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Star Citizen

Gameplay

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#1181 Gremlich Johns

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Posted 03 October 2014 - 06:21 PM

View PostSandpit, on 03 October 2014 - 02:21 PM, said:

Video looks liek something similar to Destiny's tv adverts. SC is so ambitious. I really hope they deliver.


A backer created that - CIG did not have anything to do with it other than providing the background code.


Here's fan video of a match using the TrackIR

Edited by Gremlich Johns, 04 October 2014 - 06:41 AM.


#1182 Sandpit

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Posted 08 October 2014 - 04:19 PM

View PostGremlich Johns, on 03 October 2014 - 06:21 PM, said:


A backer created that - CIG did not have anything to do with it other than providing the background code.


Here's fan video of a match using the TrackIR

Just goes to show that gaming communities have a TON of talent within them!

#1183 Green Mamba

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Posted 09 October 2014 - 12:06 PM

View PostSandpit, on 08 October 2014 - 04:19 PM, said:

Just goes to show that gaming communities have a TON of talent within them!


But they not talented enough to make maps for MWO it seems ;)

#1184 Gremlich Johns

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Posted 11 October 2014 - 06:06 AM

Drake Cutlass video

You'll love it.

http://youtu.be/qE7T...N02f8mGsml8tcK9

#1185 Johnny Z

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Posted 11 October 2014 - 09:48 PM

Just seen the video of the ship landing on the city planet. Cant believe they went 3rd person for that game. The difference when they changed from 1st to 3rd was huge. A real downer considering the rest looks so good.

Edited by Johnny Z, 11 October 2014 - 09:49 PM.


#1186 Redshift2k5

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Posted 11 October 2014 - 09:55 PM

In the hangar you can switch 1pv/3pv. Flying a ship you can switch 1pv/3pv/alternate cameras

While the demo was in 3rd, I didn't see anything about 3rd being forced on.

#1187 9erRed

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Posted 14 October 2014 - 03:15 AM

Greetings all,

Reference the orbit to Planet landing sequence,

That was the test video to show RSI's progress and 'possibly how they will handle the transitions'. Just eye candy for now, as it was viewed from many different perspectives. Lots of great cinematic views used.

- At one moment we are following the player as he moves around the ship during the transition, then following the ship, then back to the player watching the view again. The player didn't need to 'drive' the ship to Planet side, so for that time period your just along for the ride.
- This could be part of the 'cinematic elements' of the transition, but not a required point of view for the player.
- Remember it was created for it's presentation at that event, a 'this is what we are working on' look into that aspect of the game.

The point was to get the player from orbit to surface in one transition, without fading out of one location and suddenly appearing in a new instance. And it looked pretty good from what I watched, haven't seen it before in any other game, especially staying with the player during the entire sequence. (and no cut scene.)

I thought it was great watching the approach to the city and all the correct buildings and structures for the flight. And I'm sure that a night approach would be even better.

9erRed

#1188 Heffay

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Posted 14 October 2014 - 07:06 AM

View Post9erRed, on 14 October 2014 - 03:15 AM, said:

The point was to get the player from orbit to surface in one transition, without fading out of one location and suddenly appearing in a new instance. And it looked pretty good from what I watched, haven't seen it before in any other game, especially staying with the player during the entire sequence. (and no cut scene.)


How is it not a cut scene??

And even if it is a cut scene, what's the problem with that?

#1189 Gremlich Johns

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Posted 14 October 2014 - 01:19 PM

View PostHeffay, on 14 October 2014 - 07:06 AM, said:


How is it not a cut scene??

And even if it is a cut scene, what's the problem with that?

If you missed the intro, that landing scene was 100% "in-game" render. The Cutlass commercial, in contrast is an "in-engine" render. That's very different than using a creator like Maya to make your cut scene.

#1190 Heffay

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Posted 14 October 2014 - 01:30 PM

View PostGremlich Johns, on 14 October 2014 - 01:19 PM, said:

If you missed the intro, that landing scene was 100% "in-game" render. The Cutlass commercial, in contrast is an "in-engine" render. That's very different than using a creator like Maya to make your cut scene.


Most games these days make cut scenes from in-game material. That doesn't mean it's not a cut scene. There is no control; you ride in on the rails and just enjoy the scenery.

Which is great, because it's damn good scenery. But after doing that a dozen times, I really hope there is an escape function to skip it. ;)

#1191 Gremlich Johns

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Posted 14 October 2014 - 01:59 PM

View PostHeffay, on 14 October 2014 - 01:30 PM, said:


Most games these days make cut scenes from in-game material. That doesn't mean it's not a cut scene. There is no control; you ride in on the rails and just enjoy the scenery.

