Comm-Link: https://robertsspaceindustries.com/comm-link//15355-Star-Citizen-Alpha-24-Available
Patch Notes: https://robertsspaceindustries.com/comm-link//15377-Star-Citizen-Alpha-240
Known Issues:
https://robertsspaceindustries.com/faq/liveknownissues
https://forums.robertsspaceindustries.com/discussion/332548/2-4-0-instability
[media]https://www.youtube.com/watch?v=jnG6uocM_pE[/media]
CIG has shared plenty of new information about upcoming Star Citizen PU 2.5.0+
Star Citizen: Around the Verse - Episode 100 Celebration, Part I
Star Citizen: Around the Verse - Episode 100 Celebration, Part II
Star Citizen: Around the Verse - Episode 100 Celebration, Part III
Star Citizen: Around the Verse - Episode 100 Celebration, Part IV
New screenshots and scanned pages from a German PC magazine:
http://imgur.com/a/dpW3Z#jNrCNz6
Some information what's written in the article:
https://www.reddit.com/r/starcitizen/comments/4u7yve/star_citizen_in_pc_games_german/d5nkntb
Can you now land anywhere on the planet?.
Can you now land anywhere on the planet?.
As far as I know, yes you can but I don't think that would be any interesting until they start to add actual content to those planets. Even with procedurally generated planets, Star Citizen is not going to have 2^64 star systems even if they could.
02:17 - Intro
03:16 - Studio Update
13:13 - Ship Shape: Argo
17:35 - MVP with Tyler Witkin
19:26 - Behind the Scenes: ???
Star Citizen PU Alpha 2.5 is now in PTU ... and it is fantastic!
01:22 - Studio Update
08:32 - MVP with Tyler Witkin
09:18 - Behind the Scenes: NPC
19:13 - Ship Shape: Hornet F7A
Demo of Star Citizen PU alpha 3.0:
Gamescom 2016 presentation:
Just the game play video without the other bits in it, unfortunately still has the annoying fanboy soundtrack.
Just had a quick look through it and rather surprised to see them still using the freelancer idea of a portal which has to flown through in order to get to the planets surface.
Looks very good even in this early alpha stage. Star Citizen PU alpha 2.5 is already very impressive and it is great to see things are going to improve fast in upcoming patches. As Chris said Citizencon is going to impress even more. All those things we have seen so far bring the shown game again totally to new level; damage modelling, items system + pipelines, AI, etc.
I haven't gotten back on in a while, but I have to say, I am pretty impressed with their progress. The 3.0 demo they showed had very few bugs, especially when you consider how technically demanding it must be. The environments and ships look extraordinarily detailed. The planet looked consistently gorgeous during the whole approach, very little popping or anything like that. I'm assuming they haven't done much work on the weapons effects yet as they look absolutely dreadful. I still have some reservations about the space combat (my god, I can't believe they haven't gotten rid of that horrible missile lock-on graphic yet) but any real judgement will have to wait until I get back into it.
They might be a little behind their schedule, but I don't see how anyone can claim they are not delivering on their promises. I'm put off by crazy people who spent unfathomable amounts of money on virtual ships that don't even exist yet, but as far as what I've seen from Cloud Imperium goes, I'm impressed.
Just had a quick look through it and rather surprised to see them still using the freelancer idea of a portal which has to flown through in order to get to the planets surface.
https://player.twitch.tv/?volume=0.94&video=v84641702&time=06h03m40s
The planet looked consistently gorgeous during the whole approach, very little popping or anything like that.
All the tech is still in early stages and will be improved step by step. In Citizencon we will see the next stage.
https://player.twitch.tv/?volume=0.94&video=v84641702&time=06h02m35s
Twitch stream not working for me.
It a very impressive demo but one more dead worlds not doing it for me and I will be much interested in seeing what they come up with, when the planet has an atmosphere and cities on it.
Nice bit where you could look out of the windows of the base and see the ship, 😎 seem to recall egosoft trying to do it with XRebirth and failing.
Still waiting on news about squadron 42. thought it was due to make an appearance this year.
Twitch stream not working for me.
I'll need to check the links once I get to my other computer.
The link has Chris Robert's interview where he explains why they have those "gates" at the moment. Things are still subject to change.
