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Star Citizen makes progress on Patch 2.6 and Star Marine

November 6, 2016 27 Comments

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Star Citizen’s Patch 2.6 is heading to the test server soon, according to this week’s episode of Around the Verse. The team has also made significant progress with Star Marine (which will benefit from Patch 2.6’s improvements) and is adding more nuanced animations into the game to make for a more believable universe.




Justin Binford explains what’s on tap with the new build: “[Patch] 2.6 will bring about a lot of changes and new content, some of which include a refactor to our lobby system, some new missions, an addition to GrimHex, and also the new ships: the Hoplite and the Herald.”
Settle in with the latest episode after the break or read the full transcript of the show!
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source: Massivelyop.com/
 
Star Citizen begins testing 2.6 alpha, aims to release it on December 16

December 2, 2016 33 Comments



In this week’s episode of Star Citizen Around the Verse, Sandi Gardiner is joined by Technical Director Sean Tracy to issue the latest big announcement for the game: The 2.6 alpha is currently in testing by the hardcore testers under layers of NDA.


Meanwhile, the duo checks in with the UK studio, whose members go on at considerable length about asteroid tech. There’s also a behind-the-scenes on the music and audio for the game (it starts at 13:50, since you kinda need to hear it!) as well as flight balancing.




CIG has been making good on its promise to reveal more about the internal schedule of the game’s development, as boring and frustrating as it may sometimes be. And that new schedule has today revealed that 2.6 is anticipated to land on the PTU for broader testing in just a few more weeks, with the aim to release the update on December 16th.
Check out the whole episode below.
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source: Massivelyop.com/
 
Star Citizen is reportedly unaffected by the Crytek shutdowns


December 21, 2016 39 Comments





Here’s the bad news: Crytek, the company behind the CryEngine, has been forced to shutter five separate studios as part of a major restructuring.


Here’s the good news: Star Citizen, which runs on a heavily modified version of the aforementioned CryEngine, should be unaffected by the state of Crytek.



According to Chris Roberts, the game isn’t reliant upon anything from Crytek, so their change in status shouldn’t have any impact upon the game’s further development.
Here’s the even better news: Star Citizen’s Star Marine is still just around the corner, if you missed it yesterday. So it’s especially good to know that Crytek’s struggles won’t lead to any delays with that particular release. Not that any of that helps the people affected by Crytek’s sell-off and downsizing, of course.Read more

Via: Massivelyop.com/
source: Polygon
 
Star Citizen launches 2.6 Star Marine, announces Amazon Lumberyard partnership

December 23, 2016 58 Comments

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It’s always nice to be able to report good news about Star Citizen, as one of our readers noted when sending us this tip, and we agree, so here goes, just in time for Christmas: Cloud Imperium has tonight announced both that alpha 2.6 is live for all backers and that it’s utilizing Amazon’s Lumberyard engine.
First, 2.6 and Star Marine, only a wee bit off the original December 16th target date, is fully playable:
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“Alpha 2.6 includes the first iteration of Star Marine, our dedicated FPS module, as well as significant updates to the rest of the Star Citizen experience. Star Marine offers two game modes that will give you a taste of first person combat in the ’verse while a new Pirate Swarm game mode has been added to Arena Commander and a grand total of eight new ships are available in the PU. The patch also includes a major spaceflight balance pass, a brand new menu system, as well as dozens of bug fixes, quality of life improvements and other changes.”
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source: Massivelyop.com/
 
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Here’s why Star Citizen is using Lumberyard – and why CIG waited to tell us

December 26, 2016 187 Comments





Just before the holiday weekend, Cloud Imperium announced that both Star Citizen and Squadron 42 are using Lumberyard, Amazon’s robust game engine, and in fact have done so for “more than a year.” Lumberyard’s only been public knowledge for about 10 months and change, and Star Citizen’s devs haven’t mentioned it at all, which got players buzzing about transparency along the way, to say nothing of the folks puzzling over the CryEngine base Star Citizen was originally said to be using.
Yesterday, Chris Roberts addressed both issues. First, he says, “Lumberyard and StarEngine are both forks from exactly the SAME build of CryEngine.”
“We stopped taking new builds from Crytek towards the end of 2015. So did Amazon. Because of this the core of the engine that we use is the same one that Amazon use and the switch was painless (I think it took us a day or so of two engineers on the engine team). What runs Star Citizen and Squadron 42 is our heavily modified version of the engine which we have dubbed StarEngine, just now our foundation is Lumberyard not CryEngine. None of our work was thrown away or modified. We switched the like for like parts of the engine from CryEngine to Lumberyard. All of our bespoke work from 64 bit precision, new rendering and planet tech, Item / Entity 2.0, Local Physics Grids, Zone System, Object Containers and so on were unaffected and remain unique to Star Citizen.”
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Star Citizen talks about the process of creating lore

January 2, 2017 19 Comments



“We wanted to take some time to day and talk about the process, how lore is actually made for a video game, since that’s not a part of a video game’s story that’s often told.”


