They released the procedural planets v2 video by itself(sweet 60fps too): https://youtu.be/pdCFTF8j7yI
They released the procedural planets v2 video by itself(sweet 60fps too): https://youtu.be/pdCFTF8j7yI
They released the procedural planets v2 video by itself(sweet 60fps too): https://youtu.be/pdCFTF8j7yI
There were always going to be FPS sections in SQ42. It was never simply a Wing Commander rebootWhile that looks nice, that's your reason for no single player campaign right there. If you're making a Wing Commander reboot and it somehow morphs into Dune Wars the FPS, you're in trouble.
While that looks nice, that's your reason for no single player campaign right there. If you're making a Wing Commander reboot and it somehow morphs into Dune Wars the FPS, you're in trouble.
There were always going to be FPS sections in SQ42. It was never simply a Wing Commander reboot
While that looks nice, that's your reason for no single player campaign right there. If you're making a Wing Commander reboot and it somehow morphs into Dune Wars the FPS, you're in trouble.
Got my second Thrustmaster T.16000M from Microcenter today .
Sucks that all the mircocenters in California are so far away form me....
I assume a lot of the FPS gameplay comes from them making some module based moon and space station bases. Sort of like when you go into a dungeon or cave in Skyrim or Oblivion many of them are variations of one another, so they can build many of them and fill them up with bad guys?
Is there any procedual tech going into the base assault or mission structures?
I think that if you look at it in the context of something like Warframe or Diablo, it could be a good fit, and it can certainly be something to create a lot of different content from the same placeholder or basic part.
It could hopefully mean that once the procedural planet tech comes into its own, the actual element of adding enemy encounters and missions where a randomized tileset of a underground base with a random objective like "destroy the com link" or "hack the central computer" or whatever is easily carried out.
And really, I think- it goes back into that, that would be perfectly awesome as a solution if they can pair the experience with great fluid gunplay and a A.I that is really solid. A.I is such a big problem in not just online games, but really in games in general. I wonder how they will try and mir the experiences as a gradual one that can keep the core mission structure fresh.
Obviously it goes beyond the scope of any game to hand craft every single nook and cranny. And as we've seen with other procedural games, procedural is great tech but it needs to be handholded by a level of touch by deliberate design so it doesnt feel like a waste of time or purposeless indulging escapade of mediocrity and lack of proper conflict and razorsharp design.
“We have a system that we call subsumption. It's for AI and it'll be used for missions as well as some economy stuff. It's kind of a visual scripting system, so you've got notes within it, AI has certain activities or behaviors that we can form. They can be interrupted out of them, they can go into different behaviors, we can trigger off cinematic stuff, we can do pretty much everything that the flowgraph would have done, but within a little bit more systemic of a system, rather than a bespoke 'this entity does this function does this function.' It's more of a behavior to the AI. This same idea is going to be applied to the mission system, where it's a systemic system where you're setting up – I'm not a designer, so I hope I don't misrepresent their particular system – but when they're setting up missions, it's more of small portions of it that are kind of like little activities. Within that, we'll create the bigger missions. It's actually the same idea with the AI, and it's [done within the same toolset]
“This is a direction from all the tech directors in the company: 'Get it 90% of the way there with systems, then let the artist polish that.' You want to be able to bring as much content online as laissez-faire as possible, and then let designers go in and make it a little more fun. I think it was the same mentality at Crytek, so I really hope that it lends itself to not only tons of content, but content that doesn't feel generic – it doesn't feel copy-pasted. It feels very living and immersive.”
"So for this first iteration we are just going to have small camps and research facilities that are placed on planets for humans to live and with this system that I’ve designed so far is we’re gonna build a location using components. We start picking an exterior, after you pick an exterior, you go inside and you gonna be able to switch between different interiors depending on what you want the location to be like. After deciding what we want the location to be – or the building – we can also add some exterior assets to it to make it more distinct and recognizable from far away. This is all used to how the gameplay and everything that this is built around so they- we can populate planets faster, inhabit planets faster. As that is just what we’re aiming for now, this aswell can be scaled up to larger buildings with more slots – this is also a building with just one slot and here we have one that has three room slots where we should be able to switch all the rooms between as we want to. For 3.0 however this is more what it is going to look like here, where it is these small camps with just one or two of these smaller buildings and a corridor connecting them so you don’t have to go through an airlock every time you walk between buildings and here we have another one that’s just three slots. As you saw in the presentation, you get an understanding for how we can faster build our locations that we’re going to place on planets – we still have to place this manually however this system is going to make it faster so that we can fill up the world, make it feel more alive and then more gameplay for you guys."
