Game Informer: 30 minute 'BTS' video of No Man's Sky

It's said numerous times, and Murray even says at the end of the video, that this is 'geeky techy stuff' and not the actual game.

So, yeah. He can hold down the left trigger and go super-fast, but that doesn't mean any of those dev options are indicative of the final product. This video is just meant to show the tech behind the game.

Oh my god, is that a new planet?

Ah, what the fuck. Player's gone to shit again.

This is starting to piss me something fierce now...

Worked for me when I just switched between SD and HD a few times.
 
I can't remember the last time I was legitimately amazed by a game, but it feels real good.

FWIW, the video player is working far better for me in Firefox than it was in Chrome.
 
Aspects of the gameplay sounds like Elite.

Interestingly, this is exactly what David Braben is attempting to do with Elite: Dangerous. He has just chosen to start with the core gameplay first and build upon that. Eventually the game will have procedurally generated worlds in it.
 
Is this eventually coming to PC?

http://www.polygon.com/2014/8/1/5960215/no-mans-sky-pc-ps4-timed-exclusive

"I actually got in a bit of trouble for saying that we wanted the game to feel really console-y," Murray said. "We've always had PC in mind but in my head (console-y) means solid frame rate and immediate controls. I think a PC game can be 'console-y' and it's intended as a compliment, but I get in trouble for saying it."

take that as you will
 
The space to planet transitions are far too fast for my liking. It kills the sense of scale.

He talks a bit about scale and how close things are in the video. It's understandable from a gameplay perspective, but I'm inclined to agree, it makes it feel like you're playing with three different models that don't really fit together too well. One hopes this works a bit better in-game and not in this debug mode or whatever he was in.

Also, I dislike the HUD, it looks, I dunno, chunky and tumblr-y.

Interesting tech interview at least. I agree the folks we've met who are working on this seem pleasant and genuine.
 
Yeah this looks kinda cool. But I can see it get REAL old quick for me. Empty and lifeless worlds takes me right out of the game and I have yet to see a game with producal generated enviroments that really "wows" me.

And what is the actual game? I'm on the fence here but what I've seen so far just doesn't look any fun.

There wasn't gameplay shown in the video. This video was basically to show the procedural generated content, which is why we didn't see spaceships, dinosaurs, guns, etc...
 
Looks really great but feels like a -much- more advanced version of SpaceEngine every time I see it.

Some/more gameplay would be great.

When is this coming out again?
 
Aspects of the gameplay sounds like Elite.

Interestingly, this is exactly what David Braben is attempting to do with Elite: Dangerous. He has just chosen to start with the core gameplay first and build upon that. Eventually the game will have procedurally generated worlds in it.

Not to mention that David Braben already pulled this off back in 1993.
 
This game looks so damn good. This BTS video just hyped me up a billion times more than I already was. What they are doing with this game is really impressive.
 
This guy is a frealing legend, awesome video.

His talk about being an indie dev, id and notch and 800-people developer teams was super inspirational. And the sine wave explanation was amazing.
 
So how much space does a "seed" take? I know that it's just numbers and equations, but when you got so many people playing the game, it must be quite large.

A single number is enough, can be more depending on how much you want to drive the generation, ie for example in Midwinter the seed is a 50x50 pixels greyscale image that allowed the dev to define the general shape of the 160,000-square-miles in-game island. But that's only because they wanted control over the general shape, otherwise they wouldn't have needed it.
 
You can still see the scale and transitions.

It looks pretty similar to what we've seen while flying in the ship, too.




Without proper scaling and feedback this is meaningless. Zooming into earth using Google Earth also has no sense of scale or immersion because there is no feedback.


It's all about the execution, hence why using the dev fly cam as evidence of how the planet transitions are now relative to the reveal is essentially meaningless ;)
 
So... I'm pretty sure No Man's Sky is going to become self aware and kill everyone after watching him talk about the engine.
 
Extraordinary. This could be anything. WOW.

If they can give you a real compelling reason to continue your travel all the way to the middle of the galaxy as has been mentioned is the end goal then we could have something here the likes of which hasn't been really seen before.
 
Without proper scaling and feedback this is meaningless. Zooming into earth using Google Earth also has no sense of scale or immersion because there is no feedback.


It's all about the execution, hence why using the dev fly cam as evidence of how the planet transitions are now relative to the reveal is essentially meaningless ;)
We've seen them make the transition from planet to space in the ship before at a basically fixed speed, so it does give a very good idea of scale and whatnot.

The dev camera he's using also seems to be a fixed speed, not something that accelerates at larger scales or anything, either.

Gives a pretty good idea, honestly. I'm ok with it. I mean, larger scale is always cool sounding, but I think doing things like this might make for a more accessible and less tedious game. I watch these videos of people playing Elite Dangerous and it can take a really long time to travel to someplace new and do everything based on real-life scales and whatever. Not that this is a bad thing either, but without playing the game and seeing how it plays into the sense of exploration and gameplay loop what whatnot, I'm not making a judgement about it. Just making an observation.
 
WHAT!?!?

This game is based on Noise and Chaos theory? He can use different types of noise to debug?

This man is revolutionary. I will enjoy his TED talk.
 
By the way, I appreciate but am surprised that they are going into the nitty-gritty of the random generation.

I appreciate it immensely from the math perspective, but I can see it totally killing the "magic" for some people. At the end of the day, the game's massive world doesn't exist, other than as a series of functions to be evaluated and a distribution of values. That's beautiful to me, but can be kind of meaningless to some people I think :p
 
Quote in regards to one of the artists getting planets closer together as opposed to how it is in our universe:
'You want sci-fi book covers? You got sci-fi book covers.'
I'm glad they went this route.
 
Best thing I have watched in a long time, I have the feeling that if this wasn't a computer game it would be making a lot more noise in academic circles than it is at the moment. The application of maths alone is fucking impressive. They could also revolutionise 3D asset creation in creative industries if they created a plug-in for the main 3d programs.
 
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