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#3664649 - 10/17/12 03:09 PM Re: Squadron 42.... [Re: Player]
Master Offline
meh
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This was posted as a response on their facebook page.

Quote:
Roberts Space Industries Hi Gretchen, Do not worry you will not miss out just yet, not in 3 days. There will also be awesome news released about the ships soon so it may work in your favor smile


My guess is that they do a info dump when they hit the 1 million mark.
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#3665273 - 10/18/12 02:55 PM Re: Squadron 42.... [Re: Player]
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meh
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They made 1 million.

They also now have a kickstarter

http://www.kickstarter.com/projects/cig/star-citizen

I have pledged 4 copies of the game lol. I cant wish this game success enough. Walking around inside of your ship while playing a privateer/wing commander game. Oh man, I have never been this excited for a game in my life.


Edited by Master (10/18/12 02:56 PM)
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And we as its creators don't feel ready to hear your annoyed jabber about it.
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#3665837 - 10/19/12 11:48 AM Re: Squadron 42.... [Re: Player]
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_________________________
And we as its creators don't feel ready to hear your annoyed jabber about it.
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RoF: =AGW= Master
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#3665843 - 10/19/12 11:55 AM Re: Squadron 42.... [Re: Player]
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Update on kickstarter

Quote:
An Update from Chris Roberts
Update #1 · Oct. 19, 2012 · 11 comments

WOW!

Thanks to everyone backed us over these past 24 hours. We had our biggest day outside of the announcement day. Kickstarter alone brought in $155,270, hitting 30% of its goal in just 24 hours from when we launched! Remember that the more we raise the more content I can pack in from the outset and louder message we send to the world that Space Sims are very much alive.

So thank you to everyone that backed for the first time, or backed again because you’re such a big supporter!

It makes me proud, humble and determined to make the best game I possibly can as you all deserve nothing less.

As we showed yesterday by listening to feedback on providing Kickstarter as an option we hear you loudly on the ship specifications. We’ve had the general specifications worked out for a while, but I’ve been holding off on sharing as I want some early conceptual work to share along with the descriptions because I believe a picture is worth a thousand words!

But as you would like to know sooner rather than later our plan is to publish the descriptions once the upgrade feature is functional on the main RSI site for the non Kickstarter backers of the project, which the web guys are aiming to have online by Monday.


In addition we plan to do a Reddit AMA on Monday. We'll provide a link here when that is live.

Finally if you go to the Star Citizen section on the home page you will see that it now connects to our game overview and FAQ. This will be the living document that we update the game’s design and feature list as we describe them and also will be where the FAQ will live. Please check it out!

Chris Roberts


And here are come comments posted to kickstarter.

Quote:
Creator Cloud Imperium Games Corporation about 6 hours ago

Will the SP have a linear or branching storyline?

CR: Branching. Squadron 42 is how I would make a new WC for today's tech. Its going to be more towards WC1 and less towards the linear aspects of WC3 & 4, as its easier to have multiple paths / options when you're rendering things real time rather than shooting a bunch of FMV


Here is a particularly scary answer when asked about controlling the Bengal Class carrier.
Quote:
Creator Cloud Imperium Games Corporation about 7 hours ago

Elfwyn: Yes. Probably not something as huge as seen in the Squadron 42 demo, but definitely on the order of a destroyer.

The higher end ship, the RSI Constellation is a multi-person ship with its own short range fighter.


Quote:

Creator Cloud Imperium Games Corporation about 7 hours ago

Paul D:

in that people who choose to explore from the get go possibly discover all that which can be discovered?

CR: No! That's the whole reason why I want micro content updates. We will be constantly adding jump points / star systems / missions and building out the world as we go along. So its going to impossible to discover everything as the world is always being added to.


Quote:
Creator Cloud Imperium Games Corporation about 8 hours ago

Dablue & Luc - here's some answers (That will make their way into the FAQs)

So how will the kickstarter and the funding on the own site co-exist?

