he didn't come at you and you were like great and you would walk up and something else would go wrong.
[B]Are There Twin Stars?[/B]
Yeah. They’re really rare. We're going to have to work on this. You can't just zoom in on them. They look graphically slightly different.
[B]Are There Gas Giants?[/B]
You are always able to walk around a planet. There are ones that aesthetically look gaseous. They are actually what toxic planets kind of are. But there's no point in a planet that you can't land your ship on. And we felt like it would be frustrating for the players to see this planet because you and I would know what gaseous planets are but then everyone else might not. And they would be like, “Oh, I get out and fall?” It's just a weird concept for people, but I still wanted to have something in there.
[B]Is There Planetary Weather?[/B]
We use temperature and humidity to make sure, like, if you see rain, you're probably on a rainy planet and it probably rains there pretty much all the time. We don't want you to go to a planet and see everything that is out there, because that kind of is what Earth is like. You see everything in one planet and there's almost no need to travel.
[URL="http://www.gameinformer.com/b/features/archive/2014/12/26/an-assortment-of-lesser-known-no-man-s-sky-facts.aspx"]Article link[/URL]
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binary systems being rare lmao
[QUOTE=Mbbird;46801925]binary systems being rare lmao[/QUOTE]
In the game - he wasn't talking about real life.
[QUOTE=Stopper;46802088]In the game - he wasn't talking about real life.[/QUOTE]
I know
No gas giants. ;(
I love gas giants, they are beautiful and scary at the same time.
Their huge appearance is just breathtaking.
I always loved seeing some sci-fi pics from a moon orbiting a gas giant, that takes more than a half of the sky... It almost looks like it wants to swallow that poor little moon.
Really sad that they thought people would be confused and annoyed by trying to land on them and being crashed by pressure of its atmosphere.
[QUOTE=Avager;46802447]No gas giants. ;(
I love gas giants, they are beautiful and scary at the same time.
Their huge appearance is just breathtaking.
I always loved seeing some sci-fi pics from a moon orbiting a gas giant, that takes more than a half of the sky... It almost looks like it wants to swallow that poor little moon.
Really sad that they thought people would be confused and annoyed by trying to land on them and being crashed by pressure of its atmosphere.[/QUOTE]
God forbid their weirdass niche art space exploration game include a feature that might be confusing to the mainstream of mainstream for a few minutes.
[editline]27th December 2014[/editline]
Not having neutron stars (killing people from vast distances) or realistic nebulae (pretty and soft looking but also kill people) would make sense to not implement, but...gas giants? Really? Half of the planets[i] in our own solar system[/i] are examples of such surface-less bodies.
[QUOTE=Mbbird;46807047]God forbid their weirdass niche art space exploration game include a feature that might be confusing to the mainstream of mainstream for a few minutes.
[editline]27th December 2014[/editline]
Not having neutron stars (killing people from vast distances) or realistic nebulae (pretty and soft looking but also kill people) would make sense to not implement, but...gas giants? Really? Half of the planets[i] in our own solar system[/i] are examples of such surface-less bodies.[/QUOTE]
It'd be absolutely awesome if they made large "semi space station" complexes inside the giants, in the same vein as Bespin from Star Wars.
But I guess that would be hard to make procedural or something.
I would imagine the 'surface' of a gas giant can just be 100% liquid covered. Isn't that an easy mechanic to work into the game?
This game looks amazing...
... But I am seriously getting Spore vibes from all of it.
[QUOTE=Helios127;46814869]This game looks amazing...
... But I am seriously getting Spore vibes from all of it.[/QUOTE]
This dev is very keen on NOT overhyping it so that people might end up disappointed by it, but people keep overhyping it themselves.
It's not similar to spore.
More news. Just under an hour long podcast full of questions for Sean Murray.
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[B]Special Edition Podcast: No Man's Sky[/B]
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To coincide with our January cover story on the ambitious No Man's Sky from Hello Games, we've been rolling out features all month in our content hub. We've covered a lot of ground, but there's still an infinite number of questions that you can ask the team at Hello Games about the infinite universe that they're creating. To help with this task, we turned to our community and chose the questions that have not been answered anywhere else in our coverage. On this special edition podcast we're joined by the founder of Hello Games Sean Murray and we barrage him with your questions. Hopefully, you learn something new about the game.
Listen to the podcast below to learn even more about No Man's Sky before its release next year.
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The podcast is in the link: [URL]http://www.gameinformer.com/b/podcasts/archive/2014/12/29/special-edition-podcast-no-mans-sky.aspx[/URL]
[editline]29th December 2014[/editline]
Question and answers from the podcast:
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Q: Is the game a universe or galaxy?
A: It is a universe not a galaxy there was just confusion in the community. There is more than one galaxy.
