PC Games shows off Star Citizen procedural planet

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kweeni

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#1  Edited By kweeni
Member since 2007 • 11413 Posts

My turn to create the weekly Star Citizen thread. heuheuheu

Anyway it seems PC Games, a German magazine, recently visited Foundry 42 Frankfurt to check out their game. Basically CIG showed off a procedural planet (Delamar) and star marine. The best part is that it wasn't just show, the journalists actually got to play it.

Star Marine (the Arena Commander equivalent of fps) is planned for 2.6, which is not the next update but the one after that.

They plan to have the Stanton system (including procedural planets) in 2.7 and 40 locations in the Stanton system by the end of the year.

I'm just going to copy/paste a quote from reddit. User blablablablabla78 made a nice summary:

No misunderstanding, they actually played it. Chris and Erin were there as well. There's also a new screenshot of Mark Hamils face and the Onion Knight in uniform, faces definitly look better now than before.

Edit:

2.6 will launch Star Marine as separate module just like Arena Commander, this was also played by staff of PC Games and they are saying it's much more polished on the FPS side and feels a lot better than current rudimentary FPS in the PTU. - Interesting side-note: they talked about map->s.

2.7 will bring procedural planets and you will be able to travel the whole stanton system and all planets and moons can be directly approached down to the surface.

Edit:

  • They say the new lighting system as part of the procedural planets build looks much more natural.
  • They say that approaching the planet looks and technically feels better than with Elite Dangerous.
  • You can land anywhere manually, automatic landing gets you to fixed positions i.e. landing zones.
  • Microtech and Hurston come in follow-up patches after 2.7
  • They aim to have Stanton fully playable i.e. with all stations and landing zones (according to CR about 40 locations) by end of 2016
  • There will be more jobs and missions as well.
  • Trading will be in by then
  • Chris describing that missions accepted up in space stations could lead you eventually down to planet surfaces, not clear if this is going to be in with 2.7 but seemingly something SQ42 will benefit from.
  • Planets and moons are revolving around suns, with naturally simulated day and night cycles.
  • When flying over the ocean they were noticing that the horizon had a correctly simulated curve.
  • Trees and Animals seemingly are planned (edit: doesn't seem to be in with 2.7, sorry) - they have them seemingly setup in pre-made templates they call eco-systems - these can be brushed over the planet surface, some magic blends the transitions to make it look naturally and consistent.
  • Planetary surface and topograhy details are controlled by a dynamical LOD system.
  • Some pop-up was visible during the planetary approach but they described it as impressive regardless.
  • They were also impressed with the cloud system, which wasn't just a simple texture layer but seemingly is described what I assume would be volumetric, i.e. they have deepth and height and impact visibility, leading to mountain crests piercing through clouds and valleys being covered.
  • They are writing that there isn't any artificially restricted view range, visibility is rather a result from the volumetric calculation of the athmosphere.
  • Parallax-Occlusion maps with dynamic tessellation is used for the surface details.
  • GTX 980 was used with 100 fps on the planetary surface, so performance seems to be pretty good already, sorry, that was just editor performance - in-game performance was 45fps :)
  • Some stuff about the subsumption-AI saying NPCs might have hobbies and a virtual mind, allowing them to remember the player or be influenced in his opinions by the player. To avoid performance issues, they seemingly control the update cycles for NPC AI based on player proximitiy i.e. update cycles go to 1hz instead of 60hz if no one is around.
  • There was also a part about server architecture, how they intend to improve upon it in order to sustain more concurrent players in the same server zone. target is to reduce the numbers of instances.
  • They intend to mesh servers together in order to form a huge cluster, the necessary optimisations are already being coded into star citizen, accordingly they also should yield some marginal performance improvements on the client side.

Edit:

  • One of the journalists wrote in his opinion piece that the gamescom presentation is going to drop some jaws to the floor. (just a mild disclaimer: it isn't clearly written if he has actually seen it or just speculates)

  • He also wrote that he was positively surprised that all employees at Foundry 42 Frankfurt he had the chance to talk with, seemed truthfuly grateful to be able to work on the project and the challenges it brings along. The journalist specifically points out, that the enthusiasm didn't feel faked.

