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Das gesamte Jahr vergeht, ohne dass es etwas Neues zur Einzelspielerkampagne zu sehen gibt. Doch auch der letzte Livestream in vergeht ohne Neuigkeiten zu Squadron Wie steht Roberts dazu, wenn es massiv Kritik hagelt?
Und wenn mal eine Weile nichts kommt, dann werden sie ein bisschen grantig. Und da gibt es beispielsweise Probleme mit der Beleuchtung.
Du kannst aber nicht alle Daten auf einmal im Speicher haben, sondern du brauchst sogenannte Container, die bestimmte Gebiete enthalten.
Das Streaming soll zudem immer im Hintergrund ablaufen, sodass der Spieler gar nichts davon merkt, wenn ein neues Gebiet bzw. Mit dem Update 3.
Auf die Frage nach dem Status von Update 3. Dann geht er ins Detail: Auch Dinge wie Boarding und Sicherheit spricht Roberts an: Wir brauchen das und das und das.
Und dann haben wir festgestellt: Verdammt, das ist mehr als so manches komplette Spiel hat. Wenn das getan ist, werden wir diesen Plan mit der Community teilen.
Zudem ist es sehr schwer, im Games-Bereich gute Netzwerkprogrammierer zu finden. Eigentlich ist Item 2. In der neuen Umsetzung, die mit Item 2.
Und das wird dann ganz unterschiedlich aktualisiert: Manche Komponenten werden nur alle paar Minuten aktualisiert, andere dagegen im Sekundentakt.
Dadurch wird das Ausliefern von Informationen viel effizienter. Ein paar Verbesserungen finden sich zwar schon in 2. Schon die Homestead-Demo von der CitizenCon beeindruckte uns mit einem riesigen Planeten, mit nahezu unbegrenzt viel Platz.
Die Erstellung eines kompletten Planeten soll die Designer, wenn alle Tools komplett fertig sind, nicht mehr als eine Woche Arbeit kosten.
Das ist eine der Regeln in der Entwicklung von Star Citizen, dass die Systeme flexibel genug sind, um solche Dinge zu erlauben.
Denn wir geben den Spielern eine Sandbox und sagen: Hey, du wolltest immer schon in einem Science-Fiction-Universum leben?
Damit sind wir dann auch beim Kern dieses Geduldsspiels, das sich Star Citizen nennt: Es ist nicht mehr das Spiel, das in einer Kickstarter-Kampagne angepriesen wurde.
Mittlerweile ist daraus ein technischer Gipfelsturm geworden, der am Ende nichts weniger beabsichtigt, als das absolut beste Weltraumspiel hinzulegen, das es jemals gab.
Selbst wenn Roberts das nicht explizit sagt, man merkt es ihm mit jedem Wort, mit jeder Geste an. Da ist jemand mit enormer Leidenschaft dabei.
To be fair, it is true. The community does go through a grumpy phase every time before the inevitable release of more awesome modules. IllFonic already had some experience with CryEngine.
Among other things, the team in brought the first-person arena shooter Nexuiz on consoles PlayStation 3 and Xbox The reception in the trade press and players was very mixed, including the planned and inspiration loose porting is widely criticized.
Nevertheless, Roberts knocks soon at IllFonic on the door. IllFonic had just published a CryEngine game and we then had the Frankfurt team yet.
We have now just the work leave the shooter mechanics and can wait until we have had enough of their own professionals in the house.
But we had no glass ball, which showed us that would get Crytek problems and we would thus be able to hire new people. I do not know if it would have then been a real other option for us.
In retrospect, I would have probably organized a few things in the development of something else, for example IllFonic better integrated into our development structure.
And we have held several technical reviews. Successful is their work on the side of Obsidian Entertainment to Armored Warfare. Currently tinkers IllFonic among other things on multiplayer horror game Friday the 13th , which arises, however, based on the Unreal Engine 4.