Q: Can you manually fly to another galaxy or do you have to use the map?
A: You can but we have not tested as it would take an extremely long time. This means you can fly directly from one planet to another it will just take awhile.
Q: Will there be a favorites list of planets?
A: You can add way points to the galactic map. There will be a minimap so you can see where you are and how you are oriented so you can see where you are in the universe but we haven't showed it yet.
Q: Are there space whales or creatures in space?
A: It might get accidentally get done one day as someone in the office keeps writing it on the board.
Q: Will every solar system have AI space ships flying around?
A: Sometimes you will be totally alone others you will jump in and be attacked by space pirates.
Q: Can you cut your engines and quietly drift through space?
A: Yeah sure.
Q: Is Zeanoarchaeology a thing in the game?
A: Unsure yet.
Q: Will there be wormholes?
A: We kind of showed that as the portals.
Q: Can you get yourself in orbit around a planet?
A: No because it is complicated in real life and we want it be be simple for things such as taking off and landing.
Q: Will there be rings around some planets?
A: Yes but we have not showed it yet.
Q: Will there be a variance in the time it takes to enter a planet depending on the size of it?
A: Yes bigger planets will have a bigger transition. We want it to feel how it would in a movie so we tailor the feel to what would be fun for a game.
Q: Will there be different star types like real life?
A: We don't have some things that exist in the real world but have stuff that might not. We wont be giving out a list of the types of stars that exist.
Q: Will there be planets composed completely of sand or water?
A: Yes.
Q: Are there planetary maps?
A: Yes the minimap can do this too. It will show things of interest as well.
Q: Will there be big mountains instead of the small looking hills for mountains we have now?
A: Yes there are big features like deep oceans instead of stuff like ponds or small puddles.
Q: Can my ship go underwater?
A: At the moment no because it is a bit weird.
Q: Is it possible to get to a point on a planet then getting stranded?
A: We would consider that a bug if that could happen.
Q: Will there be dynamic weather?
A: Yes and no. They vary on a planet but there is a prevailing weather type of a planet.
Q: Are there carnivorous plants?
A: Yes but we have not shown them yet.
Q: Can I be eaten in one bite?
A: You can be attacked by other creatures. Some will be able to kill you with one hit.
Q: How big can a creature be?
A: You can have really big creatures but I am unsure just how big. You can have super big creatures in the game yes.
Q: Can creatures be seen from space if they are big enough?
A: Potentially as some building can be seen from space.
Q: Can we have pets?
A: No not yet. You can balance creatures on the ship but that is a bug.
Q: If I kill a species will it stay dead?
A: It would be basically impossible to kill an entire planets creatures but something significant will save for everyone but killing a single bird will only save locally. We are talking an entire planet of a type of creature and your trying to track every one down.
Q: Will NMS have cities?
A: No as that is not the type of game we are making. I am not saying the game wont make loads of big structures near each other by chance but not cities in the normal sense as we want to stay away from this. We want a less urban feel to the game.
Q: What is the coolest way you have personally died?
A: Your suit has different ratings for how long it can last in different environments so you will have something marked on your map and you don't know what it is but you wont always be able to get there. I went to an ocean that is really deep and couldn't reach the bottom with my suit that is marked down there and make a big dive and died. It could have been a new creature but now I will never know.
Q: Can we establish bases on a planet?
A: The core of the game is the journey to the center the game isn't about setting up shop. I will be interested to see if players decided to explore a planet fully though or find a trade route and stick to it as it is so good.
Q: Can you sprint?
A: Yeah we have just only showed walking so far this is down to your suit. You can get jet packs and stuff you are reasonably agile.
Q: Can you go into third person flying?
A: Right now no but we are experimenting though so maybe.
Q: Can you name your ship?
A: Ships are a discovery like everything else so everyone can name them. If you discover a type of ship and name that type it will have that name for all other players although they can name the specific ship they get. (Think of all the "Hitler did nothing wrong" ships to come)
Q: If you see another spaceship can you scan it and see the stats?
A: No only if you see it in a space station can you see the stats.
Q: How big are the interiors of space stations?
A: There is not a huge amount you can do other than trading. I think of them as a ship showroom to see and sample the types of ships you could get.
Q: How can you survive against the big armies in space?
A: Freighters are armed reasonably well so you would need an advanced ship just to be a part of the battle. On your own your not best equipped to take out a whole fleet so you should find battles you can take if you play as a space pirate and work your way up.
Q: How are factions distributed?
A: They have their own turf and the map shows the universe as regions so you can see who owns what. In each one you generally get a different faction. Faction areas are really big.
Q: Can you play offline?
A: Yes.
Q: Is it possible to shrink the tech down to one world and create an elder scrolls kind of game with it?
