Star Citizen Persistent Universe Presentation; Funding Hits $71M

The Stretch Goals page on the Roberts Space Industries website shows Star Citizen has now attracted more than $71 million in crowdfunding for Cloud Imperium's upcoming space game, though they have not posted any stretch goals past the $65 million mark, and there's no accompanying letter from the chairman at this time. What is new is a Persistent Universe "town hall" video presentation recapping a live session at PAX South. Word is: "Watch as the Chairman, Tony Zurovec, and Mark Skelton outline the future of the Persistent Universe! This presentation was recorded live during the Town Hall at PAX South. We thank backers who where in attendance and are eager to share our vision with the rest of our community."

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33.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 29, 2015, 09:21
33.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 29, 2015, 09:21
Jan 29, 2015, 09:21
 
yuastnav wrote on Jan 28, 2015, 16:24:
Chris, less talking and more gameplay footage plx.

There... there is gameplay, right? I mean, after 4/5 years (according to the evil wikipedia development started in 2011) surely there is something to show.

I haven't quite followed the release schedule. Besides this dogfighting module, what else did they release that's interesting?
The recent 1.0 patch added 15 ships to Arena Commander. The FPS and social modules are due out in March/April. Multi-crew ships are due around summer and the first episode of Squadron 42, the singleplayer component, is due at the end of the year (probably November or December). Demonstrations have been given of the FPS and social modules, as well as multi-crew ships - it's clear to see how much work has been put into the game. Significant parts of the engine have had to be rewritten to support the features planned (physically based rendering, 64-bit precision, DX12/Mantle support, Oculus Rift support).

A prototype was developed in 2012 for the Kickstarter but it was put together by a few people in their spare time. The studio was built-up during 2013-2014, with the hangar module and DFM module delivered and significantly expanded upon. In that time the fidelity has massively increased from the original demonstration. This is not a traditional game where there is already an established developer and they've been working on it for years before showing anything off - the game was shown off years before the public would normally see it due to the nature of crowdsourcing.

Wildone wrote on Jan 28, 2015, 17:03:
I guess they're finished with the DFM then? Because its like, AWESOME ALREADY?! not..
Yeah, because a game that they explicitly state is pre-alpha is obviously done. Rolleyes

Multi-crew ships are due this year and we'll start seeing new mission types added, like escort roles. We'll also see ship boarding added, as well as the ability to earn ships without needing to pledge additional money. If you knew anything about the game you wouldn't be making such banal comments.

nin wrote on Jan 28, 2015, 15:33:
Your description reminds me of the long (empty) hallways in The Old Republic, which were seemingly added just to make the world feel bigger. You did a ton of running there as well...
If you watch the second video they explicitly state that they want to avoid that - there will be random encounters and players will always have to watch their backs (less so in better regulated areas, more so in shady territories). They want to make sure there is always something to do, that the world is compelling and involving.

I'd rather CIG takes it time and produces the game properly than rushing to appease people who don't even intend to buy the game, only criticise it. I pledged back in 2012 and have been extremely happy with the progress of the game so far. When I backed I had no idea the game would be this deep or have such an incredible degree of fidelity. Clearly this is the game people want otherwise it wouldn't have received record breaking funding. Even this month it's pulled in millions.
"The price of freedom is eternal vigilance."
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32.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 20:37
32.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 20:37
Jan 28, 2015, 20:37
 
Fine I was wrong, don't get your panties bunched up jeez.
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31.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 19:40
31.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 19:40
Jan 28, 2015, 19:40
 
SpectralMeat wrote on Jan 28, 2015, 19:29:
Task wrote on Jan 28, 2015, 16:30:
The backers already have access to the FPS module as well, so they are playing with that, not just the dogfight stuff. They also have access to a very early alpha of the social interaction module they talk about there, players waltzing around a market, etc.
No that is incorrect.