A map that already in the Alpha includes cubic kilometers. Rating systems to take up to ten times as much space. Sounds hard to believe, right? Again and again CIG allegations is exposed, they would use manipulated figures or the bit conversion is a lie.
But the community proves with regularity the opposite. For this he bridged in approximately A distance of as much as 86, kilometers, proving that not only the distance but also the positions of the so-called points of interest in space are real.
The latest major update was played the end of on the live servers. We have of course already been tried and summarize our findings together. In Arena Commander is added with Pirate Swarm, a new game mode.
Completed opponent can now pick-ups back to repair, rearm or fill the afterburner fuel our ship - which ensures more dynamic.
New ships have become ready to fly with the 85X, Vanguard Hoplite, Herald and the cargo ship Caterpillar. In open side cargo hatches of Caterpillar, we can shoot with guns and missiles by the ship through.
The biggest change is, of course Star Marine, the shooter module for Star Citizen. On both maps Echo Eleven and station Demien to two teams can measure in two game modes Last Stand elimination.
The cards also contain sections in weightlessness convince an overwhelming degree of detail. Animations and weapon-handling are generally very well done, now and then it hooks here still.
The sound is amazing and makes for a really intense atmosphere. Crashes were in our face-off sessions a few, we could play several games without problems.
However, the performance is far from perfect, despite some improvements. Particularly annoying is the sometimes strong deceleration by connecting to American servers.
Hopefully there will soon own European server. Many balance changes also impact on the persistent universe Crusader.
Dogfights are slower, somewhat simplified the model aircraft. But the high network ping will also here for frustration when AI pirates to be taken hardly and we can not do missions.
So are several new camera angles in the game who have already made some impressive fan videos possible. With these new views the extreme details of the characters facial muscle movements, reflections around the eyes, visible from outside helmet HUD, etc.
In addition to many changes to the user interface, and systems behind the scenes Star Marine is a real asset, especially for players who are not the biggest dogfight hero.
But Star Citizen is constantly evolving and noticeably more specifically in the right direction. Roberts attention to detail does not go quite obviously at the expense of the gameplay, but ensures a tight and for the future very promising atmosphere.
Referring the planning phase and the development of prototypes for investors demo with a, the development began sometime in The crowdfunding campaign for Star Citizen launched in the last quarter of The initially occupied only with five people Studio in Austin, Texas, gets early growth by the second studio in Santa Monica.
End of Foundry is also established 42 in Manchester UK. Nearly 60 employees are registered at the end of CIG. Until December , the number of employees rises to over , and CIG sets continue.
This demonstrates the read successively Studio building. There is initially no studio structure, only in a workforce is achieved that is considered appropriate a project of this size.
It could not be worked as in already established Studios from the start with full force in the development. Given the restructuring come and Star Citizen and Squadron 42 are so for about four years right under development.
For titles of this magnitude which is fully in line with how show comparative figures. Wings of Liberty this up to seven years.
For Diablo 3 the first plans are to have begun around the turn of the millennium, almost eleven years before publication. These numbers organize a development time of Star Citizen and Squadron 42 in a comprehensible context and show that can hardly be spoken of abducted development here.
In addition - unlike other major projects - significant progress in the development of open verifiable and partially playable. Star Citizen has naturally not completely replaced after four years of development, with the jump of CryEngine on Lumberyard the engine.
The announced with the release of Update 2. While CIG has developed its own so-called branch with the star engine and made significant adjustments, Lumberyard is another branch, in which Amazon focused on massive online games with faster network technology and direct and integrated access to the Amazon Web Services a global server network, short AWS to supply.
Both engines Star Engine and Lumberyard are now independent of the support provided by engine manufacturers and Crytek CryEngine process any further updates more.
Since Amazon and Cloud Imperium Games develop in the engine development, especially in terms of network performance in the same direction, a partnership for both parties would be useful, so Roberts in an explanatory forum post.
Finally, the highly customizable AWS server network should be for the multiplayer aspect of Star Citizen of great benefit. The migration of the Star Engine on the new Lumberyard base went according to the developers because the same engine base with very little staff and unfolds in a short time.
