Such a swede. I'm curious. Why does swedes seem incapable of saying words such as children, achievement etc. It always comes out as shildren, ashievment
Because they are not used of it I guess. Same for a Belgian trying to speak Swedish, some sounds are more challenging or counter intuitive than others.
Loads of different dialects too ranging from understandable to almost-Danish.
Some of them probably translate over nicely into English and others well it's not going to sound very good although with a bit of training it can be improved.
danish-english dialect is the worst imo.. that intro song to the TV-series Bron is a good example, laughed my ass off when i realized its in english and not danish.. they can't say "o" they say "u".. "cum tuu suun" etc, sounds ridiculous.
Such a swede. I'm curious. Why does swedes seem incapable of saying words such as children, achievement etc. It always comes out as shildren, ashievment
And you think Norwegians are better at pronouncing English?
In Scandinavia we learn English very early on in School and become really good at reading, writing and understanding spoken English. Naturally we don't speak English natively and thus end up with "funny" accents when trying to speak English. There are of course plenty of people that are better at pronunciation than others.
Yeah, with our record of politicians with horrible english pronounciations, you'd think Stormwolf would be wiser than trying to go after the Swedes.(or anyone)
(Now heckling Swedes over Winter Olympic Medals, on the other hand )
Thanks for clearing that up, makes sense it puts more demand on the artists when you need to have the various properties down and working with the rest of the game engine to accurately convey cloth, wood, skin and then metal which all can have additional layers and properties.
(EDIT: And movies but they do have the benefit of not having to be real-time so these can be rendered in much higher quality with sufficient hardware.)
And yeah that's a big thing too, uncanny valley as we head to more photo-realistic looking 3D experiences so if everything looks like plastic or it's a mixed bag then the illusion or "feeling" of it being real just falls apart.
Optimization and simplification of lighting and shadow techniques also play a role, striking a balance between speed (performance, time for each effect to complete or run and it's cost.) and image quality is also a factor although I do expect the new console hardware to be a big push forward here once we leave the aging current-gen behind though this will happen gradually.
EDIT: Which as I recall my initial belief is from the various charts provided for e.g Resident Evil 7 showing a much simplified and faster flow when working with PBR and photogrammetry which I suppose might still be true but it also puts demands on the developers ensuring it all looks like it should and we're still just seeing the start of this type of workflow and render pipeline although it's coming along nicely now though not without some snags and problems varying from game to game.
EDIT: Was it Fallout 4 that really cheated with it's PBR implementation? Granted from my understanding this was added in mid-development as a response to changes in the game development industry and seeing a bigger move towards PBR but the games way of doing certain things isn't anywhere near the correct or standard method.
Metal for example has a metalness or roughness property from how I recall and the game essentially cheats that by having one of the normal map color channels acting as a combination of these instead of a separate map.
Other properties are skipped or ignored entirely and overall some later or more carefully updated assets are much better looking than others that end up looking like plastic with a simple gloss map effect or something like that although not quite as bad as I probably make it sound like.
One area where PBR can increase asset production time is eliminating duplicate assets for different scenarios. In past pipelines, you needed different textures for different times of day, different environment lights, etc. With a PBR pipeline, since material properties are now properly reflected under all conditions, it removes the need for duplication.
But let's be real. The amount of such duplication was minimal, because artists or developers almost never bothered to created these duplicate assets. So you'd end up with textures that look out of place. With PBR, materials have the potential to look far, far superior.
Yes because that's what a space game needs: cloth physics. We all know how many curtains can be seen in space. And drapes. And capes. I'm sure Lando would be proud, his cape sure would look good in this engine but seriously ...
WHAT THE FUCK ARE YOU DOING YOU DAFT CUNTS! Stop wasting time, effort and money on shit that doesn't matter one fucking bit and put it towards completing the game! Who cares about hair physics, cloth physics, etc. It's a SPACE game! It's about hard shiny metal, not fabrics!
sar·casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
Yes because that's what a space game needs: cloth physics. We all know how many curtains can be seen in space. And drapes. And capes. I'm sure Lando would be proud, his cape sure would look good in this engine but seriously ...
WHAT THE FUCK ARE YOU DOING YOU DAFT CUNTS! Stop wasting time, effort and money on shit that doesn't matter one fucking bit and put it towards completing the game! Who cares about hair physics, cloth physics, etc. It's a SPACE game! It's about hard shiny metal, not fabrics!
Come on, don't be naive.