  • The acticle has a small footnote saying that Brian Chambers pointed out repeatenly that all pictures still represent WIP.

Edit:

just adding for completions sake

Britizencon - off-line recording:

https://www.periscope.tv/Ichiru_Test/1BRJjklpjBRxw

One detail that surfaced via Twitter:

https://twitter.com/BritizenCon

https://twitter.com/RayRoocroftCIG/status/756875823701975044

Head bob will apparently also be customizable, think severe (realistic), semi realistc and non.

Edit:

Thanks for the gold and apologies if I got some details wrong, feel free to post corrections in reply - German / English translations aren't my forte!

Links for the eye candy:

http://imgur.com/a/whwyC

http://imgur.com/a/DBIUX

http://imgur.com/a/dpW3Z

I'll post some of the pics here but there is more in the links.

[update]

User "The_Don" from the rsi forum translated the article. Credits to him.

I tried to translate the article as good as possible, this is the main textblock available:

Star Citizen

No other crowd funding project is such a center of attention for euphoric fans and generous backers, as well as critical sceptics and doubters among gamers, press and media. With Star Citizen and Squadron 42 the now to 320 employees grown studios want to realize the science-fiction-dream of Chris Roberts under the banner of Cloud Imperium Games (CIG). Behind this stands a community of at the moment 1.4 Mio. supporting backers and their proud sum of 117 Mio. US-Dollars backing money. How the money is invested into the game, we looked upon for a day at the youngest studio of CIG with the name Foundry 42 in Frankfurt on the Main. Lead by development director Brian Chambers (Ryse: Son of Rome), accompanied by Chris Roberts (Wing Commander) and his brother Erin (Privateer), we learned news about the procedural planets technology, were allowed to play the most actual build and looked the designers of weapons, AI, levels and cutscenes over the shoulder. Parts of all this are planned to be playable for backers in new alpha versions until the end of the year.

Starting, Flying, Landing – Everything without loading times.

Our first station is the presentation with hands-on about the most recent version of the procedural technique in the game. Procedural means that predefined algorithms generate all celestial bodys in the game in real time. This process is repeatable any number of times and spares hardware ressources. In our demo we directly start in space. We sit in the cockpit of our fighter, ahead of us lies the moon sized planet Delamar in the Nyx-System. As predefined landing target the mining station Levski is selectable in the HUD. Then it is directly and seamlessly approachable. Out of space, into the orbit, atmosphere entry, landing approach – how this looks and feels, you can see on double page 16/17- The basic technology behind this was already shown at the end of 2015, but the graphical sophistication of the planets surface has been improved drastically. On the planet we leave the cockpit and move around in a realistical seaming 3D-enviroment. Topography and terrain look awesome and while overlooking the ocean we note the correct simulated curvature of the horizon. The technological base frame allows it to simulate all planned star system in the game, thus planets and moons draw their tracks around suns. This for example leads to the fact, that while circling a celestial body, one will be able to see the day and night sides. "Applied to the gameplay the procedural technology is a big step forward for us", elucidates Chris Roberts to us during the presentation and explains further: "Now we can design missions in a way, that you can accept a job on a space station, which seamlessly leads you to the planets surface and back". The Singleplayer offspring Squadron 42 will also distinctively profit from this, promises Chris Roberts. Additionally the exploration aspect of the game can now be made more exciting. Somebody on the surface of a planet who looks up to a moon in the sky, can board his ship and actually go there. Other than with Genre-Colleague Elite:Dangerous all planets and moons in Star Citizen are supposed to have landing opportunities. For reasons of fairness it should be mentioned, that in the Roberts-Universe we talk about 100 Systems, while Frontier Developments outright simulates the whole milky way.