A: I cannot give a short answer to that. I would love to do something like that one day.
Q: Is there a significance behind the logo?
A: Yes the atlas. It is a thing you come across in game.
Q: Is the pop in going to be reduced by released?
A: I am unhappy with what we have shown so far. We want to reduce it.
Q: Is there a targeted frame rate?
A: Every game I have worked on has been 60 so it is something we are aiming for.
Q: Are you considering a physical release?
A: We have not said if it will be CD or digital yet but you never know. We will see.
Q: Is there a chance it will come to Xbox one?
A: We are not aloud to talk about stuff like that.
Q: Is the hardware capable of adding stuff in future?
A: We think it could look so much better.
Q: Could a building module be put in the game?
A: We want to have a thing other games have so the core is done on release and we get the chance to build on it after release if the game is popular enough.
Q: With addons and updating after release will the changes change everything in the game like it does now when you make a change?
A: It wont be like DLC we will add more features so more things the player can do and interact with the world. So non chaotic changes.
Q: Will the game release 2015?
A: Yes we will release in 2015. We are going to go quite quiet now with news so you wont hear much up until release from now on so we can just work on the game.
[/quote]
I had to keep pausing to be able to write this all out so I hope some of you are happy I didn't leave any questions out.
rings on planets confirmed
[editline]30th December 2014[/editline]
so if you are the first person to find a type of ship you can name it and anybody else who finds that type sees it as that name. oooh the shenanigans
[QUOTE=HybridTheroy;46818174]rings on planets confirmed
[editline]30th December 2014[/editline]
so if you are the first person to find a type of ship you can name it and anybody else who finds that type sees it as that name. oooh the shenanigans[/QUOTE]
Name all planets you find 'Unexplored World'. That's a dick move right there.
I really hope they don't have a swear filter in the naming.
But they probably will...
[QUOTE=Svinpels;46830034]I really hope they don't have a swear filter in the naming.
But they probably will...[/QUOTE]
alternative lettering
for example, "dicks" must become "dix"
As people had asked in the past if cockpits will look different here is a picture of proof. I mean we knew they will all look slightly different anyway because ships like everything else are procedural generated so the cockpit shape will be a bit different on them.
[t]http://nsae02.casimages.net/img/2014/12/31/141231071345807761.jpg[/t]
It does appear that the console looks the same inside with the window shape just being different so I guess the answer is a bit yes and no. They will look different in the sense of shape but the controls will probably look the same unless they scale with ship size.
[QUOTE=Pops;46830142]alternative lettering
for example, "dicks" must become "dix"[/QUOTE]
I wasn't planning on naming ships like: "Stardick: The next penetration" [sp]Honest![/sp]
I'm just hoping we don't get a shitty filter that fucks up ordinary words like "analyser" -> "****yser" or something like that.
[QUOTE]Q: Will the game release 2015?
A: Yes we will release in 2015. We are going to go quite quiet now with news so you wont hear much up until release from now on so we can just work on the game.[/QUOTE]
going quiet? you havent exactly been loud yet
[QUOTE=St. Burke;46830487]going quiet? you havent exactly been loud yet[/QUOTE]
To be honest they never intended to say anything about the game in the first place but the floods setting them back is what caused them to take a deal with Sony so the game would be a timed exclusive. Sony are who got them to go up on stage and show off the game and this is something they didn't originally want to do and was going to bail on the idea right before going onto stage to show it but kind of couldn't as it was too late to back out. This led to all of the hype that followed and everyone in games journalism wanted to cover the game and get insider info. Crushing to pressure they have done some interviews here and there and let some journalists do articles on the game but this is not really what they want and are now going to go back into a state of saying nothing until release unless Sony come along again and force a spotlight on them.
They want to keep everything a surprise and as you know these days people look at that more as shady tactics now than them trying to be nice and hold back on giving everything away. If it was not for Sony we would still probably have no idea of the games existence.
[QUOTE=Gen. Crumpets;46828425]Name all planets you find 'Unexplored World'. That's a dick move right there.[/QUOTE]
But it will still say who discovered it
Just a couple new things.
[video=youtube;3-QQrASpf1Y]http://www.youtube.com/watch?v=3-QQrASpf1Y[/video]
[quote]
[B][U]Dan Silver[/U][/B]
Got to spend some time with the lovely No Man's Sky and @hellogames recently. In the paper today
[t]https://pbs.twimg.com/media/B6gDtyyIAAAbH7C.jpg[/t]
[url]https://twitter.com/dansilver_/status/551695046463201282[/url]
[/quote]
[QUOTE=RenegadeCop;46866449]Do we even have a reason to visit planets other than "oh, pretty" because that will wear off fast.[/QUOTE]
I've played Space Engine for years. It has no gameplay at all except for that :v:
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