The v2 planet stuff impresses even more with a 2nd viewing and i love that you can see the space stations from the ground. I think a better paced demo would have done it more justice first time around also having to wait till the early hours of the morning to see it didn't help it ethier.
I'm waiting to see how it handles lush environments before getting too excited about the planet system. The sand and rocks look awesome here, but the low-fly through the "forest" was some really bad procedural generation work. I have no idea why they went below the canopy if it only served to highlight they don't know how forests work. Also, a complete lack of any flowing water. Just like No Man's Sky. Ponds, lakes, and oceans, are easy enough, but rivers, streams and waterfalls are an essential part of living environments. Especially when they've clearly put so much work into erosion systems that rivers would have caused...
I'm glad it's all coming together but they still have a long way to go. My biggest takeaways from the video were
1) Planets need running water, and forests need to be vastly improved (sub canopy, shrubs, ground layer)
2) The Dragonfly lacks a "punch" to how it sounds and feels. Seems more like a futuristic mobility scooter for the elderly at the moment.
I'm waiting to see how it handles lush environments before getting too excited about the planet system. The sand and rocks look awesome here, but the low-fly through the "forest" was some really bad procedural generation work. I have no idea why they went below the canopy if it only served to highlight they don't know how forests work. Also, a complete lack of any flowing water. Just like No Man's Sky. Ponds, lakes, and oceans, are easy enough, but rivers, streams and waterfalls are an essential part of living environments. Especially when they've clearly put so much work into erosion systems that rivers would have caused...
I'm glad it's all coming together but they still have a long way to go. My biggest takeaways from the video were
1) Planets need running water, and forests need to be vastly improved (sub canopy, shrubs, ground layer)
2) The Dragonfly lacks a "punch" to how it sounds and feels. Seems more like a futuristic mobility scooter for the elderly at the moment.
forests need to be vastly improved (sub canopy, shrubs, ground layer).
Do you have examples of games that do forests correctly in your eyes?
What was wrong with the part with the trees? I don't think it was a "forest", it was more of a Savannah.
If you saw the demo afterwards you would see that the foliage "brush" they use actually does that procedurally.
https://youtu.be/XuDj5v81Nd0?t=7401
It should be noted that the assets were only a few weeks worth of work by a small team of environment designers. The tools used are exactly the same as those used to "paint" something like crysis, so it is only a question of creating foliage appropriate to the biome.
Do you have examples of games that do forests correctly in your eyes?
Skyrim is an example of a game that absolutely should focus on these effects of woodland and forest composition, but simply doesn't
It isn't so much that they don't, it is more of a question of can't. I was speaking to a modder and he said that the tools, even the latest iteration of GECK are an absolute pain to use with foliage. Placing trees etc is extremely limited and frustrating, so it is easy to see why the implementation in skyrim sucks.
Sadly, while I'm sure it's a pain, there are mods for Skyrim that create wonderful forests. If there was a limitation on Bethesda's end it was the target hardware, not the toolset, but then even Oblivion had semi decent forests so I'm not sure what would have changed - dynamic shadows perhaps?
While that looks nice, that's your reason for no single player campaign right there. If you're making a Wing Commander reboot and it somehow morphs into Dune Wars the FPS, you're in trouble.
The forest ? :x
I really liked FC Primals forest but this is probably too heavy for an entire planet http://i.imgur.com/1ODKO3C.jpg
Do you have examples of games that do forests correctly in your eyes?
They released the procedural planets v2 video by itself(sweet 60fps too): https://youtu.be/pdCFTF8j7yI
So is there any summary of what was shown? When will we get the next major alpha release?
I am also a big fan of the forests as shown off in Kingdomcome atm, which seem really wonderful.
I am pretty sure btw we did not see "forrests" in the PG Planet 2.0 demo. Given the terrain nearby and the sparseness... isn't that more like savannah-like terrain moving into desertified areas?
I am also a big fan of the forests as shown off in Kingdomcome atm, which seem really wonderful.
