A second post from Chris Roberts - Star Citizen

DirectorGunner

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I had a hard time finding the 2nd reply to read it myself but found it.. if it helps anyone that wants to dive in more
https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/atmospheric-room-system-4-years-later/3368356
Quite frankly, Chris's 2nd reply there re-affirms that I made a good decision in backing these two games.
I can't force a flower to bloom and expect it to look pretty and work right,
so I don't mind waiting another ... 5 years? My son will be old enough by then to be my number one while we fly my Javelin.
 
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Mich Angel

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Ah! Another, thank you glorious leader ha ha... CHEERS! 🍻
 
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Bambooza

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It's taken 8 years because they continue to refactor and redo tools and the Lumberyard engine. Just recently is the reworking of the planet tech v4 in 3.8 (December 2019) even after version 4 which was amazing but we are now seeing on the road map improved Heightmap and Inside Star Citizen : PTU and Me | Summer 2020 talks about surface coverage
View: https://youtu.be/rDy7tPf6CT8?t=654

Then Inside Star Citizen: Out to Launch | Summer 2020 talks about the updated organics painting tool which has them repainting the Stanton system planets and moons.
View: https://youtu.be/nfzM4xtMnPM?t=329

It's all beautiful and inspiring but there does reach a point in any software project where scope creep just never ends and new features never make it into the project because of refactoring of old assets utilizes all of the development resources. We do know work has started on the Pyro system but it's still questionable how much beyond proof of concepts have been completed.

It is my hope that once they have iCache and server mesh v1 (shards) completed they will then be able to start diverting more attention to game features. As Chris said there is no reason to start working on Salvage if it has to be redone when underlying engine enhancements will cause it to be refactored. The question still remains. When will the engine enhancements be done well enough to allow the project to move forward?
 

ColdDog

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@Montoya... with love and due respect I need to stop you here... ok, they can spend 1000 ($38.46) dev hours (made up time) and develop something that has been refined and tested for nearly 2 years (5000 dev hours)... or they can spend 10,000 dev hours for something new and another 10,000 dev hours for refinement. Question is, will it be worth it and fun --- mining, engineering, science, manufacturing are niche roles - just like the fighter pilot.

Say a dev makes between $40k - 150k a year... lets shoot for the middle - 80k.
1000 hrs = 38.46 x 1000 = $38,000 + 5000 hours in development for fixes in the last two year = 192k+ 38k= ~230k
10000 hrs = 38.46 x 10000 = $384,000 + 5000 hours of development fixes = 384k + 192k = ~476k.

Not sure there is bang for the buck here... use existing tech with some modifications to make it unique would be the best bet... my opinion... that is if you want to get this game out in the next 10 years.

Remember... we do not have anything but mining at this point aside from the general stuff like combat and missions... reputation has been in development for way too long... 2014, maybe



1600148890917.png


Back to the video

Took me a minute... then you said the DREADED word refactoring... meaning their tech is already outdated (hardware and code).

Why aren't you getting the truth about squadron 42... because SC in general has out paced sq 42. New ships, new tech, and so forth. (my guess and you probably know it too).

Chris is running in circles... each of his ideas throw a wrench in the development.

Development is not going to be faster... its going to be the same... he has entered the world where the hardware and software has out paced his development.

Back to the video
 

Bambooza

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Took me a minute... then you said the DREADED word refactoring... meaning their tech is already outdated (hardware and code).

Why aren't you getting the truth about squadron 42... because SC in general has out paced sq 42. New ships, new tech, and so forth. (my guess and you probably know it too).

Chris is running in circles... each of his ideas throw a wrench in the development.

Development is not going to be faster... its going to be the same... he has entered the world where the hardware and software has out paced his development.

Back to the video

Refactoring is not a bad thing in of itself. I in fact spend half my day refactoring code as its a necessary evil. Mostly because as development goes on new information is presented which requires changes to the code to handle the new case. Done correctly its part of the development cycle and reduces future development debt.

The other thing that is advantageous to online games is they never really have a hard release so the game world and gameplay can continue to be tweaked and expanded, and a prime example of this is WoW. Even between expansions, they were releasing patches with not only bug fixes but tweaks to gameplay and sometimes even new content.

The dark side comes in when game development doesn't lock down the engine preventing game features form being created. All too often in the indy scene, they get into these loops of modifying or grabbing new engines to accomplish a new game feature idea which always results in all of the existing game features having to be reworked and thus nothing ever gets completed nothing to show the community which dries up and funding ends causing the game to never be released.

This is not to say this is the case at CIG as I still strongly feel that the issue is not with redoing the game engine so much as a lot of the resources are simply tied up in SQ42 which is being kept secret for its big reveal. I also hope once icache, server mesh, and dynamic physics grids are completed then the designers will be released to start adding game features that are currently on hold due to fundamental game engine reworks.

And it could simply be that these reworks like repolishing the planets and adding light day/night cycles are because they are waiting on the core engine team to finish before going back to working on game features.

While it would be nice to have more features to play with the nice part is the art team has been mostly left unhindered to create all of the game assets which is always the biggest part of any game development time.
 

Han Burgundy

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"Fuck off! We're working on it, assholes! Putting this fucking thing together is more complicated than you foam-mouthed dipshits realize. It will be done when it's done and you will physically have to strangle me to death and seize control of the company over my rotting corpse before I will compromise on quality and immersion. Deal with it or go die in a fire." -Chris Roberts
 

NaffNaffBobFace

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These are going to be salvage areas... right?

View attachment 18759
Dunno but it seems logical.

Check out the plans for the Cathcart System though:


"...discovered in 2438 by Adelaide Lorris, contains no planets, only a loose collection of asteroids near the system's theoretical green band, so it became the galaxy's junkyard. Old space hulls were decommissioned and deconstructed here for centuries..."

That's going to be the scrap mechanics Nirvana.
 
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