CIG: The money raised on Kickstarter and the money raised on the direct RSI site (which is now $1,060,239 as of this post) will be combined towards the stretch goals. Based on the amount raised so far and the project momentum its probably safe to say that the minimum $2M will be reached. The question is just how far beyond that we can go! As we explain on the FAQ we intend to build the full Star Citizen experience even if we don't reach the later goals, it just may take longer to get the full persistent universe launched and not have as much content on initial launch. In all cases, Squadron 42, the single player game, will be delivered on the promised schedule as we can finish that in the promised time frame even if we only raise $2M

This kickstarter is only for the single player portion right?

CIG: No, you kickstarter pledge gets you the same package that you would get backing on the RSI site. - So this is the single player game, the persistent universe and the ability host your own multi-player and to mod.

any chance in seeing Kilrathi cameos?

CIG: That's EA call. They own the IP now :-(

you get a better quality ship when you pledge more money. If i am correct in this, how do you think this will be "fair" and "balanceable" in the MP aspect of the game?

CIG: Yes, you get a bigger ship and more credits by pledging more money but that doesn't necessarily mean you will automatically win. Star Citizen is not a stat driven RPG where a 85 level Paladin will crush a 1 st level character. There is always an element of skill to the flying and all the ships have pros and cons. A heavily armored and weapoinized ship can indeed be fearful but a skilled pilot flying a much cheaper but lighter and more nimble ship could win that battle. In addition everything is purchased using in game credits so if you have only spent $30, after flying some missions and doing some trade runs you can earn enough money to upgrade your ship. So really all the higher pledges are doing is short cutting some of the time you would need to spend to upgrade your ship to a bigger or more powerful one. And it is important to note that flying mission and doing trade runs is a big part of the FUN of a game like star Citizen. It wont be some boring grind to encourage you to spend money.

if there were actual planets to physically land on, it would be the game I've been dreaming of since I was a kid playing Elite: Frontier

CIG: Same here! This wont be in the initial release of Star Citizen as we've already promised a lot! But we wouldn't rule it out in the future and engine already supports ground missions.


Quote:
Rsi%20logo%20640x640.small
Creator Cloud Imperium Games Corporation about 9 hours ago

Hey guys.

So on the "double" backing - if you pledge for say a SCOUT package and then get a WINGNUT Package - you will have both ships in your "space" garage, your credits will be pooled and you'll get all the physical rewards promised in each package.


Quote:
Creator Cloud Imperium Games Corporation about 11 hours ago

@Maric Yes, but we'll have to work with you to get it all sorted out. We'll post instructions once we get the Kickstarter data!

@Uber_Nobody: Absolutely you should see your cargo! Show, don't tell wherever possible. The original Wing Commander set a new standard by doing things like blowing up your cockpit instead of reading off a damage percent... our goal is to continue that.

@Jalister: Yes! We want to support a wide range of joysticks, throttles and other addons. I've been looking for an excuse to buy all kinds of crazy flight sim addons for my PC and this is IT!

@Adauli: Give us a few hours to figure out what the best way for that is. I'm sure we can work it out, I just want to make sure we understand how to read the upgrade when it's time first.

@Papa_Dragon We're investigating a "digital deluxe" tier right now; just need to make sure we have all the extras in a pipeline that'll provide us nice digital versions.


Quote:
Creator Cloud Imperium Games Corporation about 12 hours ago

Hey Aaron - the web team is working feverishly on that!

They have been told they have to be ready when I detail the various ships, so the goal is to have it working by Monday :-)


Quote:
Creator Cloud Imperium Games Corporation about 12 hours ago

Jalister - that's correct.

The idea is to allow people to set up their own servers and mod like you can do on Freelancer,

Or play in a curated persistent universe (that will have more reach and scale than one privately hosted)

Or just play a Wing Commander style single player game offline (or online if you want co-op)

All in the same consistent universe.


Quote:
Creator Cloud Imperium Games Corporation about 14 hours ago

To be clear: you get both alpha and beta access with the physical Scout tier. That was our mistake!


Edited by Master (10/19/12 12:02 PM)
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#3666038 - 10/19/12 03:48 PM Re: Squadron 42.... [Re: Player]
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Here is a really good snipit

Quote:
Brett "Tumbler" Williams about 2 hours ago

I get more excited by the Oculus Rift support by the second. I passed on backing the Kickstarter but I can't wait to see how it works with Hawken and I'd love to see Star Citizen release a tech demo next year that lets you sit in that cockpit and flip switches or something. (the cockpit(s) shown in the prototype footage)

Can we get a stretch goal that builds a semi working cockpit ala DCS flight sims? I'd absolutely love to just sit in there flipping switches and looking at it.