Automatic-Algorithms with Handiworkbonus

The on 10. August 2016 releasing spacegame No Man's Sky also relies on procedural technology, but with completley atomaticaly generated planets and without storybased gameplay. Star Citizen will be different, because it is concepted as a real Online-RPG. There is already a detailed lore to the game, filled with factions and planet descriptions. So to prove this is realizable in the game accordingly and will be visible to the player, the developers show us in their editor tool how they breathe life into the algorithmic generated planetary surfaces, so they don't seem repetitive or even boring in the end. The designers always have control over the generated content. In this way it is possible to rework and adjust terrain-topography in the editor by hand. Predefined templates – so called ecosystems – contain for example trees, buildings, plants as well as animals, which can be painted on the terrain in the editor with one "brushstroke". Next transitions are modelled are modelled and faded over in Cry Engine, so the surface looks as if shaped from the same mould. So you then can while extensively exploring, discover hidden temples, wrecks, stations, mines and other game relevant things.

The next Steps

After we played for a while to make a picture for ourselves about the technological background (of the game) at Foundry 42, we naturally wanted to know, when it will be playable live. Chris Roberts told us what the next steps to update the alpha builds for backers will look like.

First there will be an update to version 2.5 soon. This contains a new space station for the existing mini universe(see box on page 14). "The station is more targeted at players, that lets say want to move beyond the law", explains Roberts. The allusion refers to the pirate base named Grim Hex, which was shown recently by Cloud Imperium Games in their Online-Video-Show "Around the Verse" shortly. Grim Hex is the opposite to the already existing station Port Olisar in the playable Stanton System. "With that we want to enable the gameplay between two factions, to see, what the players will make of it", so Roberts.

After that follows 2.6, in which the developers want to introduce the First-Person-Shooter-Module Star Marine. Star Marine will be played outside of the persistant universe, like the already existing module Arena Commander, in which one can test his piloting skills. It is specially designed for multiplayer shooter sessions, with separate levels. "We have invested very much time into the FPS-mechanics, which will be very noticeable if compared to the actual rudimentary systems in 2.4", says Roberts. The developer show us a corresponding gameplay segment, which leaves an excellent impression: Animation, controls and weapon feeling were thoroughly overhauled, so that for a shooter player it really feels good. The result: Seamless movements and clean gunplay – keep it up!

With version 2.7 CIG wants to implement procedural planet technology into the live universe. In the first step it will for the first time become possible to travel the complete Stanton System. At the moment version 2.4 contains only parts of it, in whcih which one can't land on planets or space ports. This will change fundamentally. "Version 2.7 is the next big step for us, which will contain much more playable content for our backers", remarks Roberts. Planets and Moons in the Stanton System will be directly approachable and the players can land on them, like on the afore mentioned Outlaw-Base Grim Hex. With following patches more landing zones will find their way into the Stanton System, like for example Hurston and Microtech, two important corporation locations in the Star Citizen Universe. The proclaimed target of CIG is, to make Stanton playable in its full extent before the end of 2016, with all stations and landing zones, which Roberts estimates to 40 locations. It shall also be possible, to play considerably more missions... end...

I'm trying to get better at actually translating texts, so don't be shy respectivley feel free to point out my errors. I would like to translate the rest as well, if somebody can get it online. (Some funny typo that happened: "The Love Universe" instead of the live universe, I imagined a place where they beat the love out of you until death kisses you...)

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DarthRamms

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#2 DarthRamms
Member since 2013 • 1128 Posts

Wow

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DeathLordCrime

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#3  Edited By DeathLordCrime
Member since 2014 • 893 Posts

Still have to wait for Citizencon for the bigger news I guess

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Cloud_imperium

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#4  Edited By Cloud_imperium
Member since 2013 • 15146 Posts

Holly fvcking nut balls.

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GodspellWH

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#5  Edited By GodspellWH
Member since 2013 • 1078 Posts

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deactivated-5ebea105efb64

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#6 deactivated-5ebea105efb64
Member since 2013 • 7262 Posts

@kweeni said:

Wasn't expecting him. Did he follow stannis to space? lol

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Cloud_imperium

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#7 Cloud_imperium
Member since 2013 • 15146 Posts

@Gamerno6666 said:
@kweeni said:

Wasn't expecting him. Did he follow stannis to space? lol

"Your lord commands you to burn UEE fleets!? Your lord is evil!"

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Ghosts4ever

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#8 Ghosts4ever
Member since 2015 • 24921 Posts

Show us a proper Gameplay footage of Squadron 42 please!!!. its about to release in 2016 yet no footage. just concept arts.