And thus begins a remarkable, nay, monumental episode of Star Citizen’s Loremaker’s Guide to the Galaxy. OK, maybe it’s not going to rock your world, but it is kind of interesting to hear about the years — dating back to 2012 — of lore creation for this upcoming space sim.


If you can’t wait to sink your teeth into the backstory and world setting of Star Citizen and Squadron 42, you’ll want to check out this week’s episode!
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source: Massivelyop.com/
 
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tar Citizen Q&A addresses the persistent universe

January 18, 2017 91 Comments




For MMORPG players, at least, the holy grail of Star Citizen's rollout is its persistent universe: a shared, ongoing server that's most familiar to what we are used to in our genre.





It is probably going to be one of the last modules released for the game, which is why the team hasn't spent as much time talking about it as other, more imminent features.


Yesterday was different in this regard, as RSI sat down for a lengthy Q&A session about the persistent universe. Efforts were made to differentiate between standard MMO formats and Star Citizen; for example, planets won't gate players by level but by the gear needed to land on them. Other topics included disconnects, planetary exploration, lengthy guild campaigns, spawn rates, environmental dangers, currencies, distress beacons, and farming.


Give the 36-minute Q&A a watch after the break!
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source: Massivelyop.com/
 


Moving From 2.6 To 3.0



Posted Jan 21, 2017 Star Citizen | News | 47 Comments

Chris Roberts has posted the latest weekly newsletter to detail the current plans for Star Citizen v2.6.1 and with the first hints of moving to 3.0. The next update see the game receive a number of performance improvements, balance updates as well as some new features including leaderboards.Read more
















source:
MMORPG.com
 
Star Citizen cracks the code of artificial intelligence

January 27, 2017 15 Comments


Artificial intelligence isn't merely being thrown into Star Citizen because of its futuristic theme but because the tech is essential to how the game will play, from its mission system to ship handling.


In the latest episode of Around the Verse, the AI team engages in a lengthy Q&A session about how this tech will help the game as a whole. Thanks to the AI, missions will be able to vary a bit as you replay them, stations on large ships can function without a human at the controls, and players will be able to develop relationships with NPCs over time.


You can read the full transcript of the show on Relay or watch it for yourself after the jump!
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source: Massivelyop.com/
 
Star Citizen introduces new community video and fan-produced short film 'The Shuttle'

February 1, 2017 One comment
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Star Citizen is upping its community game. If you hadn't noticed or were used to the old Around the Verse schedule, know CIG has been pumping out a ton of videos and new features in the last couple of weeks. One of those is the brand-new Citizens of the Stars, this week hosted by Community Manager Jared "Disco Lando" Huckaby and focusing on community members themselves.


The episode includes multiple "citizen spotlights" of fan content being produced around the game's, including a player who designed a language chart for the game, a player who used Google SketchUp to model the bridge of ship, and a player who created a short fan film called The Shuttle. But the highlight is the middle section, in which CIG's Ben Lesnick sits for a rapid-fire, two-minute Q&A, answering basic questions on game insurance, buy-back tokens, Duck Tales, and the infamous "Ben dance." He's a good sport.
Check out the episode -- and The Shuttle -- below.
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source: Massivelyop.com/
 
Star Citizen promotes Spectrum, begins Anvil Hurricane ship sale

February 25, 2017 70 comments

Star Citizen's weekly Around the Verse treks to the Los Angeles studio for a check-in, but the real meat is the behind-the-scenes look at Spectrum, the communication platform the studio is building from the ground up, intended to be a chat and forum system that works within and without the game.


Meanwhile, the community is abuzz over the newly introduced concept ship sale featuring the Anvil Hurricane, which has its very own brochure. What are we buying again? Oh right, a pixel spaceship, carry on... or don't, in the case of the salty Redditors who are annoyed that RSI was able to get out the ship sale but not the promised internal schedule before the weekend.

