Fair enough, I cannot blame you for that as that is a reasonable stance. I am going right now for not assuming malevolent intent but perhaps naivety and stupidity in presenting the argument when you are not at a pub, but talking to the press and thus requiring a bit more respect for the audience who will hear your words and cannot ask you follow up questions. Interesting how gaming press and the tons of hands on did not ever even ask or try to test those assumptions and we had to wait for the game to go live for people to actually check post purchase, but previews and hands on are generally meant to drive preorders in most cases I fear and the press is a bit afraid of losing pre release access if they do venture too far.
..wait, the planets don't rotate?
Didn't they talk with the most recent patch that they dialed back the rotation because players got disoriented when finding back space stations and stuff?
I'm pretty confused. How the hell is there no planetary rotation in a space game?
I don't get the Sony angle, if any of the big three give time and money and patience to a developer it's Sony, all Sony seemingly did was give them a stage and give them money, let's not forget this game was delayed multiple times already so that would fly against Sony being pushy surely?.I'm not sure we'll ever know, but there is obviously a reason why there is such a disparity between what we were 'sold' and what we actually got, did the team over-reach?, were they canjooled into bigging the title up by Sony?, and then there is the delay and the copyright claims regarding Superformula.
Yes, I know a lot of people are enjoying it, but that doesn't negate the fact that the developer was deliberately hazy on many of the aspects (and bare faced fabrication, or at the least exaggeration).
I guess this just reinforces the point that no one should pre-order, and everyone should take a developers claim with huge pinches of salt.
It's been proven in a number of time lapses, everything is static, and stars and sun moving are just shaders on a skybox.
Does the game have gravity?
I don't get the Sony angle, if any of the big three give time and money and patience to a developer it's Sony, all Sony seemingly did was give them a stage and give them money, let's not forget this game was delayed multiple times already so that would fly against Sony being pushy surely?.
Sure. Every planet and moon has the exact same gravity. Now that's Unity.
What the fuck, the op Reddit account got deleted? he got so much gold from that post!
Maybe I should just go a little faster, Murray said. Light-years of space unfolded at a terrific rate. It may not have been the universe as it actually was, but there was nonetheless an awesome reality on display: the systems vast mathematics. Murray turned toward a phosphorescent glowing orb. Thats the center, he said. This version of the game allowed Murray to leap to any solar system he wanted, but, drawing out the suspense, he moved deeper into the galactic maps three-dimensional space. This build was brought together so I could do a demo onstage. I chickened out, because when I press this button, basically, I dont know what were going to seeand it can be a really weird way to end a demo. Something might go terribly wrong. Or we might find a planet that is quite boring. But I can see now that I should have gone with it, because even when it is boring it still is something new.
Initially, the system proved fantastically difficult to control. It was generating planetary terrain that was wild, alien-seeming, and also impossible to traverse. If Murray pushed the system in the other direction, the terrain became dull and repetitive. There were also specific natural features, such as rivers, that did not lend themselves easily to equations. To make a river in a conventional game, an artist creates a mountain, places a digital drop of water on it, and maps the waters trajectory downward. That is the correct way, Murray told me. But the process involves laborious computation, and requires that the topography be known in advance. Because of No Mans Skys algorithmic structurewith every pixel rendered on the flythe topography would not be known until the moment of encounter. Theoretically, the game could quickly render a sample of the terrain before deciding that a particular pixel belonged to a river, but then it would also have to render a sample of the terrain surrounding that sample, and so on. What would end up happening is what we call an intractable problem to which there is only a brute-force solution, Murray said. Theres no way to know without calculating everything. After much trial and error, he devised a mathematical sleight of hand to resolve the problem. Otherwise, the computer would have become mired in building an entire world merely to determine the existence of a drop of water.