You can buy all that Chris Roberts bullshit of 'Oh, it's all about the game of my dreams I want to make and it will be so awesome for all of you wonderful backers...'...
OR...you could be less romantic and see it from the business-side of things. Chris Roberts was WHO exactly in todays gaming industry?! Yeah, the guy who created some impressive stuff in the 90s. Then wanted to be a film-director. Failed horribly. Then vanished from the scene and nobody really cared.
Who cares what Peter Molyneux is doing these days? Yeah exactly. But Mr Roberts surely has a plan to get back in the ring and the spotlight.
All these technologies they create, the assets that come up, the engine (why do you think they really started to make up pretty much their own engine when the funding was there?!), all this stuff will reel in some serious $$$ once they do license it or just use on their next games. Financed by gullible people spending a fortune on virtual spaceships which are worth...uh, exactly zero.
And the longer SC is in production status, the more money you can generate, the more 'cloth-physics' you can create, the more stuff you got to sell and license out afterwards.
So...in the end you got millions of backers, usually complaining about games that cost 59,99 instead of 49,99, pumping a ridiculous amount of cash into this 'project', but really building up a Chris Roberts game studio, with lots of assets to license out and their own engine. Stuff they could not even DREAM about doing on their own.
But once SC is released, or whatever we might get, all the stuff YOU helped to finance with hundreds and thousands of dollars some backers pumped into this thing, belongs to Mr Roberts and Mr Roberts alone.
Might have been his plan all the way, but for sure after they reached, lets say, 20 million bucks (and longing for moooooore)... Imo it was all about CR and his way back into the spotlight of the gaming industry...not really about creating the game he always dreamed about. You can buy his words or don't...I decided, that I won't.
It's about the spotlight. Money. And control. And being important once again. After all, CR and Trump might not be that different at all when it comes to psychological abnormalities...talking about narcissism for example.
Furthermore, IF this thing ever gets released at all, it won't be what the backers dreamed about for years. Too much anticipation, things you can describe or dream about, however which are impossible to implement in a game in 2018ff.
Balancing this thing will be impossible. Bugfixing might take even longer than the whole process of creating this monster. IF it ever gets released which is still to be seen.
But Mr Roberts will make a fortune anyway. All those poor hardworking slaves under his command won't. And I guess he gives a shit about all his gullible backers...in the end it will be like: Here you got your game, now be happy whatever it is like, I'm off to make $$$ with the assets you provided.
Ah well, or you can ride the hype train with all those brainwashed fanboys, who threaten your life whenever you dare to articulate anything negative about SC at all. NAIVETY is what it's called.
CR prolly laughs about those guys behind closed doors.
If they wanted to release something meaningful then they would have focused on the single player story campaign. It could have been a nice campaign with the old Wing Commander games.Then with the setting established, they could have worked on a MMO style universe.
At least we have the videos from Robbaz. 200 million well spend
This is one his funniest ever. Notice how his 200$ ship kills him when he tries to board it
Psst. Their own engine is the Lumberyard engine from Amazon
Derp: But but it is modified! Sure, still Amazon's engine :>
Yeah, I very highly doubt they'll have any tech worth selling. It's not an engine they made, it's lots of tweaks and you can't sell tweaks and clunky add-ons. This kind of tech is very much engine-limited so it would surprise me if they coded it in such a way that they could port it to other engines.
Psst. Their own engine is the Lumberyard engine from Amazon
Derp: But but it is modified! Sure, still Amazon's engine :>
Yeah, I very highly doubt they'll have any tech worth selling. It's not an engine they made, it's lots of tweaks and you can't sell tweaks and clunky add-ons. This kind of tech is very much engine-limited so it would surprise me if they coded it in such a way that they could port it to other engines.
You don't understand at all.
The old Star Citizen is CryEngine + A lot of custom code
The new Star Citizen is Lumberyard, which is CryEngine + Amazon Cloud Code + Random Amazon stuff + The same custom code from before the engine change.
The change is essentially upgrading from Unity 4 to Unity 5 for RSI, similar engine but you have to port it over.
There is little downside from this, if Amazon implement eyebrow hair simulation and its better then their custom code, they can just use that, or they can choose not to.
When using an engine you can essentially use as little or as much of the engine as you want.
No, Amazon did not put anything into their CryEngine fork that would make it particularly suitable for space games, all of that was from RSI.
Not sure if it got posted before, but it gives some insight and background info on this 'project'. A long read, but def worth the time.