Yeah, as I understand it FPS module won't be available to backers for a few months yet.
'I am' is reportedly the shortest sentence in the English language. Could it be that 'I do' is the longest sentence? - GC
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30.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 19:30
30.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 19:30
Jan 28, 2015, 19:30
 
Task wrote on Jan 28, 2015, 16:30:
The backers already have access to the FPS module as well, so they are playing with that, not just the dogfight stuff. They also have access to a very early alpha of the social interaction module they talk about there, players waltzing around a market, etc.

This is complete bullshit. The FPS module is due in spring 2015 as is the planetside/social module. Summer 2015 should see the release of Arena Commander 2.0 with multiplayer ships, then the first episode of Squadron 42 in fall and the persistent universe alpha is scheduled towards the end of the year. This info is from a publicly available SC roadmap for 2015.
I'm an original backer and all we have access to right now is still the hangar module and Arena Comander version 1.01. And that's it.
29.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 19:29
29.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 19:29
Jan 28, 2015, 19:29
 
Task wrote on Jan 28, 2015, 16:30:
The backers already have access to the FPS module as well, so they are playing with that, not just the dogfight stuff. They also have access to a very early alpha of the social interaction module they talk about there, players waltzing around a market, etc.
No that is incorrect.
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28.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 19:24
28.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 19:24
Jan 28, 2015, 19:24
 
Task wrote on Jan 28, 2015, 17:24:
yuastnav wrote on Jan 28, 2015, 16:41:
Task wrote on Jan 28, 2015, 16:30:
The backers already have access to the FPS module as well, so they are playing with that, not just the dogfight stuff. They also have access to a very early alpha of the social interaction module they talk about there, players waltzing around a market, etc.

So are there videos about that? Or is it NDAd?

Can't they already show the MMO part? I dunno, just make one solar system or something i.e. not a large scale.

Eh I don't know, I haven't purchased SC at this time. But I peruse the RSA forums...

What's the 'A' stand for, dude? Roberts Space Assholes? Yeah. I agree.






*note that the correct name is actually RSI = Roberts Space Industries
27.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 18:18
27.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 18:18
Jan 28, 2015, 18:18
 
Tipsy McStagger wrote on Jan 28, 2015, 15:08:
SpectralMeat wrote on Jan 28, 2015, 13:21:
Zarkov wrote on Jan 28, 2015, 13:18:
InBlack wrote on Jan 28, 2015, 12:21:
Is StarCitizen now the most profitable game never made?
GTA 5 made one billion in 3 days (and currently holds seven different Guinness world records).
I think you miss read his comment.

YOU FOOL!!! You exposed the stupid detector before it had a chance to flush them all out!

I have a nifty blue line!
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26.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 18:08
26.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 18:08
Jan 28, 2015, 18:08
 
Julio wrote on Jan 28, 2015, 17:03:
jdreyer wrote on Jan 28, 2015, 15:31:
I think a big worry I have is simply the amount of manual shit that it looks like you have to do.

That's the core gameplay - $71 million doesn't go as far as it used to.

Yeah, I realize that they're making it part of the gameplay, I'm saying it will get old quickly. Remember how expansive ES:Dragonfall was and how fucking boring that was? Remember how much more compressed ES:Morrowind and Oblivion were? It still felt like you were in this world but you could get where you needed to go much more easily.

I'll wait and see, but from what I've seen so far, they're falling into the trap of realism over fun. Shit, I hardly even go to the store in Real Life. I just order from Amazon.
'I am' is reportedly the shortest sentence in the English language. Could it be that 'I do' is the longest sentence? - GC
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25.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 17:44
25.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 17:44
Jan 28, 2015, 17:44
 
Task wrote on Jan 28, 2015, 17:24:
Eh I don't know, I haven't purchased SC at this time. But I peruse the RSA forums and sometimes people post private youtube vids they aren't supposed to. You can find stuff like this on youtube though.

That's not FPS gameplay. That's someone taking the assets and dumping them in the public Cryengine editor and making machinima out of them.

None of the backers have access to the FPS or Social components yet as they haven't been released yet.
24.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 17:24
24.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 17:24
Jan 28, 2015, 17:24
 
yuastnav wrote on Jan 28, 2015, 16:41:
Task wrote on Jan 28, 2015, 16:30:
The backers already have access to the FPS module as well, so they are playing with that, not just the dogfight stuff. They also have access to a very early alpha of the social interaction module they talk about there, players waltzing around a market, etc.