In spite of the works semi-finished state, the world was absorbing. Im sorry theres no game-play element on this planet yet, Murray said. His mind turned from the screen in front of usthe six planets, tidily assembled for the demoto the full version of No Mans Sky on the operating table on the studios first floor, below us. Until many improvements were fully realized, the whole of it would inevitably look worse than what we were seeing. You can lose sight that it once looked like this, he said.
We were in a lounge on the second floor of the renovated studio; concept art hung beside a whiteboard covered with Post-its. The furniture was bright, simple, ikea. Sitting in front of a flat-screen TV the size of a Hummer windshield, Murray loaded up a demo of the game that he had created for E3: a solar system of six planets.
Wasn't that ms?, you just have to look at the type of games Sony have funded in the past few years to see how willing they seem to be to give devs chances. They have given studios crazy amounts of time even at the cost of missing specific sales Windows making there offerings look light.Wasn't there another (maybe more?) Indie dev who said that working with Sony was the worst thing and made them (want) to quit the industry?
Exactly, how can you simulate a galaxy with moving and orbiting planetary bodies when gravity is uniform?
Wasn't that ms?
Why was it deleted?
What the fuck, the op Reddit account got deleted? he got so much gold from that post!
Exactly, how can you simulate a galaxy with moving and orbiting planetary bodies when gravity is uniform?
This is really the strangest player reaction I have ever witnessed after a game has launched..
it's like people actually seek out the "false" stuff.. like the Atlantic article or the old youtube videos.. but nobody cites articles like the one in The New Yorker (at least I haven't seen it mentioned)..
Day/night, revolution, physics etc.. maybe they don't directly impact the moment to moment game play but they do impact the experience and dare I say immersion. In a game that aimed to be so immersive, how are people arguing that something like that is not a big deal? We're not talking about an arcade game here. The things that make the universe feel real and have meaning suddenly make it feel a lot more shallow and meaningless when not present.
You don't need to simulate gravity to have the planet rotate and revolve around other objects.
Surely orbits and rotations are defined by the differences in gravitational pull from planetary bodies? Elite adheres to Newtons Law, does NMS even attempt it?
Then it should have been PC-only.
They shouldn't have promised so much more than they could deliver on PS4.
I think it's because Hello Games in an indie studio. People expect them to be able to do everything without really realizing that indie means lower budget or lower staff.
Exactly, how can you simulate a galaxy with moving and orbiting planetary bodies when gravity is uniform?
Not even Space Engineers does that, i think.
Actually simulating gravity is a huge waste of time because the effect the planets have on each other's orbits are very small (enough so that no one would ever notice), but doing a multi-body simulation is computationally expensive compared to using a simple geometric orbit.
Surely orbits and rotations are defined by the differences in gravitational pull from planetary bodies?, otherwise it would all be 'faked', something Sean poured scorn on prior to the games release.
Elite adheres to Newtons Law, does NMS even attempt it?
Throughout the day, other members of the team worked on shadows, on creature artificial intelligence, on imbuing objects with collision, or physicality. After a coder gave trees and rocks collision, they became destroyable; he shot at a hillside, causing rocks to tumble down, hitting one another in a cascade. Peculiar problems had emerged from the sphericality of planets; in conventional video games, digital spaces are perfectly flat. Until gravity was precisely calibrated, objects sometimes fell off planets. One of the programmers, Charlie Tangora, described a problem with cowlike creatures that kept walking on cave ceilings; it took some troubleshooting before he realized, Oh, wow. Youre in the Southern Hemisphere. Everything is upside down.
Surely orbits and rotations are defined by the differences in gravitational pull from planetary bodies?, otherwise it would all be 'faked', something Sean poured scorn on prior to the games release.
Elite adheres to Newtons Law, does NMS even attempt it?
Isn't this going down a pretty dangerous path though? To the point where a developer will have to remember everything they ever said about a game and when a feature doesn't make the cut, have to make a public announcement that said feature isn't in the game?
We're quite lucky in that we probably see more of a product development and have access to game developers (via social media) than other entertainment medium. We like the fact we can have this one to one interaction with them, but when they make mistakes we become.... furious with them?
from the New Yorker Article..