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naz99

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#9  Edited By naz99
Member since 2002 • 2941 Posts

@ghosts4ever: Citizencon in October is rumored to be the reveal of sq42.

And the general thought of the backers is that it wont be done by the end of the year,its most likely 2017,hopefully the first half.

Also there has been footage of sq42 not in ship dogfighting or cutscenes though, look for the morrow tour, starcitizen espana has the best quality version on you tube, it was a tour of an Idris ship from the start of the game which will be your homebase in the singleplayer, however it was an early first pass version with a few bugs but it still looked promising.

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#10 GodspellWH
Member since 2013 • 1078 Posts

@ghosts4ever said:

Show us a proper Gameplay footage of Squadron 42 please!!!. its about to release in 2016 yet no footage. just concept arts.

They always show gameplay during citizencon like every year and none of what you seen is concept art

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#11 Ghosts4ever
Member since 2015 • 24921 Posts

@godspellwh said:
@ghosts4ever said:

Show us a proper Gameplay footage of Squadron 42 please!!!. its about to release in 2016 yet no footage. just concept arts.

They always show gameplay during citizencon like every year and none of what you seen is concept art

they never shown any gameplay of single player squadron 42. only star citizen MMO.

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GodspellWH

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#12  Edited By GodspellWH
Member since 2013 • 1078 Posts

@ghosts4ever said:
@godspellwh said:
@ghosts4ever said:

Show us a proper Gameplay footage of Squadron 42 please!!!. its about to release in 2016 yet no footage. just concept arts.

They always show gameplay during citizencon like every year and none of what you seen is concept art

they never shown any gameplay of single player squadron 42. only star citizen MMO.

They showed a glimpse of SQ42 last year now that citizencon is coming up they will show it on October. Everyone knows CIG only does that for citizencon not outside of it.

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Wasdie

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#13 Wasdie  Moderator
Member since 2003 • 53622 Posts

Good GOD.

I knew they were working on some new graphical effects and continuing work on the procedrual planets, but I had no idea.

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deactivated-60bf765068a74

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#14 deactivated-60bf765068a74
Member since 2007 • 9558 Posts

@Gamerno6666 said:
@kweeni said:

Wasn't expecting him. Did he follow stannis to space? lol

Did they really get the Davos actor for this game?

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#15  Edited By naz99
Member since 2002 • 2941 Posts

@ProtossRushX: there is more than one GOT actor in SC

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deactivated-5a8875b6c648f

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#16 deactivated-5a8875b6c648f
Member since 2015 • 954 Posts

Good lord that is beautiful.

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flipclic

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#17 flipclic
Member since 2004 • 271 Posts

Their cast is stacked:

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mjorh

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#18 mjorh
Member since 2011 • 6749 Posts

Simply brilliant !

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#19  Edited By rollermint
Member since 2010 • 632 Posts

Pretty damn amazing work...

But of course, its obviously a huge scam. They are all on some caribbean island that CR bought with backers money.

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#20 mjorh
Member since 2011 • 6749 Posts

@rollermint said:

Pretty damn amazing work...

But of course, its obviously a huge scam. They are all on some caribbean island that CR bought with backers money.

lmao

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the_master_race

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#21 the_master_race
Member since 2015 • 5226 Posts

Oh sweet mother of god

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DarthRamms

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#22 DarthRamms
Member since 2013 • 1128 Posts

@flipclic: top notch VA cast

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#23 commander
Member since 2010 • 16217 Posts

Is this dead space?

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#24  Edited By deactivated-5acbb9993d0bd
Member since 2012 • 12449 Posts

Looks great... I hope this gets implemented along with a finished system by the end of this year... (don't care about SQ42 that much) and NPC/A.I.

Very impressed with the bullet points, given half those things they weren't originally going to do. A video would of been nice, but I suppose they only want to show us the release version now.

I can't help but feel though, that celebrities will add nothing to the overall game... seems like a colossus waste of money that could of been better spent elsewhere... The great unique thing about creating characters from scratch, is that they are ALWAYS unique... something you can't do in the TV/Film world.... it makes it less immersive in my mind.

