absolutely agreed. even elite dangerou’s simple geometric shapes(which i tend to like because they serve as lifting bodies in atmospheric flight) just look disappointing and uninspired. it looks like a pile of tropes and generic styles force fitted together rather than something coherently and fully formed from the ground up.
my favorite ship designs have always been the kind where you literally have never seen before in any way shape or form. something completely original. yet at the same time, doesn’t look like you need to make all kinds of mental gymnastics to justify its existence. something that looks aesthetic and almost alien, yet functional and believable and effortlessly conveys both its purpose suggests characteristics about it at first glance:
What happened to the neck joining the cockpit to the ship’s main body? Why did the outriggers get shortened so much and turned near vertical rather than keeping that cool diagonal wedge-shape? Why did the outriggers get squashed up against the side of the ship? Why were the landing legs made into massive flat pads? What happened to that tube metal truss protecting the top of the cockpit, and why did those thruster ports get turned into a weird lump drum thing?
It’s like they actively sabotage their ship designs prior to texturing… sigh.
Most likely yes I don’t know any of the details but I think he said he’s doing some D&D thing this saturday. Last night’s stream segment got muted so I can’t go back and check
I don’t see how people can be ‘confused’ about the release date - come on it’s Star Citizen! Of course there is going to be yet another delay. What I find confusing is how anyone would think that CIG would hold to a release date given their history.
Yeah, for a cutting edge game it sure isn’t very cutting edge character animation. Maybe their ship builders are doing the character animation too? If so it would explain a lot as one doesn’t automatically contribute to the other.
Their budget is high but its not infinite. They cant have better than hollywood level cgi on top of an mmo on top of an open world campaign on top of experimental gameplay blending fps and space sim. Their graphics as they stand are already top of the line as far as video games go, and your commenting on something that probably isn’t the final render.
Why you make these comparisons to hollywood as if you’re dissapointed or expected more is beyond me. If you seriously thought there would be an actual hollywood cgi movie hidden somewhere its certainly not CIG’s fault you were dissapointed.
You’d have thought CryEngine would be able to handle good quality CGI and animations though. The only thing needing adding really would be mocap data and the animators to match that data up with the character models. That’s kinda the bread-and-butter of any FPS engine.
Some new info here, inc monthly report and some post gamescom funding stats.
repost…
Reverse the verse: Today’s guests were Josh Herman and Sean Tracy
Josh talks about the modularity of clothing and armour and trying to make it a thing for 2.6 when Star Marine releases.
You’ll be able to mix and match clothing and armour Say heavy chest with medium armour legs and light armour arms.
They’re debating allowing people to have each limb have a seperate type such as left and right leg being different as the performance impact can be great, they’re working on finding a happy medium
Character model damage states is something they’re working on to have like the ships do, but it’s a different beast and comes with a different set of challenges.
Someone asked about Alien races, but all they could say is the Vanduul has had a lot of work done as well as the Tervarin and the Xi’An has had some love.
Female character model progress is currently on shading and fleshing out the female clothing line to match her rig.
They know we want capes and they want them to, just have to figure out how to implement them first.
Sean Tracy talked about one of the challenges his team is currently facing which is hair and how to get the different hairstyles to match the 120 headscans they have. They have a couple ideas of how to tackle it, just trial and error and iterating at this point.
Sean loved the new male model not because it was naked(Ha), but because it meant using their new tech the zone calling to allow them to properly layer clothing and give that modularity they’re after.
When asked how different StarEngine is from CryEngine from Crytek, Sean said it’s massively different. Some things are similar, but many things have been completely redone or new things added.
Next week is Loremakers with David Haddock and ATV,RTV will be in Austin. Next Saturday also features a Wing Commander 25th anniversary livestream with Ben Lesnick