Throughout the day, other members of the team worked on shadows, on creature artificial intelligence, on imbuing objects with “collision,” or physicality. After a coder gave trees and rocks collision, they became destroyable; he shot at a hillside, causing rocks to tumble down, hitting one another in a cascade. Peculiar problems had emerged from the sphericality of planets; in conventional video games, digital spaces are perfectly flat. Until gravity was precisely calibrated, objects sometimes fell off planets. One of the programmers, Charlie Tangora, described a problem with cowlike creatures that kept walking on cave ceilings; it took some troubleshooting before he realized, “Oh, wow. You’re in the Southern Hemisphere. Everything is upside down.”
Isn't this going down a pretty dangerous path though? To the point where a developer will have to remember everything they ever said about a game and when a feature doesn't make the cut, have to make a public announcement that said feature isn't in the game?
We're quite lucky in that we probably see more of a product development and have access to game developers (via social media) than other entertainment medium. We like the fact we can have this one to one interaction with them, but when they make mistakes we become.... furious with them?
Rather than hanging in the air like they do now.
Are we saying it was all removed because it didn't work / couldn't make it work?
Going back to this quote and the earlier one posted in the same post:
Although he does mix the talk of we use physics vs they just transition sky boxes to do the day to night cycle... if they are calculating, even in a simplified way, the planet rotation and use that to change the skyboxes dynamically they are still relatively ok in my book unless we took from those quotes that they were generating the sky of each planet using all the bodies/planets/stars you would have in those positions in space light years away. The interesting bit is the space station to planet and back and forth together with any form of planet rotation... if the rotation effect has been reduced it may take longer to test, but nothing impossible.
I think we all sort of know why it isn't there now: because it never was in the first place.
Bottomline, the game I got, wasn't the game I was sold.
Whether that's my fault, the fault of the developer or the fault of the games media, I don't know.
I think we all sort of know why it isn't there now: because it never was in the first place.
I don't get the Sony angle, if any of the big three give time and money and patience to a developer it's Sony, all Sony seemingly did was give them a stage and give them money, let's not forget this game was delayed multiple times already so that would fly against Sony being pushy surely?.
It wasn't purely verbal though. There was footage paired with it. I mean Spore was the same, but alas that comparison is moot.You and me both, homie. I believed what Sean Murray said. That belief was my fault. What was said was not my fault. The blame should rest on the party who started the conversation.
Bottomline, the game I got, wasn't the game I was sold.
Whether that's my fault, the fault of the developer or the fault of the games media, I don't know.
I would assume one of two things happened.No Idea.
Only way you seem to get deleted is by an Admin or the user itself. Perhaps it's a throw away account... Still those gold man lol
One thing nobody is talking about much is the ship classes. There were supposed to be fighter class, trader class, explorer class and I believe science ships each with different amounts of space for cargo and different abilities in terms of speed, maneuverability, defense and armament. As the game stands now the large boat ships are exactly the same as the little fighter models of ships. That is basic space game mechanics taken out in my opinion.
This is really the strangest player reaction I have ever witnessed after a game has launched..
it's like people actually seek out the "false" stuff.. like the Atlantic article or the old youtube videos.. but nobody cites articles like the one in The New Yorker (at least I haven't seen it mentioned).. http://www.newyorker.com/magazine/2015/05/18/world-without-end-raffi-khatchadourian
it is actually a well written piece.. and it points out some stuff.
Sean admits that he made the demo from another build.
why rivers are like they are in the game..
hmmm.... hmmmm...
There is more in the article..
just to show that there are so many different articles, videos and texts about every game prior to release out there. In this article he admits some stuff people now are saying he is lying about..
I know this game does not live up to what we (and Hello Games/Sony) hyped it to be, and I know there are some strange promises and gameplay elements that are not like described... but damn this game is getting a hard time .. I have never seen a game shit on so much after release.