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 techique 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 technologie 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-Collegue Elite
angerous 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
Now that we could make ourself a picture while testing the working technology 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 fractions, 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 a 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 coporation 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 quantifys with 40 locations. Therin it shall also be possible, to play considerably more missions... end...