Other changes would be made as planned in the future. The following table contains the current plans of CIG for Update 3. These plans are not set in stone feature lists, it can be moved be added as well as new content both.
With trade, transport, piracy, smuggling, mercenaries and bounty hunting the first professions come in basic versions into play. Batch updates of objects and use of all available CPU cores server and client should provide significant performance improvement.
Star Citizen lives to a large extent by a certain hype, of great expectations, dreams and ideas. Each trailer, any design post, every new concept sales fueled these ideas, thus ensuring ringing cash at CIG.
But suffice it to finance an ambitious such megaproject? The secret concern of fans: We plan the scope of the development based on what arrives monthly by the people to support.
In addition, Roberts plans long term. It is a live product. There may be the point at which we say, that is seen now commercially the final game, but we plan to continue to add features and new content.
What exactly was wrong with the Illfonic work? They say something about scale, but what does that mean? Re-scaling assets is an easy job for simple automated tools.
Re-scaling physics is a matter of modifying the parameters in the physics solution. I can see where problems could creep in and the work that would be involved, but it is nothing in comparison to throwing away the work and starting again.
It is nothing in comparison the years?? That was the plan all along. They distributed the work to separate development teams and then when they are finished, they were to merge the systems together into a single game system.
CIG said this would speed up development. Yes - except it appears that individual development teams forked the engine repeatedly at different points to solve different issues, and then nothing would merge.
So they had to throw a lot of invested time and money away. What is the whole story written? Where is that available?
It is still strange. Considering the cost and since Illfonic made the final product so rapidly, it sort of suggests they have Illfonic have another go at it.
Would Illfonic take even longer, given they have already the completed assets the second time around? It is so confusing to me. CIG found that the entire map was built to the wrong scale.
Unfortunately, the assets that Illfonic had created for the Gold Horizon level did not fit into the levels that CIG had built. Meanwhile at Illfonic, the work to get the Star Marine it had created to work with the ever-changing Star Citizen was becoming a real burden for the studio.
Star Marine was delayed, and delayed again. One source told me that eventually Chris Roberts asked Illfonic if it could reconcile the problems in the FPS module, and the company instead ended its partnership with CIG.
So it was a series of things, one of which was the forking of the engine, but by no means the only one and it sounds like Illfonic are the ones that decided to call it quits.
This is getting weirder and weirder. Illfonic said they were unexpectedly dropped from the project. The above and anything else I find is completely lacking with concrete reasons, just vague statements that create more questions.
I guess this all becomes hypothetical at this point given how long ago it was. I am not even sure CIG remembers properly, given the german article.
Or, if it doesnt exist ill just upvote you for your effort. Sort the thread by "new" and go all the way to the bottom. I mean, it seems that we will be able to move freely between planets maybe to choose secondary missions?
My english is not perfect, so correct me if I understand it in the wrong way. From how its been explained by CIG before, SQ42 is intended to be nonlinear in that the player has a significant amount of freedom in how they go about achieving their objectives.
Meaning this next "battle" could happen anywhere in the solar system and would be different for every player and you have to go there to fight. The general long-term story is fairly set in stone and progresses relatively linearly, but how you go about taking on the objectives, what way you go, how you complete them, which you take on first, is more up to you.
I just bought that article after reading it. Fall at the very earliest. Honestly why should SQ42 be released before 3. SQ42 will be a big revenue generator, theoretically, and will fund the PU development and longevity.
Ongoing progress in 3. To be fair, they could take every single level to final art and "demoable" without the 3. Technically it seems they want to use an online-database that saves the locations of objects - incl.
He started basing on "items 2. He went on in the german article that people might have houses and small bases, but those would be limited to where and how much you could build.
He also said that Orgs might create larger bases. And that is about what he said. I doubt CIG has that concept much clearer as of now than what is above.
Yeah I think this would be something we would see added to the PU once the actual game has come out rather than something that is part of their plan for release.