Quote:
Creator Cloud Imperium Games Corporation about 2 hours ago

@Tumbler: Everything in the cockpit already works! No random sci-fi switches here!
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#3666942 - 10/21/12 12:39 PM Re: Squadron 42.... [Re: Player]
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Here are some more interesting snippets for those not wanting to search everywhere for them.

Quote:
Scotty “S42:Space Marines” 19 minutes ago

@Chris – this was a post from Katrar earlier but I also have the same question. Can you give any insight on this?
@Chris, and actually, a real question as well. There’s been some discussion on here about capital ships. Could you give the abridged version of your vision for capital ships in the game’s future, and specifically how players (or groups of players) may or may not be able to crew or own them?


Creator Cloud Imperium Games Corporation 11 minutes ago
Scotty -

So the game is set up so you can crew capital ships- even ones as big as the carrier that you saw in the demo – they all have a “captains” chair and can have various stations that you can sit down to do things – fire control, target selection etc. Turrets are also manable. There will definitely be a use of this in Squadron 42 and well as the full persistent open world.

We haven’t made the decision on how big a capital ship a player or group of players can earn / control in the open world. But there will definitely be bigger ships you can buy / capture and fly with your friends. The Constellation will be good for 3-4 players and will have up to two manned turrets (not from the start, you’ll have to upgrade to this) and a short range fighter in it’s belly hangar. Think of it like the Millennium Falcon with a bonus light fighter.

We’ll have some bigger ships – maybe up to a destroyer… After that we’ll see!

Quote:
Creator Cloud Imperium Games Corporation about 11 hours ago

Scotty "S42:Space Marines"
@Chris - Any thoughts on unknown alien artifacts or tech? Perhaps while exploring the galaxy you come across a derelict space craft of unknown origin and can salvage a weapon or power upgrade. I think that could be a cool addition for the explorer/freelancer types.

This will definitely be in the game!

Quote:
Creator Cloud Imperium Games Corporation about 11 hours ago

JHewett
Hello all
I have 1 BIG question.
I used to play freelancer and this seems like the game I have been waiting for (for sooo long). The thing is - I used to play mainly solo. I get what you are trying to do with the persistent world etc, but I don't want to die because I suck at PVP.
So - here is the question. With the private server option, will I be able to experience the full game (minus multiplayer elements) in terms of open world exploration and trade?

CR: On your own server yes. If there aren't real players available the universe server will populate the battle instances or space locations with NPCs. I'm brainstorming here (so don't hold me to it) but it should be possible to run your own instance as essentially a SP game with the client and server on both on your machine. This is the way CryEngine is set up anyway - even the demo I showed, which was SP was running under a server client set up. Doing this would allow you to train before getting into the universe with other live players. But I have to add that there will definitely be areas in teh persistent universe that you will be safe from PvP

Quote:

Creator Cloud Imperium Games Corporation about 11 hours ago

righ
@Chris are you thinking of doing any sort of ranking system for players? Basic stats at first maybe.. then you could also show ranks vs other players and friends. Data and stats are always fun to look through

There will definitely be a player & squadron ranking system (squadrons will be our version of a clan). Its on the list of things to do on the community site, but you're going to be able to create a squadron and have your friends join it (kind of like your friends list or battle unit)

We're going to run some fun stuff around squadrons in the future (which look like are already happening informally anyway)

Quote:

Creator Cloud Imperium Games Corporation about 12 hours ago

bleachorange
@Chris
How are you planning on inter-system and in-system navigation working at this stage? I understand there's not much final at this stage.

It will work much like Privateer / Freelancer - you can not navigate to any location in space. You can only navigate to locations - a planet, a jump point, a star, an asteroid field etc. that show up on your nav map. There will be some cases where by flying around an area that you navigated to you will uncover an additional space "location"- say an undiscovered jump point.