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source:Massivelyop.com/
 
Star Citizen's Around the Verse: Character customization, concept ships, and the commodities market

March 3, 2017 3 comments


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Persistent universe fans, heads up: On this week's Star Citizen Around the Verse, Chris Roberts is joined by Persistent Universe Game Director Tony Zurovec, who explains that his team is hard at work on mission scenario conversion and solar system services -- like commodities and shopping.
"The first one of these out the door will be the shopping service, and it's going to control inventory, prices, and demand levels for all the shops within a system. It's also going to hook up to the mission service so that low inventory levels will automatically result in the creation of mission to reverse the trend. The mission service is also really interesting because along with a lot of work that’s occurred, it's also going to allow us to start instantiating a lot of dynamic content for the game. This is all dramatically different than what we've had in the game today, which has always been much more static in nature."
There's also a studio check-in with the Frankfurt team; a lengthy segment on the Anvil Hurricane, the concept ship that rolled out to buyers last week; and a behind-the-scenes feature on character customization. Check it below!
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source: Massivelyop.com/
 
Star Citizen unlocks Sabre for free flight this weekend, talks about Star Marine weapons and economic chain

March 11, 2017 6 comments




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Star Citizen: Around the Verse - Weapons: The Game's Arsenal


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In honor of PAX East this weekend, Star Citizen has unlocked its Sabre fighter for anyone to try. You'll just need to use the "PAXEAST2017" code on a new account to get the free trial, which will last through Tuesday, March 14th.


As you're downloading that, you might want to check out the latest episode of Around the Verse. The team broke down Star Citizen's rather impressive economic chain in an elaborate flow chart (who doesn't appreciate a good flow chart?) and took a close look at the arsenal of weapons that will be used in Star Marine.


We've tucked the economy flow chart and Around the Verse for you after the break!
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source: Massivelyop.com/
 
Star Citizen's Ten for the Chairman basically describes Tramp Freighters Online

March 15, 2017 7 comments
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Star Citizen's Chris Roberts and Tony Zurovec teamed up to field backer questions on a new round of Ten for the Chairman this week. This episode is at least in part about stuff, literally: The early questions focus on cargo and salvage and how it all works.


Star Citizen is all about the realism and the ecosystem of living and trading in space; you'll be able to truly see the stuff you're buying and hauling, there will be a combination of automatic and manual cargo unloading, salvaging will be a completely legitimate playstyle,


"player-generated mayhem" will be possible across certain parts of the persistent universe, and you will indeed be able to "move fluidly between professions."




Roberts also addresses the basic difficulty of just keeping your hunkof junk in the air.


"There will definitely be a certain amount of maintenance keeping your ship running especially in the bigger ships," he says. "If you’ve watched any science fiction movie and you’ve seen Chewie banging the Millennium Falcon or the crew of the Nostromo having to keep their ship running and stuff like that."


It's definitely worth a listen, especially if you're my kind of geek -- i.e., the kind who isn't much into World of Evil Space Jerk Empire but thinks the idea of Tramp Freighters Online sounds damn fun.
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source: Massivelyop.com/
 
Star Citizen's level design is coming along much faster than you probably thought

March 17, 2017 36 comments


Following what turned out to be an intriguing Ten for the Chairman earlier this week, Cloud Imperium has released a Star Citizen Around the Verse episode that -- our tipster summed it up perfectly -- represents a "decent barometer of where we currently are in Star Citizen."



Design Director Todd Papy and Persistent Universe Lead Level Designer Andreas Johansson provide a behind-the-scenes look at the sci-fi MMO's level design, arguing that using traditional level design would have meant their four level designers would need "650 years" to build out the game.


"We do build our locations with a tile set, which is small pieces of walls and corners and doors that we put together into rooms, but this is still not fast enough," Johansson says. "We have to find a quicker way to do this. So, the way we can approach this is to looking into grouping these smaller tile sets into bigger entities, rooms. We have kitchens. We have toilets. We have locker rooms. We have lobbies."