All these little things they 'invent', 'tweak' and produce are worth money afterwards...a lot of money. SC might just be a showcase...
In the end, we COULD get a game, that might even be worth playing (though I can see the shitstorms after release when it comes to balancing/bugfixing and some shattered dreams), while some people will make serious $$$.
It's Uh-merica after all. It's about money and status. The longer they take creating this, the better for RSI. It's not his money, it's 'yours' that is at risk. And HE will get all the monetary benefits afterwards, not his backers.
I would have liked a complex freelancer/privateer with up-to-date gfx and a Squadron42-campaign. No MMO-whatever-persistent-universe. No FPS. I don't need cloth-physix or this webcam-animated-face-expression-whatever-they-call-it-stuff.
But this is what they can license out or make other games from afterwards. And the longer they take and the more 'useless' (imo) stuff they create, the more assets they get. We will see many, many more virtual ships for hundreds of $, claims on planets you can buy, insurances, anniversary sales, whatever.
They could be done by now with all they promised initially, but hey..it has become a huge, huge moneymaker with no risk involved for CR at all. Even if they fail completely...they can still sell their tech. Mr Roberts will be a rich man (he wasn't before SC) anyway...
Imagine a Squadron'42'-sequel-DLC for like 19,99. You don't need all those people to create smth like that (I'll bet he will fire most of his staff and team the moment he doesn't need them any longer - read the article/link above), but this setup is a pure moneymaker in any case. Fail or not.
The problem is the intention, not what's possible. Sure, RSI could be doing something like that, or they could be intending to finish the game, and all of that is just a possibility of the circumstances. Or both. They could've thought of a fallback and feel secure enough to attempt a project like this. Again the question is, what is the intention here? You can't deem someone guilty base off of possibilities.
And honestly, if other game developers would actually make good use of the tech that's been done for SC, as a gamer I have no problem with that. But that's me buying into this project in the first place because I knew the money is gone and I wanted to back something ludicrous and never been done before, all in the hope that it would push gaming to a new level.
Need I remind everyone when the time SC was pitched, it was during a time where AAA console gaming was dominant, PC were afterthoughts at best, PC gamers were all "pirates" and not consumers, indies were rising but were mostly puzzle platformers, F2P was seen as the future, dev was in love with "streamlining", etc. Personally, I saw that as the dark age of gaming, it was hopeless. Dark Souls only just came out and was console exclusive, so it's influence wasn't fully felt until later. But Kickstarter, and a few games that were trying something different. SC was one of them. As a PC gamer, I couldn't say no, I want someone to actually try to push forward, to finally make use of PC hardware, to actually make a PC game. I didn't care if the game never was coming out, I knew the risk going in, I just wanted the industry to see the market is there, stop playing safe with their bullshit streamlined, casual mentality.
Not every backer share this view, but I do think they might have misunderstood the initial pitch. I don't understand why some, backers or not are so vocal and upset about SC. Like RSI and Chris Roberts are the biggest scam and swindler that cheat money from elders. About feature creep or overpromised stretch goals, or the misguided focus on small "insignificant" / "irrelevant" details, or delays, or it being a MMO, etc. To me, All of this was the point of SC, that's what they pitched in the initial reveal and the first wave of crowdfunding push. The money kept coming, so they kept adding new stretch goals, that was the point of the project. Even then they've stopped adding after a certain point. It's not they are unaware of the issue of feature creep and the potential of the scale of the project getting out of hand.
If there's anything I'm upset about this project is how shit their PR is. How the fuck was the pay per view Citizen Con bollocks allowed to happen? It's like RSI just loves getting people more distrusting and pissed off about SC.
The longer they take creating this, the better for RSI.
The longer it gets until the game is released the more the money will end. There are at least 150 people working on the game (some sites there are more than 400 but probably most of them a contractors for only few months). The average annual salary for programmers and game designers for the USA and UK is $70k. If you multiply it by 150, you get $10 million. Add in contractors, servers maintenance and "other expenses" such as insurances, taxes, rent, fuel, programs and clothes and presents for Sandi and you get an absolute minimum of $30 million. Currently CIG make ~$30 million a year but it's decreasing either because there are lesser people to buy it and because others lose patience and faith. Also I am sure CR already blew up most of the $195 million already on computers, other equipment, actors, sliding doors, couches, coffee machines and doing useless CitizenCons. There is no way this game to get released if it takes them 5 more years and that Roberts will come out alive after that.
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