When in transit to these destinations (which is triggered by engaging autopilot / warp) the universe server, who sees everyone's locations and destinations, determines if conflicting groups will intersect. If so it will dynamically create a battle instance (that is populated with space terrain,like asteroids, a nebula and so on fitting for the interception point) and drop the players into it (this could also be triggered by NPCs like pirates as well). Once the conflict is resolved you can "auto-pilot" again onto your destination.

Quote:

Creator Cloud Imperium Games Corporation about 12 hours ago

mikkonator
@Chris - Can you speak to the scale of the volume of flyable ships. Is this high fidelity extremly detailed 5-10 possibles or are you shooting for a large cadre of 30-50+ variants that people can choose from. Obviously player generated ships would increase the volume.

CR: There will probably only be 10-12 flyable ships / hulls at the start, mainly due to the level of fidelity on each ship and all the upgrades / modifications. The goal would be for the content team to introduce new ship types once live - maybe one a month or close to that time frame. We would supplement that with some player designed ships (if they meet the quality level)

Quote:
Creator Cloud Imperium Games Corporation about 12 hours ago

Monty **OoTG**
@Chris.. just wanted to ask... I purchased a Freelancer on the main site and have pledged for a Hornet here. However, I do not really want two copies of the CD soundtrack, map or manual, so will you look at tiers where you can just purchase the aircraft and then off add-on's for other items so we can 'tweak' our pledges accordingly - if the answer is no that is fine - just will get two of the physical goods !!

CR: This is an interesting one... When we started the whole process we didn't even think about people wanting to collect the full set (silly us!). Right now you would get both sets but only pay shipping once (if outside the US) as you've paid for them.

We're considering adding extra pledge levels hat would allow you to add on ships digitally but not get all the extra goodies if you want. It would unfortunately have to be on the RSI site as Kickstarter doesn't allow you to make multiple pledges

Is this something everyone would like? By the way this is me talking without running it by the rest of the team, who will probably kill me for suggesting this as this would further complicate the current pledges - we already have 3 databases we now have to integrate!

Quote:
Creator Cloud Imperium Games Corporation about 12 hours ago

Chris - Freelancer chose mouse control over the joystick. Is joystick/HOTAS the main focus again, or could the controller scheme be compromised due to a preference for the mouse?

I'm supporting ALL - mouse, gamepad, joystick, full HOTAS + rudder pedals - even keyboard (for the people that like the highest degree of handicap!)

Its not that hard and there's no point in limiting it. We're PC baby!

Quote:
Creator Cloud Imperium Games Corporation about 12 hours ago

When will more details on the ships be coming? I'd like a fast fighter with high maneuverability. Would that Hornet be the one and it could be upgraded or would that be another ship with upgrades?

Were aiming to release ship specs this week - We're going to do it when you can upgrade / change your pledge on the RSI site, otherwise there will be a wave of frustrated people as I'm pretty confident a decent amount of people will want to move as this is something that a lot of people have already stated even before knowing the specs. We're aiming for Monday but its dependent on the web team getting the upgrade functionality

The Hornet (which will be a little different than the military one) is the one you'll want if you want to focus on dog fighting and maneuverability vs. trading or being an all around ship. It can still haul cargo but not so much with an additional module and its really set up more as a mercenary / bounty hunter / escort style ship.

Quote:
Creator Cloud Imperium Games Corporation about 12 hours ago

Will you be able to buy lifetime insurance after the game is released. like the one you have for your pledge ship? Or is insurance going to be mostly temporarily or for a limited number of "deaths"?

CR: Lifetime insurance is going to be available for the people that back before we go live. After this you can only buy insurance for limited durations or replacements. As long as your earning money through flying missions or doing trade runs you should easily have enough cash flow to pay for this insurance (kind of like real life!)

Quote:
Creator Cloud Imperium Games Corporation about 12 hours ago

You've stated that the constellation has a fighter bay. Is the fighter proprietary or can we upgrade the fighter bay to hold something like the Hornet?

CR: You will be able to upgrade your fighter, but the Hornet will probably be too heavy duty to fit in a Constellation. You'll need a bigger ship for that,

Quote:
Creator Cloud Imperium Games Corporation about 12 hours ago

Cody -

1. Its too early to say as we haven't balanced or finished designing out all the upgrades / costs and the $ to credit conversion, but rest assured we will make sure the exchange of time vs money matches up. In addition having the bigger ship doesn't mean its fully equipped so you'll have to do some missions / trade runs to really kit your new ship out the way you want - it just means your base hull & engine package that you build on is at a higher cots level than the starter ship.