For example set up a small power plant and connect it maybe with a radar interference transmitter so that your base will not be discovered that easily.
Then the power plant will be connected with a defense tower so that it is evolving to a small base. As Tony Zurovec talked about farming it was in principle the same.
Anywhere having an outpost and planting and harvesting. Can a German write a TL: Considering CRoberts has pledged to use all money collected until release on the development of the game, anything else would have been a bad thing.
And people in here still believe that 3. I will be messaging you on Parent commenter can delete this message to hide from others. Go troll somewhere else.
Go reinforce Groupthink somewhere else. Careful, your smugness is showing. Irony from a troll from goonville.
Says fans have an obsession but proceeds to sit on a game sub and spew shit all day. Honestly man, I have never seen a game that has such a strong anti-community full of weirdos.
Just give it up my dude. Not promises nor are they certain. Similar to how they got procedural planets in way earlier than expected.
I think Tony and the design team realized that long-term player enthusiasm is generated by a sense of purpose and ownership. My own excitement when I read it was significant.
I dunno, I think what he says now is more likely going to be rather than things he said during 10ftcs or other things before the last few months or so of the show, as it seems they finally have an actual idea of where the game is going and what they can do even compared to one year ago.
They talked about little bases being made of building blocks, but it was more in the context of designers using them to quickly make locations.
Hmm I went back and watched the Gamescom demo and Chris definitely mentions being able to build player homesteads. I think that is what the goal is.
I believe Tony Z has said that he wanted to make that the design. Base-building is in tons of games. Well not exactly new lol but a star citizen implementation with procedural planets would be ridiculously awesome.
People made similar arguments with Hello Games, given that were now backed by Sony, a huge corporation. They share the ongoing progress of the project with the public.
And they are fully independent and not tied to release dates. I was under the impression they had the money to finish both games years ago and now we hear that if the crazy money flow would stop they have to rely on SQ42 sales to finish Star Citizen.
Whelp, have fun with your refund. He just says that if funds stop coming in, they have a back up plan. You might want to read the not-translated-by-google-translate version first.
CR has been saying this for years - if funding were to stop, they would reconfigure their plans to release whatever product they could given their finances.
They can finish a version of Squadron 42 and Star Citizen, but not the same version we could have if funding continues. You make plans for the best and the worst, then adjust based on what really happens.
Did you get that from the quote? He just said the money from Squadron 42 will go towards Star Citizen, not that it was needed to finish it.
The article is related to Star Citizen, but only available behind a pay-wall currently http: To release the article here for free is not only illegal but also highly unethical.
Can somebody who down-voted me explain why it is fair to not pay people for their hard work? Yea they are losing so much money Yes theft, that is what you call using a service that is offered for payment, but which you use without being reciprocal.
No, sorry, but "theft" is something that breaks the corresponding law. And this is the internet, there are no laws here. You may call that "immoral", but that is exactly why you are being called out.
Because people have different morals and different views on so-called "intellectual property". Plus, majority of people here do not speak or read German, why would they pay for the information they could not understand?
Maybe you should call Chris "immoral" for him to publish all those information in German and behind the pay-wall too?
Wahahahahah amusing, so 1. Well they do and regardless if they did not, theft is still wrong. Oh please, no one here would accept it if they themselves offered a service for payment and then were not paid for it when said service was to be rendered.
What is happening here is a bunch of hypocrites rationalizing theft, because they are unwilling to admit that their practice is fundamentally immoral and unethical.
Theft is wrong, it is as simple as that and i am frankly not really impressed by your rationalization of it. I am not a leech who expects everything to be free and learned german as a third language, so perhaps other people should perhaps simply be less lazy and less cheap.
Behaving is about upbringing and morals. Laws about society restrictions on top of that. Self-imposed and society-imposed restrictions may or may not intersect.
No, because laws are imposed by particular society, while the internet spans across societies. There are no intellectual property laws in some societies, but they do have access to the internet.
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