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#25 zeeshanhaider
Member since 2004 • 5524 Posts

What and still no foliage and Kratos' manly beard?

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kweeni

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#26 kweeni
Member since 2007 • 11413 Posts

They've come a long way with their character models. Bishop's old model doesn't look so impressive anymore compared to what they have now. The textures on the uniform, the skin, the eyes, hair, the way light reflects on those gold parts and the lighting in general. It all looks so much better now. The only flaw I've noticed with Liam Cunningham's model is that there is no shadow between the neck and the uniform. But since Bishop's model has that I'm sure the devs are aware of this.

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#27 flipclic
Member since 2004 • 271 Posts

@DarthRamms: Not voice acting, full motion capture, it's more complex that just recording the voice.

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#28 foxhound_fox
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#29 deactivated-60bf765068a74
Member since 2007 • 9558 Posts

these graphics are insane ps4 and xb1 and wiiU really need step up there game this looks real, this looks real no mans sky there wasn't even explosion effects like you shoot something and then blocks form it looks horrible compared to this. No man's sky looks absolutely terrible next to this game visually.

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#30 DarthRamms
Member since 2013 • 1128 Posts

@flipclic: there goes da budget

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#31 TheFadeForever
Member since 2013 • 2655 Posts

@ProtossRushX: NMS is very indie looking amd it shows

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kweeni

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#32 kweeni
Member since 2007 • 11413 Posts

Updated the OP with a translation of the article if anyone is interested.

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#33 Juub1990
Member since 2013 • 12620 Posts

@ProtossRushX: Doesn't look real at all and are you seriously asking consoles to step up to PC?

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#34 flipclic
Member since 2004 • 271 Posts

@ProtossRushX: You said explosions?

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#35 TheFadeForever
Member since 2013 • 2655 Posts

@kweeni: damn hype is on a whole new level

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#36 chikenfriedrice
Member since 2006 • 13561 Posts

Does look amazing.....but is it fun?

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#37  Edited By MirkoS77
Member since 2011 • 17657 Posts

So my future 1070's to be put to work. Combine that with the Vive in space dogfights.....lovely. All I care about is SQ42 at this point, all else is gravy. I don't actually believe such scope is do-able as far as the persistent universe goes, but would love to be proven wrong.

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#38  Edited By ABtoxin
Member since 2014 • 438 Posts

@MirkoS77 said:

So my future 1070's to be put to work. Combine that with the Vive in space dogfights.....lovely. All I care about is SQ42 at this point, all else is gravy. I don't actually believe such scope is do-able as far as the persistent universe goes, but would love to be proven wrong.

Not as detailed as a handcrafted world but who knows CIG has some of the most talented people in the world. They got people who worked on the Crytek Engine.

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#39 PimpHand_Gamer
Member since 2014 • 3048 Posts

So these procedurally generated planets...contain any life? Caves? ...etc? I mean is this on the scale of No Man's Sky? Because typically having procedurally generated anything for games is often pretty boring. SC has epic graphics but if your time is to be spent seeing boring terrain of mountains and whatnot then it's useless. I'm sure the missions..etc will be good but as far as exploring goes, I have not read anything that sounds as interesting as NMS which of course will have plenty of it's own boring moments due to travel time or grinding.

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#40  Edited By ABtoxin
Member since 2014 • 438 Posts

@pimphand_gamer said:

So these procedurally generated planets...contain any life? Caves? ...etc? I mean is this on the scale of No Man's Sky? Because typically having procedurally generated anything for games is often pretty boring. SC has epic graphics but if your time is to be spent seeing boring terrain of mountains and whatnot then it's useless. I'm sure the missions..etc will be good but as far as exploring goes, I have not read anything that sounds as interesting as NMS which of course will have plenty of it's own boring moments due to travel time or grinding.

From what they said there will be life and we have different terrains like jungles.

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#41  Edited By Neobone2
Member since 2015 • 105 Posts

Almost reality.