2. I DONT want a RPG level system (i.e. you have to be level 20 to fly a Constellation). I want it to be like real life. If you had the money you could probably buy a F16. But that doesn't mean you would be as effective pilot as someone that has been flying F16s for a while. I kind of like the idea of a pilots license and being qualified for different levels (like in real life). Not sure we would do something like that but I'm going to think about it - Getting your license could be the "training" run through / mission you get when you step up to a new ship class / size

3. 1000 credits can buy a couple of modules, or a few containers of cargo. Its not enough for abase Hull. We haven't priced the hulls out credit wise but my guess is that you would need 10-15K credits minimum to move up to the next ship level. Don't quote this as gospel - the big caveat is that we haven't leveled all this as we're still in the design stage!
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And we as its creators don't feel ready to hear your annoyed jabber about it.
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#3667061 - 10/21/12 05:01 PM Re: Squadron 42.... [Re: Player]
Player Offline
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Loc: SP - Brazil
the more I read more this game looks better...

Thanks for the all info Master.

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#3667406 - 10/22/12 09:47 AM Re: Squadron 42.... [Re: Player]
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meh
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Here are some more quotes from kickstarter. I have given up trying to track things on their forum. That place is a disaster zone of poor software.

Quote:

Creator Cloud Imperium Games Corporation about 8 hours ago

Adam Seinen
Is there any thought towards mining and resource collection for the trader/industrialists?

CR: Yes - we are going to allow this - its pretty simple to support and I really want people to to able to play different roles in this universe. I suspect some people will gravitate to combat, some to trading, and so on.


Quote:
Creator Cloud Imperium Games Corporation about 8 hours ago

StMorpheus
@Chris
I assume that the game will have the space sim standard targeting computer showing where you should shoot, but are there any plans for ship add-ons like an ECM that would confuse the enemies targeting computer. Maybe be based on the range of the enemy. basic would protect against long range, and the more expensive and advanced ECM's would protect at closer ranges?

CR: Yes all of this - HUDs and various targeting components and other avionics systems will be modular and enhancable. There's quiet along thread from the flash genius that wrote all the dynamics HUD code for the system (like most AAA games we use scale form for the UI). You can read it here http://www.robertsspaceindustries.com/forums/topic/hello-from-one-of-the-devs/


Quote:
Creator Cloud Imperium Games Corporation about 9 hours ago

Scotty "S42:Space Marines"
Has there been any thought to creating your own base? If I were a pirate I might be inclined to find an asteroid and set up shop in the middle of a field. Would something like this be possible?

CR: This is part of the design. With enough money you should be able to buy a base, and there will be some that you can discover and take over and perhaps have to defend from others if they try and take it form you - we will just have to work out the issues of people being online at different times as it wouldn't be fair to lose your base because you were offline.


Quote:
Creator Cloud Imperium Games Corporation about 9 hours ago

CCraig 22 minutes ago Backer info Report spam
CR, what exactly is an instance ?

CR: An instance is a server run battle of players (maximum not determined yet but will be at least as much as BF3 and hopefully a lot more). We dynamically create these based on different player's locations and travel in the universe, so that when players that would be in conflict (or hostile NPCs) cross paths we have a battle instance to put them into to resolve the combat before letting them continue on their way.. The persistent universe server keeps tracks of all the players locations and assets and dynamically "match makes" these battles.

Also, what security measures is your website providing to protect our data ? for example : encrypting passwords and credit card data, etc

CR: All the payment stuff is handled away from our site (via Paypal, Amazon or Stripe, which is how we manage the credit card stuff). We don't keep financial data or CC numbers on our site. The most we keep is your email address and name. Having said that we recognize that even the email addresses are sensitive so we will be upping our security on this over the coming weeks - moving to https and such.