It a very impressive demo but one more dead worlds not doing it for me and I will be much interested in seeing what they come up with, when the planet has an atmosphere and cities on it.
Hmmh, quite high expectations :). The game is already very complex and enormous so having multiple cities on the planets could be too much - but let's see. In the interview CR talks about a bit more about how they build the planets. They are not just Procedurally Generated but they do a lot with hands and that's one of the reasons why they don't do 1:1 size planets (there are no technical limitations).
Nice bit where you could look out of the windows of the base and see the ship, 😎 seem to recall egosoft trying to do it with XRebirth and failing.
Unfortunately Egosoft tried way too much but hopefully they get things together in their next game. It would be great to hear more about their progress since according to devs the project has been under heavy development for a some time already.
Still waiting on news about squadron 42. thought it was due to make an appearance this year.
I guess they will talk about Squadron 42 in their main event in October - Citizencon.
Hmmh, quite high expectations :). The game is already very complex and enormous so having multiple cities on the planets could be too much - but let's see. In the interview CR talks about a bit more about how they build the planets. They are not just Procedurally Generated but they do a lot with hands and that's one of the reasons why they don't do 1:1 size planets (there are no technical limitations).
It might sound like I was knocking it, but it was not my intention it's just that I think that expectations have just changed with the release of in No Man Sky.
It might sound like I was knocking it, but it was not my intention it's just that I think that expectations have just changed with the release of in No Man Sky.
Their engine is capable to do 1:1 distance and size of the planets but as NMS shows its probably not the best choice what comes to gameplay. It might work for NMS but not for Star Citizen. The amount of Procedurally Generated planets makes no difference if it is 2^16, 2^32, 2^64 or 2^128. Star Citizen uses engine that can produce at least 2^64 planets but that is not the point.
Planets in Star Citizen are different compared to NMS and Elite:Dangerous. Star Citizen is using Procedural Generation and hand crafting. CIG wants that every system has a history and place in the lore.
https://robertsspaceindustries.com/starmap
https://robertsspaceindustries.com/comm-link/spectrum-dispatch
Star Citizen: Loremaker's Guide to the Galaxy
It is possible there are huge or multiple cities in one planet (ArcCorp). Star Citizen NPCs requires a meaningful AI that actually makes sense. It is a very complicated task already - they call their AI system as Subsumption. They have talked about it in various of shows. Here are some more recent ones:
Tony Z: Behind the scenes - NPC
Along with many other things Star Citizen Alpha 2.6 will include Star Marine and have improvements to Arena Commander.
This week's AtV shows pretty interesting stuff including the first iteration of cargo interaction. Here's the document where the cargo interaction is heading.
As always, lots of new interesting information.
Week 36:
Week 37:
Facial model and shader improvements:
Part 1: Chris Roberts on Star Citizen's Procedural Planets, Alpha 3.0, & CitizenCon
"In this interview (part 1) with Chris Roberts of CIG, we discuss CitizenCon 2016's plans, Alpha 3.0, Star Marine 2.6, and procedural planet generation."
Part 2: Chris Roberts on Character Tech, Weather System, & Engine Architecture
Part 3: Star Citizen's Sean Tracy on 64-bit Engine Tech & Procedural Edge Blending
Part 4: Sean Tracy on Star Citizen's CPU Management, Character Tech, & More
Finally, they have a nice tech demo:
Here is the PG planet tech v2 demo (same with Chris's explanations):
Just for comparison demo from Gamescom 2016 that used PG planet tech v1.
CitizenCon 2946 (2016) was pretty interesting but in my opinion the worst of CIG's demos so far, mainly because of its structure. As far as I know there were suppose to be a SQ42 demo and the omission probably messed up the structure/schedule.
The community was pretty upset because CIG decided not to show anything about Squadron 42 yet. There will be two other streams this year (November and December) where we are hopefully going to see one full mission gameplay of SQ42.
CitizenCon 2946 highlights:
- Spectrum
- Slides about upcoming updates
- PG planet tech v2 demo
"Following a successful CitizenCon, Eric Kieron Davis hosts a very special edition of Reverse the Verse where an all-star cast of developers answer your questions. See what Chris, Erin Roberts, Tony Zurovec, Brian Chambers, and John Erskine have to say about CitizenCon and the future of Star Citizen’s development. Also, Ben Lesnick provides a post-CitizenCon community update."