Is it? I thought it was the wing commander nostalgia project, with a branching space combat campaign and tons of cutscenes in between. I really haven’t followed the game all that closely.

They added marine elements to it as well, because we all knows how well that goes when pilots become marines…

Titanfall would like to have a word with you.

While that’s different, AND YOU KNOW IT SIR, I really can’t find a compelling argument against your statement.

Giant robots are just power armor. Those “pilots” are riflemen. They’re infantry.

Whilst there are many things I don’t agree with, CGI Derek is frankly pretty damn cool. RSI should work with you and make you a nemesis in the game. I think you would both do well.

Nah, the infantry are the noob grunts who you mow down constantly.
(the grunts are actually one of the great additions to Titanfall’s multiplayer, as it gives even beginning players something to do… maybe you get crushed by other players at first, but at least you can mow down grunts and contribute!)

They’re all infantry. Just some are much larger than others.

It’s bollocks.

I just wrote a lengthy analysis of it.

Star Citizen - Procedural Moons - My Analysis

Also cooler.

‘Procedural’ moons stuff looks like height maps to define the terrain, then draw zones to determine the type/colour/scattering of objects from a library of assets. And some procedural texture blending, probably also based on height/slope which is pretty standard.

Oh and they make textures in Substance Designer, so they are ‘procedural’ as well. :)

The scattering of the rocks they showed when they zoomed right out in that one shot looked kind of basic too.

One thing’s for sure - it’s no No Man’s Sky.

All for the low, low price of $153 million.

:)

Not saying it’s necessarily bad, it seems a good way to populate large areas with little artist work. And as we know is pretty similar to how open world game artists would scatter their trees, grass, rocks, etc, by painting distribution zones which the generation algorithm then adds variation to.

But the video spends a long time hyping over this stuff and doesn’t really show much in the way of results apart from some scattered rocks and mist particles, and that one bit showing a static scene with some trees and grass. But I guess for a moon, some scattered rocks is all you need.

If you predict long and hard enough, it’s bound to happen, amirite?

Also, how much is it going to cost to have CIG play the game for me upon release? Because I’m actually not that good at space sims.

Squadron 42 will also have segments where you’re out of your ship. My understanding is that there will be fewer cinematic cutscenes and more people interacting around you in real time.

Chris Roberts has always been trying to recreate Star Wars and other space operas, so he inevitably wanted to get you walking around on a planet’s surface or inside a space station, repairing things inside your ship, and shooting mooks with a blaster rifle while boarding another ship or station.

It also surprise me, but is still whitin the definition, I think.

I think a seed will decide the parameters and these parameters direct the color of the ground/sky, sparcity of rocks / type. And a few other parameters.

That will give you planets that will be random but will feel very similar. Kind of something that is ok if exploring planet is not central to the game and the gameplay is something else.

Those rocky environments shown in the video were moons. They’ve shown one habitable planet (with trees and water, etc.) thus far, but the assets were very placeholder.

A planet is only a moon of a star. The difference between planets and moons is a moot point.

No? *puts on space helmet* *faded sound* I am confused */faded sound*

I wasn’t trying to be pedantic about your usage of the word planet :)

i was just saying that the habitable planets might be more interesting to explore than the moons we’ve seen thus far.

Oh, I should not post before the first coffe. Thanks. Pluto is a planet anyway.