Quote:

Creator Cloud Imperium Games Corporation about 9 hours ago

Dave blanchard
@chris any chance we can see visible damage as the ship comes in, this is one of the things I loved in Wing commander 1 and 2

CR: Absolutely - its a big focus - individual components will become damaged. break off and so on - All ships are built of 100s of parts, so it will be a level of visual fidelity not seen before.


Quote:
Creator Cloud Imperium Games Corporation about 9 hours ago

Sorry for the delay folks.

Martin Solis
There was a huge discussion about what exactly should be AI controlled and what shouldn't. Could you clarify what your limits are concerning this?
(Example: AI turrets are fine but AI fighters isn't. The constellation mini fighter was a big contention point.)

CR: Currently AI will run your turrets but wont fly your fighter tender. You'll need to either set your ship on autopilot, turn on the auto turrets and jump in your fighter or get a friend to fly your big ship while you pilot the short range fighter... I wouldn't rule out an AI upgrade at a later date that could pilot the fighter tender at a later date though!


Quote:
Creator Cloud Imperium Games Corporation about 10 hours ago

bleachorange
@Chris
will there be a limit on maximum velocity on ship speed?
CR - Yes, there has to be as it won't be much fun otherwise. So the fly by wire system has limited top speeds and boost speeds. So while the physics is 100% accurate and everything is done via impulses / forces the FBW system will prevent you from going to fast (for the sake of game play)

Can we have nose art (including kill markers)?
CR:Yes I very much intend to implement this

how are the systems scaled in terms of size (including sector size)?
CR: Tough question to answer - kid of like saying how long is a piece of string. Star Systems can have multiple locations - planets, asteroid fields, jump points, etc that you can navigate to. Each "location" is a large chunk of 3D space that has "terrain" - a planet, a nebula, asteroids, a gravity well etc, To travel between locations you "auto-pilot" just like in Wing Commander / Privateer. We will may also let you try and fly in real time between locations, but I can;t promise this yet as there is a floating point precision issue that would need to solved (as space is so vast, plus I would guess this would only be for die hard realists as it would vb every boring.


Quote:
Creator Cloud Imperium Games Corporation about 10 hours ago

GT500
@Chris R.
Any thoughts given to server side calculations for Multiplayer as World Of Tanks has implemented?
One of the things that is great about WoT is knowing the other players are unable to cheat.

This is why the persistent universe and the "battle" servers that run the instanced combat are operated by us, as opposed to on the client side or peer to peer. Its more expensive but it provides a better experience both in reduced latency and also preventing cheating.
_________________________
And we as its creators don't feel ready to hear your annoyed jabber about it.
-IL-2 BoS Dev Team

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RoF: =AGW= Master
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#3667441 - 10/22/12 10:39 AM Re: Squadron 42.... [Re: Player]
Player Offline
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Registered: 06/26/07
Posts: 80
Loc: SP - Brazil
News on official site....

"Tune in today starting at 10 AM PST (1 PM EDT, 6 PM GMT) when Chris Roberts will be doing an AMA on Reddit. AMAs, which stand for “Ask Me Anything,” are a chance for Reddit users to interact directly with interesting figures. In the past the subjects have ranged from ordinary people with unusual jobs all the way up to a recent chat with President Obama! Reddit has been very supporting of Star Citizen already and we’re hoping that Chris’ session will help get word out about the crowd funding even further. So register an account and get ready to grill Chris about Star Citizen!"

Watch this space, we will update it with a link as soon as the AMA goes live.

http://www.reddit.com/





Edited by Player (10/22/12 10:41 AM)

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#3667467 - 10/22/12 12:04 PM Re: Squadron 42.... [Re: Player]
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meh
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Here is some talk from the UI guy.