A modular approach using seeds and flowcharts proved necessary, allowing a level designer to theoretically pushed out dozens of space stations every day, although of course the designers have to playtest each to make sure they're logical and consistent -- in other words, to make sure "we don't walk into a room and it's a door into space and everyone has a very bad day."
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source: Massivelyop.com/
 
Star Citizen's Around the Verse on the benefits of the 'mega map'

March 24, 2017 10 comments


Try saying "mega map" 10 times fast! This week's Around the Verse does indeed cover the heck out of Star Citizen's mega map. Lead Gameplay Programmer Rob Johnson says that the intent of the mega map is to eliminate -- or at least reduce -- the annoyance of loading screens.
"We load the Mega Map as we would a standard map. The Mega Map itself is empty, but once the Mega Map is loaded, we actually start to fill the Mega Map with content of various game modes, fire, and object containers. So, we would load the Mega Map, which is empty; load the front end, which is a set of object containers; [and] load the front-end game rules, which tells the game how to work in that game mode. The user would then pick a new game mode to play. At that point we throw away all the object containers. We throw away the game mode, [then] load in the Free Fly game mode and the Dying Star object containers, but we do that via streaming rather than a complete level load, so we are able to shave the vast majority of the load time down to a few seconds rather than long enough to warrant a load screen."
ATV also catches up with the LA studio's work on ship production, multifunction displays, the room system, and the "entity owner manager" -- critical for the persistent experience. Listen up below.
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source: Massivelyop.com/
 
Star Citizen Around the Verse: Building ships and then blowing them up

March 31, 2017 9 comments




This week's edition of Star Citizen's Around the Verse heralds the release of the 2.6.2 update on the PTU -- and yes, the Buccaneer is in it. That's a handy coincidence since the episode also contains part two of the ship pipeline deep-dive, which features that very starship as the devs polish it to "flight ready stage." Technical Designer Matt Sherman and crew explain how they move ships through surface geometry and textures and parallax mapping, then adjust the joints and animations, the aural effects, the weaponry, and even the "bespoke" custom UIs for the ships that the player will use to pilot them -- everything that needs to be done long before the math folks consider things like "balance." The best bit is the designer whose job it is to think about how the ships will blow up:
"I jump in about white-box stage, after concept’s done, the modelling gets laid out, design has put some features in, I’ll go in and I’ll look at what the design is, what’s been done so far, and start to think about destruction. Very early on we start to think about how the ship will break apart."
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source: Massivelyop.com/
 





Around The Verse Takes A Look At The Buccaneer Ship







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Star Citizen: Around the Verse - Ship Pipeline Pt. 2: Greybox to Flight Ready


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Posted Apr 02, 2017

Star Citizen | News | 71 Comments

The Star Citizen team was on hand for the latest Around The Verse livestream, this time to discuss the design of the Drake Buccaneer Ship Pipeline. In this episode, Eric Kieron Davis and Steve Bender discuss the technical process that any ship goes through from design and concept through finished product implemented into the game.Read more














source:
MMORPG.com
 
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Star Citizen starts building surface outposts, continues to test Patch 2.6.2

April 7, 2017 7 comments


It’s always a good day when you get to open up a new box full of fun toys to build worlds to your heart’s content. The folks behind Star Citizen are clearly enjoying themselves as they utilize a batch of new tools to build high-tech surface outposts for planets.


In the latest Around the Verse, the team discusses these “small locations” that players can visit on various worlds. These outposts are being constructed using a modular system, and once the kinks are worked out, the team will be able to make an array of them across the galaxy.




Other discussion in this episode covers the continued testing of Patch 2.6.2, the new Drake Buccaneer ship, an expansion to the QA team in Austin, and some additional work being done on the website, forum, and launcher.
Catch all of the latest developments by watching the show yourself after the jump!
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source:
MMORPG.com
 
Star Citizen Around the Verse on the Javelin and weekend free-fly

April 14, 2017 24 comments

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Star Citizen: Around the Verse - Javelin: The UEE's Destroyer

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Cloud Imperium’s Sandi Gardiner and Forrest Stephan return this week for another episode of Star Citizen’s Around the Verse. The highlight of the show is meant to be the lengthy Javelin creation walkthrough, but I’m more impressed watching Erin Roberts rattle off the five million things the UK studio is working on, from ongoing work on the shopping interface and item placement system and conversation system to “new gameplay elements like suit punctures, oxygen recharging, and depressurization,” among a few dozen other features.


Gardiner and Stephan also allude to a free-fly weekend for the holiday, along with new rewards for referrals and a ship sale. “I don’t want to spoil the official announcement but all I can say is ‘Pink Dragonfly,'” Stephan says. The whole episode is tucked down below.
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source: Massivelyop.com/
 
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