So are there videos about that? Or is it NDAd?

Can't they already show the MMO part? I dunno, just make one solar system or something i.e. not a large scale.

Eh I don't know, I haven't purchased SC at this time. But I peruse the RSA forums and sometimes people post private youtube vids they aren't supposed to. You can find stuff like this on youtube though.
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23.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 17:03
23.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 17:03
Jan 28, 2015, 17:03
 
jdreyer wrote on Jan 28, 2015, 15:31:
I think a big worry I have is simply the amount of manual shit that it looks like you have to do.

That's the core gameplay - $71 million doesn't go as far as it used to.
22.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 17:03
22.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 17:03
Jan 28, 2015, 17:03
 
I guess they're finished with the DFM then? Because its like, AWESOME ALREADY?! not..
21.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 16:41
21.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 16:41
Jan 28, 2015, 16:41
 
Task wrote on Jan 28, 2015, 16:30:
The backers already have access to the FPS module as well, so they are playing with that, not just the dogfight stuff. They also have access to a very early alpha of the social interaction module they talk about there, players waltzing around a market, etc.

So are there videos about that? Or is it NDAd?

Can't they already show the MMO part? I dunno, just make one solar system or something i.e. not a large scale.
Now we donce.
20.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 16:30
20.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 16:30
Jan 28, 2015, 16:30
 
The backers already have access to the FPS module as well, so they are playing with that, not just the dogfight stuff. They also have access to a very early alpha of the social interaction module they talk about there, players waltzing around a market, etc.
Avatar 37119
19.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 16:24
19.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 16:24
Jan 28, 2015, 16:24
 
Chris, less talking and more gameplay footage plx.

There... there is gameplay, right? I mean, after 4/5 years (according to the evil wikipedia development started in 2011) surely there is something to show.

I haven't quite followed the release schedule. Besides this dogfighting module, what else did they release that's interesting?
Now we donce.
18.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 16:24
18.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 16:24
Jan 28, 2015, 16:24
 
jdreyer wrote on Jan 28, 2015, 15:31:
I think a big worry I have is simply the amount of manual shit that it looks like you have to do. You have a long landing animation. You have to manually walk to a shop to go shopping. You have to manually return your gun to the ship if you are denied admittance. The way things are implemented now, is it immersive? Yes, but it doesn't seem to respect the player's time.

At least there are jump points, so there's that.


Its called " Playing the game " if you don't have the time to play well i am pretty sure there will be many other games now to "fund"
17.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 15:33
nin
 
17.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 15:33
Jan 28, 2015, 15:33
 nin
 
jdreyer wrote on Jan 28, 2015, 15:31:
I think a big worry I have is simply the amount of manual shit that it looks like you have to do. You have a long landing animation. You have to manually walk to a shop to go shopping. You have to manually return your gun to the ship if you are denied admittance. The way things are implemented now, is it immersive? Yes, but it doesn't seem to respect the player's time.

Your description reminds me of the long (empty) hallways in The Old Republic, which were seemingly added just to make the world feel bigger. You did a ton of running there as well...


16.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 15:32
16.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 15:32
Jan 28, 2015, 15:32
 
So yeah. What's the stretch goal where this actually becomes a game? $986 billion?

See you all in Half-Life 3!
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15.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 15:31
15.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 15:31
Jan 28, 2015, 15:31
 
I think a big worry I have is simply the amount of manual shit that it looks like you have to do. You have a long landing animation. You have to manually walk to a shop to go shopping. You have to manually return your gun to the ship if you are denied admittance. The way things are implemented now, is it immersive? Yes, but it doesn't seem to respect the player's time.

At least there are jump points, so there's that.
'I am' is reportedly the shortest sentence in the English language. Could it be that 'I do' is the longest sentence? - GC
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14.
 
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M
Jan 28, 2015, 15:09
14.
Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 15:09
Jan 28, 2015, 15:09
 
Ahh shit, sorry about that
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