Quote:
Josh Strike
Key Master

Hi all,
I just wanted to introduce myself. I’m the designer/coder for the Star Citizen HUD and additional 2D elements. While a good deal of my work wasn’t integrated in time for the live demo, that was largely because what we’ve been doing has pushed the limits of Scaleform and CryENGINE – and is radically different from the standard game HUD formula that’s prevailed for the last decade. Taking inspiration from previous Chris Roberts ship controls, nothing in our work is similar to the templates you’ve seen in more recent games; it’s been engineered from the ground up to deliver an unparalleled degree of control and detail to the pilot. Chris is an inspiring guy to work for, and I’m honored to have been picked for the job. We aren’t cutting any corners. All the elements of the HUD systems we’ve developed are based on procedural algorithms and can be customized to different ships and styles to a huge degree of depth and flexibility, keeping the scope of the universe in mind. My task is to pack as much useful information as possible into tight, clear displays, to give pilots those crucial visual cues that can mean the difference between life and death in a dogfight. The HUD will be your friend, and learning to read it reflexively will shave crucial milliseconds off your reaction time. Sometimes it feels more like I’m developing an avionics package for the military than for a game!
For my qualifications, I have 15 years in Flash/Flex development, including dozens of casual games and a custom gaming platform for a Bitcoin site I operate. I’m very much a DIY, self-employed developer, and this is my first team effort in over ten years. But this is a game I’m dying to play, and I couldn’t say no… I’ve been a fan of Chris’s work since I was a kid playing Wing Commander, and it’s a dream job for me to work with the team he’s assembled.
There are lots of reasons to pledge to this project, but one of the best (in my view) is that the authenticity of the flying/fighting experience is going to be unparalleled. I can confirm that all the pieces are in place to ensure that it will be – and as for the avionics, I think this HUD will be the gold standard in “AAA” games for the next decade or longer.
I hope to hear your feedback as we go along, and thank you all for showing your support and helping to building this awesome game!


Quote:
Josh Strike
Key Master

I’m looking forward to showing off the design, and I’ll see if we can’t get a sneak peek in here pretty soon! You can catch a tiny bit of it in the “Immersion” video at http://www.youtube.com/watch?v=VVua4SsaGqU&feature=relmfu which shows some of the earliest integrations of marks, radar and ship displays when you climb into the cockpit. Although this is just the tip of the iceberg, you’ll notice the screen displays there look quite a bit different from anything in the other videos. What you’re seeing (for HUD-skeptics) are functional components with a lot of data layers and controls built in, but they aren’t engaged yet in that video.

Mea culpa, by the way. I was trying to do something that hadn’t been done before, which was part of the reason we missed our integration target, which is most of the reason why the targeting reticles and gun pips weren’t in for the live demo (which is why Chris missed the enemy ship — and why some people seem to doubt the HUD exists). But I promise the end result is well worth it; you’ve never seen this stuff in a HUD before, because we had to rewrite parts of the CryENGINE/Scaleform integration code and roll a whole bunch of new graphics methods just to make it work.

I’ll shut up now before I say too much, and leave it to Chris to make the big announcements :P


Quote:
Josh Strike
Key Master

Thanks for such a warm welcome! Can’t believe so many people stopped by to say hi while I was sleeping. I’m by no means able to answer all the questions, and I should be getting back to work :P but I guess I can give you all another good teaser…

I’m seeing a lot of questions about 2D vs. 3D displays, and about 3D HMDs vs. cockpit-projected HUDs. In fact, Chris made the decision to use all three types in Star Citizen from the beginning.

There’s a fixed holographic projection within the cockpit, which overlays things that don’t move with your head, e.g. velocity, acceleration, attitude, altitude, heading and targeting data. This projection has depth for greater effect (along the lines of what you see in that Scaleform promotional video), and also uses some (non-essential) stereoscopic depth cues to assist the pilot in reading certain situations more quickly. You don’t need an Oculus to get all the same info, but I’m not saying the depth cues won’t give you a slight edge.

In addition to that, there’s a separate projection on the inside of the pilot’s helmet which can be loaded up with with deeper data sets (e.g. ship status, weapons selection, power balancing, navigation maps, communications, etc). This HMD projection stays in your field of vision when you turn your head.

Finally, elements from both of these projections can be shunted to the flat LCD displays or brought back up to their respective projection, and have been designed to shift shape, color and opacity, and/or break into separate elements, depending on whether they’re being displayed on a flat screen or holographically. So yeah, there was definitely some inspiration from Minority Report and Iron Man, but at the same time these elements are very much in the CR space sim style, and my primary goal is to remain true to his original vision.