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#42 Cloud_imperium
Member since 2013 • 15146 Posts

@pimphand_gamer said:

So these procedurally generated planets...contain any life? Caves? ...etc? I mean is this on the scale of No Man's Sky? Because typically having procedurally generated anything for games is often pretty boring. SC has epic graphics but if your time is to be spent seeing boring terrain of mountains and whatnot then it's useless. I'm sure the missions..etc will be good but as far as exploring goes, I have not read anything that sounds as interesting as NMS which of course will have plenty of it's own boring moments due to travel time or grinding.

Star Citizen is not fully relying on procedural generation. They plan to launch the game with 100 Star Systems and they will be handcrafted. For example, they know that one planet will be covered with ice, the another one will have a dense jungle, then there will be cities and so on.

They are using procedural generation to enhance the experience and fill the galaxy with different small objects like asteroid belts and so on, or to allow players to have atmospheric flight but it isn't like No Man's Sky where the entire game is about procedural generation. Star Citizen is more about moment to moment gameplay handcrafted by developers with some procedural elements here and there.

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#43 Sushiglutton
Member since 2009 • 9853 Posts
@kweeni said:

Amazing! Can not wait to explore that puke yellow/greenish flat surface!

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#44  Edited By deactivated-5acbb9993d0bd
Member since 2012 • 12449 Posts

@pimphand_gamer said:

So these procedurally generated planets...contain any life? Caves? ...etc? I mean is this on the scale of No Man's Sky? Because typically having procedurally generated anything for games is often pretty boring. SC has epic graphics but if your time is to be spent seeing boring terrain of mountains and whatnot then it's useless. I'm sure the missions..etc will be good but as far as exploring goes, I have not read anything that sounds as interesting as NMS which of course will have plenty of it's own boring moments due to travel time or grinding.

It's more about the flight-sim aspect than actually driving a heavy amount of content. So I wouldn't expect it to be briming with life in quite the same way no mans sky does (as that focuses on it.). It's probably going to be more like Elite Dangerous with landing zones, combat situations, randomly spawning quests or pirate/bad guy havens .. and plant/minieral gathering ect for profit (resources such as water too). Some talk of alien species... but I imagine that being a LATE LATE luxury..... far more important things to get on with.

SC is meant to be more about realism/emmersion and a space sim above all else, so the inclusion of space to planet landing was a must at this point, but planet content (outside of main hubs) I doubt will be a release priority.

This is also very early days so we will likely only see rocky planets withouit vegetation, or atmospheric flight etc.

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#45 PimpHand_Gamer
Member since 2014 • 3048 Posts

@MBirdy88 said:
@pimphand_gamer said:

So these procedurally generated planets...contain any life? Caves? ...etc? I mean is this on the scale of No Man's Sky? Because typically having procedurally generated anything for games is often pretty boring. SC has epic graphics but if your time is to be spent seeing boring terrain of mountains and whatnot then it's useless. I'm sure the missions..etc will be good but as far as exploring goes, I have not read anything that sounds as interesting as NMS which of course will have plenty of it's own boring moments due to travel time or grinding.

It's more about the flight-sim aspect than actually driving a heavy amount of content. So I wouldn't expect it to be briming with life in quite the same way no mans sky does (as that focuses on it.). It's probably going to be more like Elite Dangerous with landing zones, combat situations, randomly spawning quests or pirate/bad guy havens .. and plant/minieral gathering ect for profit (resources such as water too). Some talk of alien species... but I imagine that being a LATE LATE luxury..... far more important things to get on with.

SC is meant to be more about realism/emmersion and a space sim above all else, so the inclusion of space to planet landing was a must at this point, but planet content (outside of main hubs) I doubt will be a release priority.

This is also very early days so we will likely only see rocky planets withouit vegetation, or atmospheric flight etc.

I would think that detailed planets and some with life would be closer to simulation than not. At least it doesn't seem like it would be too hard to add. The creators of NMS based theirs off of some simple rules and math with a few different models so hopefully that would be something they will add in the future because exploring is as sim as it can get imo.