Which is great, because it's damn good scenery. But after doing that a dozen times, I really hope there is an escape function to skip it. ;)

The difference with most console cutscenes are that they are often pre-renderings using the in-game engine. From the wiki:

(PC and console in parens below are my annotations)

Pre-rendering is the process in which video footage is not rendered in real-time by the hardware (console) that is outputting or playing back the video. Instead, the video is a recording of footage that was previously rendered on different equipment (typically one that is more powerful (PC) than the hardware used for playback (console)). Pre-rendered assets (typically movies) may also be outsourced by the developer to an outside production company. Such assets usually have a level of complexity that is too great for the target platform (console) to render in real-time.

#1192 Heffay

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Posted 14 October 2014 - 02:03 PM

That's great. Still a cutscene. And that is still ok.

I prefer it that way. Drudgery (such as landing on a planet) should be eliminated from games. Or convenience elements added to allow people to bypass it if they've already done it once.

#1193 Roburn Bliss

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Posted 17 October 2014 - 04:55 AM

Another good fan video:



This is the kinds stuff I would really like to see from RSI.

#1194 Gremlich Johns

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Posted 17 October 2014 - 02:18 PM

View PostRoburn Bliss, on 17 October 2014 - 04:55 AM, said:

Another good fan video:



This is the kinds stuff I would really like to see from RSI.

This one was especially well done. I'd lay odds that RSI/CIG probably makes these all the time to see how the in-game compares to the in-engine. They just aren't posting them.

#1195 Gremlich Johns

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Posted 24 October 2014 - 01:05 PM

here's another one done by a fan. The videos used to make it are ones we've all seen before, but it is very well packaged.


Edited by Gremlich Johns, 24 October 2014 - 01:26 PM.


#1196 Gremlich Johns

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Posted 11 November 2014 - 09:28 AM

This one is also fan made -


Edited by Gremlich Johns, 11 November 2014 - 09:28 AM.


#1197 Strikeshadow

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Posted 12 November 2014 - 08:40 AM

View PostKarl Streiger, on 03 July 2013 - 06:14 AM, said:

I give you RE

I was talking about feeling. MWLL had at this time much sniping, and LRM poptarging...from time to time even a camp fest. ironically only movement was caused by some newbs like me - that thought hey .- i have the money now lets give them hell with my ShadowCat....
At this time MWO had more brawling, more intense fighting over clinical long range fighting. Not to forget the abillity to modifiy your Mech and charge damage. And a heat curve that was really troublesome.

Well but MWO became lame and boring and death simple - so subjective it is far worser as it was in the closed beta


Brawling is exaclty what a mech game SHOULD NOT be. Brawling is for games like CoD and Hawken. Brawling is a twitch shooter game not a tactical shooter game. Now towards the end of a fight, brawling will happen, but that's only because one team has a tactical advantage. The only way a brawl should work in a mech game is where a few isolated units can be overrun.

#1198 Gremlich Johns

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Posted 16 November 2014 - 09:20 AM

Not to derail a MWO - MWLL discussion, but here's the M50 racer video:



#1199 Sybreed

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Posted 17 November 2014 - 07:33 PM

View PostSybreed, on 30 June 2013 - 02:17 PM, said:

already pledged over 300$ for Star Citizen, that's more I ever gave to PGI for MWO...

Still, I have hopes that PGI will get their crap together and do something amazing with MWO. Honestly, they really understimated the work they had in front of them. Once major features are in, I think we can expect pretty good stuff for MWO. Until then, yeah, I'm also a bit pissed at the game myself.

The Idris Corvette looks freaking amazing.

ahah, I was so hopeful in 2013

#1200 Heffay

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Posted 18 November 2014 - 06:03 AM

View PostSybreed, on 17 November 2014 - 07:33 PM, said:

ahah, I was so hopeful in 2013


You talking about your hope for Star Citizen? I bought an LTI rear admiral package in the middle of 2013. Hard to believe that was a year and a half ago. At least we have a couple of modules to ... well, I'd say play but meh. I'm sure a ton of stuff is happening in the background, and I know development work takes time, but I have to admit I'm surprised at the pace. Even makes PGI look blazing fast. I've since sold off my Connie (kaching! Play for free for life? Yessir!), but still have my LTI digital pirate and a Ghost Hornet, but to be honest at this point I will probably be primarily interested in the single player game.





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