I am pretty sure btw we did not see "forrests" in the PG Planet 2.0 demo. Given the terrain nearby and the sparseness... isn't that more like savannah-like terrain moving into desertified areas?
Yeah, that's quite obviously what was shown. I don't understand why people are confused about this...
Yeah, that's quite obviously what was shown. I don't understand why people are confused about this...
I mean, I agree 100% with you that this is first pass probably regarding what we will eventually see. BUt what we will eventually see in this context is a savannah. Not a forrest. Hence the type of trees we saw. Hence the lack of canopy and the typical forrest structure (underbrush, mid tier, etc.)Because even if that's what they were aiming for, it was still one tree model copy/pasted thousands of times, with no real height variance, no shrubs, and no sub canopy. I was expressing concern because that part of the demo was objectively bad from an environmental design perspective. Thankfully, other posters have highlighted some fantastic examples of how the flora will be generated in the future, and it seems pretty clear that the forest section in the 30 minute demo hasn't had any developer attention yet. It was just a procedurally generated first-pass to give a sense of scale to the worlds, that will (hopefully) be given proper attention in the future.
I mean, I agree 100% with you that this is first pass probably regarding what we will eventually see. BUt what we will eventually see in this context is a savannah. Not a forrest. Hence the type of trees we saw. Hence the lack of canopy and the typical forrest structure (underbrush, mid tier, etc.)
What irks me is that they didn't even have a proper beach where the water hit the surface of land. And the quantum jump from one planets atmosphere to another? Shouldn't that rip the ship apart? Oh and let us talk about he magical sandstorm that disappeared right after it hit the derelict javelin.
And again... they didn't show Squadron 42.......
I dunno guys... CiG is on some shaky ground right about now.
What irks me is that they didn't even have a proper beach where the water hit the surface of land. And the quantum jump from one planets atmosphere to another? Shouldn't that rip the ship apart? Oh and let us talk about he magical sandstorm that disappeared right after it hit the derelict javelin..
Speaking of water I seen some oceans someone done for a procedural planet project and it looked really good some here's hoping CIG can do the same thing.
Somebody on reddit blurted out that the water is only a first pass, they're already working on something better. I don't know if it is bs or not.
Sound like you are about to request a refund =P
Speaking of water I seen some oceans someone done for a procedural planet project and it looked really good some here's hoping CIG can do the same thing.
And the quantum jump from one planets atmosphere to another? Shouldn't that rip the ship apart?
https://www.youtube.com/watch?v=2zOaOSaVL2k
Here is a bug from the demo. Initially the Rovers wheels would float up after exploding.
And the quantum jump from one planets atmosphere to another? Shouldn't that rip the ship apart?
I dunno guys... CiG is on some shaky ground right about now.
Lol, they were in the editor.
Yep i can't wait to see how they will handle photogrammtery (if they can get time to build a database and figure out a reasonable pipeline) for environments and biomes once it gets out of R&D and implementing their weather system in relation to volumetric /cloud substance technology (folks out there have made it their life's work to get this stuff right). Along with whatever solution they take for making water render more realistically on a planetary scale without looking titled and or like oil or honey.It really is amazing that those planets we saw at CitizenCon were made in just a few weeks by 5/6 artists who were just trying out what they can do with the new tools. Once these planets are really in the production pipleline I can't wait to see what they come up with, it's just out of this world what they can do with this game. The weather/cloud systems driven by the biomes themselves, the different modular building sets they can place and design, the subsumption AI system and the encounters and things like derelict ships and what not are really going to make for some great mission design and amazing emergent gameplay. I have a lot of fun with my friends just messing around in 2.5, can't wait to see what we end up doing in 3.0 - 4.0.
Also, no word on the endeavor . I'm really interested in that ship due to the modules and how it seems it's just a mobile base with a detachable ship you can do anything with.
Also, no word on the endeavor . I'm really interested in that ship due to the modules and how it seems it's just a mobile base with a detachable ship you can do anything with.
They did mention farming as a feature of patch 3.3 on the roadmap (with a shot of the biodome), and science+research on 4.0. They didn't mention the Endeavor though, which is weird. Maybe they're thinking of implementing the features separately and having us access them via menus or something before the ship itself is ready.
Slides: http://imgur.com/a/BhUxp