I should stress that these projection layers exist, and about 80% of the gizmos are fully functional; in tests, they have been added to the projections and screens and run successfully with dummy data. The part that’s not yet complete is the full integration that sends active environmental data to the components. The HUD is a platform in itself with 62 custom classes and a 20-page API manual so far. There are hundreds of data points that need to be connected up to the ship’s systems, so we’re still in the process of getting the cockpit fully “wired”.

And no, we’re not deviating from the classic polar-mapped radar screen! But we’ve added some nice touches like sector heat mapping, and ship-on-your-tail alerts.

Additionally, someone asked me about incorrect and/or damaged displays. Every element in our HUD responds to damage. As Chris built the fly-by-wire system to procedurally handle an infinite range of ship states based on damage to various components, that philosophy was extended to have damage also rendered procedurally in the HUD. Just as one example, text in the HUD is not pre-rendered or even generated on the fly as a block; it’s printed procedurally to the displays one character at a time, with a greater likelihood of transcription error (or garbled transmission) depending on specific damage to your avionics or communications systems. Response to damage is a bedrock feature of every element in the HUD and has a negative impact on boot times, data latency and accuracy. If this sounds like something not recommended in a scaleform project, it isn’t – and they said it was crazy – but we’ve refactored, honed and optimized it to work.

So, I’ll end it here before I give away all my tricks, but I’ll drop back in from time to time. Meanwhile, stay tuned for the next vid!


Quote:
Josh Strike
Key Master

Good luck to all of us! I just want to say, as far as modding the HUD, a lot of things (e.g. colors, custom drawing styles) are written to be extremely moddable. I imagine custom skins will be an early addition. Totally custom HUDs that include unique ship configurations are probably further down the road. We’ve overcome some major technical hurdles with Scaleform in terms of getting all of our procedural elements to work, although the trade-off is that we had to mod the SDK a bit so it’s not as easy to compile these things in. But the HUD is made to be very, very flexible… we’ve already got some in-house programs written to ease the process of integrating new elements and new ships… so I do think community modding of the HUD is ultimately in the cards.
Also: Personally, and not speaking for RSI, I’m a big fan of Privateer, and the exploration/trading side of things (although with some good dogfights to spice it up). Actually one of my favorite games from back in the day was Starflight, which was pretty much all about that. I still have great memories the planetary analysis that would piece together the atmospheric and mineral composition of new planets you’d orbit. My 9-year-old best friend and I (can’t resist linking to him) decided to start a software company to build an open universe after playing that game, which ended a year later with a journal full of dozens of solar systems and a bunch of hypercard stacks. So from my perspective, civilian uses for the HUD and ship’s systems are absolutely crucial as well, and they won’t be neglected in Star Citizen. It’s one of the reasons I’m thrilled to be part of the team.


Quote:
Josh Strike
Key Master

Good luck to all of us! I just want to say, as far as modding the HUD, a lot of things (e.g. colors, custom drawing styles) are written to be extremely moddable. I imagine custom skins will be an early addition. Totally custom HUDs that include unique ship configurations are probably further down the road. We’ve overcome some major technical hurdles with Scaleform in terms of getting all of our procedural elements to work, although the trade-off is that we had to mod the SDK a bit so it’s not as easy to compile these things in. But the HUD is made to be very, very flexible… we’ve already got some in-house programs written to ease the process of integrating new elements and new ships… so I do think community modding of the HUD is ultimately in the cards.
Also: Personally, and not speaking for RSI, I’m a big fan of Privateer, and the exploration/trading side of things (although with some good dogfights to spice it up). Actually one of my favorite games from back in the day was Starflight, which was pretty much all about that. I still have great memories the planetary analysis that would piece together the atmospheric and mineral composition of new planets you’d orbit. My 9-year-old best friend and I (can’t resist linking to him) decided to start a software company to build an open universe after playing that game, which ended a year later with a journal full of dozens of solar systems and a bunch of hypercard stacks. So from my perspective, civilian uses for the HUD and ship’s systems are absolutely crucial as well, and they won’t be neglected in Star Citizen. It’s one of the reasons I’m thrilled to be part of the team.


Quote:
Josh Strike
Key Master

Historically, in Chris’s games, the higher-end / more expensive ships tend to have more open and undivided viewport areas in the cockpit than the basic models. Just sayin’.
_________________________
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