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Star Citizen Gamescom presentation [Over]

fanboi

Banned
They should have some ingame AI:s that solve landing and other stuff (AI assist when docking the car etc) to make it less janky .
 

nubbe

Member
I love how the avatars always get stuck in objects and geometry because vehicle design is horrible

make the game a bit more practical and gamey and not stiff and "realistically lifeless"
 

Soroc

Member
Man, landing still looks beyond janky.

I'd still like more turbulance and a harder transition breaking into the atmosphere of the planet as well. Those are polish type tweaks though I would imagine. At least the ship landed and didn't fall through the planet
 

CSJ

Member
That was a hard landing. You can be far gentler than that and it looks much better.

It's been like that since the game was playable, they really ought to introduce landing while in (forget the name of the mode) for gradual thrust, or just a landing mode at all.

Instead we get "tap, tap tap" and it darts around on a planet like it's made of paper attached to a saturn f1 engine.
 

Giganteus

Member
Are the ships supposed to move like that? That landing looked so off.
I see things like that in the demo that worry me and I hope they can smooth out the rough edges, because there are parts of this that i really like. I really like the visuals and the detail put into it. I just hope they can bring it all together.
 
I will say that it's impressive that you can seamlessly load in a vehicle, go to another world, unload and drive. But it also seems very tedious to do every time you want to go on a mission. I mean I like a certain level of realism, but that seems over the top to do all that manually. Also, their vehicle handling needs some work compared with NMS's exocrafts.
 

nubbe

Member
I will say that it's impressive that you can seamlessly load in a vehicle, go to another world, unload and drive. But it also seems very tedious to do every time you want to go on a mission. I mean I like a certain level of realism, but that seems over the top to do all that manually. Also, their vehicle handling needs some work compared with NMS's exocrafts.

Could be done 25 years ago :p
https://www.youtube.com/watch?v=Yc9o_ldmlVs
 

Ohtsam

Banned
Are they just using noclip for the ship combat? It looks like noclipping in source games. There no momentum at all.
 
While I'm here I might as well ask, what is SQ42 at this point anyways? I mostly tuned out development updates after the missed demo last year but watching this footage has me a bit concerned. Is all this, non flight sim, stuff going to be a part of the campaign? Or is SQ42 still aiming to be more "traditional"?
 

HelloMeow

Member
They're trying to do way to much in one demo, especially in a game that's still this unstable.

I don't doubt that they'll get it done, but this will make a very bad impression on people who aren't very familiar with the game.
 

Soroc

Member
While I'm here I might as well ask, what is SQ42 at this point anyways? I mostly tuned out development updates after the missed demo last year but watching this footage has me a bit concerned. Is all this, non flight sim, stuff going to be a part of the campaign? Or is SQ42 still aiming to be more "traditional"?

I think its the single player portion of the universe. with Star Citizen proper being the mmo portion of the universe.
 
Man even if the tech for it probably would exist the instant hovering and standing completely still just looks so damn boring when it is supposed to be an action scene. It just looks bad.
 

Arcoril

Member
Sure, the visuals look great, but I've yet to see any sort of gameplay that looks fun. The gunplay looks bad, the flight model looks awkward, and nothing in this physics model seems like it has any mass or momentum.
 

Trace

Banned
Sure, the visuals look great, but I've yet to see any sort of gameplay that looks fun. The gunplay looks bad, the flight model looks awkward, and nothing in this physics model seems like it has any mass or momentum.

I mean if that's all you care about you can try 2.6 which has all of that in the game already.
 

Melon Husk

Member
[
In between screaming matches in the Community thread it's been suggested to post what you think would make the presentation a success and what would make it a failure.

Success


  • [*]Showing a cohesive game world with fleshed out gameplay loops, rather than a disparate collection of assets. You can make some beautiful contrails and atmospheric re-entry effects that function in isolation, but now's the time to start showing us a game instead of a tech demo.
  • Concrete release info for v1.0 of any of the modules.
No change

  • [*]A gameplay/tech demo of a very narrow "vertical slice" that is just going from A to B of separate assets that trigger on pre-scripted command (what they showed last year)
  • Graphs, graphs and more graphs
  • No further release details

It's pretty clear this is the latter. I haven't seen the actual "game" yet. So far this has been a tech show-off, there's been no gameplay elements whatsoever.
 

Shy

Member
While I'm here I might as well ask, what is SQ42 at this point anyways? I mostly tuned out development updates after the missed demo last year but watching this footage has me a bit concerned. Is all this, non flight sim, stuff going to be a part of the campaign? Or is SQ42 still aiming to be more "traditional"?
SQ42 is a the traditional single player narrative games.
Star Citizen is the MMO. (which is what they're currently demoing)
 
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