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#46 deactivated-5acbb9993d0bd
Member since 2012 • 12449 Posts

@pimphand_gamer said:
@MBirdy88 said:
@pimphand_gamer said:

So these procedurally generated planets...contain any life? Caves? ...etc? I mean is this on the scale of No Man's Sky? Because typically having procedurally generated anything for games is often pretty boring. SC has epic graphics but if your time is to be spent seeing boring terrain of mountains and whatnot then it's useless. I'm sure the missions..etc will be good but as far as exploring goes, I have not read anything that sounds as interesting as NMS which of course will have plenty of it's own boring moments due to travel time or grinding.

It's more about the flight-sim aspect than actually driving a heavy amount of content. So I wouldn't expect it to be briming with life in quite the same way no mans sky does (as that focuses on it.). It's probably going to be more like Elite Dangerous with landing zones, combat situations, randomly spawning quests or pirate/bad guy havens .. and plant/minieral gathering ect for profit (resources such as water too). Some talk of alien species... but I imagine that being a LATE LATE luxury..... far more important things to get on with.

SC is meant to be more about realism/emmersion and a space sim above all else, so the inclusion of space to planet landing was a must at this point, but planet content (outside of main hubs) I doubt will be a release priority.

This is also very early days so we will likely only see rocky planets withouit vegetation, or atmospheric flight etc.

I would think that detailed planets and some with life would be closer to simulation than not. At least it doesn't seem like it would be too hard to add. The creators of NMS based theirs off of some simple rules and math with a few different models so hopefully that would be something they will add in the future because exploring is as sim as it can get imo.

Your not wrong, by any means. That sounds like "Expansion" material which has been mentioned. Originally there wasn't going to be space to planet landing, but r&d went really well and now its a priority. However, the difference in detail, scope and expecting production values (E.G ... a creature in NMS is liekly to be/look alot simpler than an SC equivalent) means that it would take a lot longer, and people might not be so forgiving with the random generation of monsters... (in terms of how silly they could look if left up to random generation).

You can argue anything extra makes it more of a simulation, but for 1.0 at least, this is purely about the FLIGHT-Sim aspect. They already have far too much content-creep as it is.

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#47 DaVillain  Moderator
Member since 2014 • 56095 Posts

Most impressive I seen all day, very impressive as in matter of fact.

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#48 scatteh316
Member since 2004 • 10273 Posts

Cool...... when's the release date?

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#49 kweeni
Member since 2007 • 11413 Posts

@pimphand_gamer said:

So these procedurally generated planets...contain any life? Caves? ...etc? I mean is this on the scale of No Man's Sky? Because typically having procedurally generated anything for games is often pretty boring. SC has epic graphics but if your time is to be spent seeing boring terrain of mountains and whatnot then it's useless. I'm sure the missions..etc will be good but as far as exploring goes, I have not read anything that sounds as interesting as NMS which of course will have plenty of it's own boring moments due to travel time or grinding.

  • Trees and Animals seemingly are planned (edit: doesn't seem to be in with 2.7, sorry) - they have them seemingly setup in pre-made templates they call eco-systems - these can be brushed over the planet surface, some magic blends the transitions to make it look naturally and consistent.

Idk if we'll see trees, animals, and things like caves and ruins this year but yeah they're on the roadmap. Mining on planets is also planned (there is even a ship for this specifically) and hunting. Pets are also planned for way down the road. There will be plenty of different type of terrain depending on the planet. Cold, hot, rocky, desert and, according to Chris Robert, forests that rival the original Crysis. Though I doubt the planet in the OP will have any of these things as it's only a planetoid not even half the size of Pluto and has no breathable atmosphere. It's actually the same planet that we saw in the "pupil to planet" video, Delamar. Kinda gives you and idea on how far they've come with their planet tech.

As for No Man's Sky, the planets in SC will be real life size as well if that's what you mean. But there will only be a few hundred of them so it can't match the huge quantity of NMS. However unlike in No Man's Sky, because of the smaller scale of the game, each planet in SC has it's own lore and the devs can manually design each planet so that it fits the lore and they just generally have much more control over it. It's like a mix between handcrafting and procedural generation.

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#50 oflow
Member since 2003 • 5185 Posts

Games seems like its trying to do too much. Not saying it cant or wont be done, but they need to actually release a solid core and build off of that.

It getting to the point where it needs a vanilla WoW moment to keep its momentum going.