• Welcome to the Fable Community Forum!

    We're a group of fans who are passionate about the Fable series and video gaming.

    Register Log in

Dark Drakan

Well-Known Member
Guildmaster
Town Guard
Premium
Joined
Feb 6, 2006
Messages
18,678
Reaction score
2,319
Points
365
Age
38
Big changes are coming in the Star Citizen Alpha 2.0 release

The "flashiest" feature in alpha 2.0 are the new flight modes, which will selectively modify ship behaviors in order to better suit particular situations. For instance, ships will launch in Precision mode, which reduces top speed and scales back acceleration in exchange for finer and easier maneuvering, while Cruise mode is the exact opposite: "Velocity at the expense of control," as Cloud Imperium Games explained in yesterday's update. The third mode, SCM [Space Combat Maneuvering] appears quite similar to the current Arena Commander flight model, but now calculates maximum velocity dynamically as a function of force and mass in order to optimize each ship's performance in a fight.

Star Citizen Alpha 2 0 Flight Model Introduction


 

Dark Drakan

Well-Known Member
Guildmaster
Town Guard
Premium
Joined
Feb 6, 2006
Messages
18,678
Reaction score
2,319
Points
365
Age
38
Cloud Imperium Games rolled out the Star Citizen Alpha 2.0 gameplay trailer during The Game Awards last night.

 

Dark Drakan

Well-Known Member
Guildmaster
Town Guard
Premium
Joined
Feb 6, 2006
Messages
18,678
Reaction score
2,319
Points
365
Age
38

Dark Drakan

Well-Known Member
Guildmaster
Town Guard
Premium
Joined
Feb 6, 2006
Messages
18,678
Reaction score
2,319
Points
365
Age
38
Star Citizen: Around The Verse 3.5


This week, join our UK Studio where we find out what's new in Star Citizen. Get a complete update of what the studio is working on from Nick Elms. A deep dive into the making of the Dragonfly as well as a special look at the future of ships from Nathan Dearsley.
 

Gikoku

driftin' along.
Town Guard
Joined
Feb 8, 2007
Messages
4,897
Reaction score
2,389
Points
305

This game is looking pretty nuts. Also, dat music. <3

I was worried my rig would collapse from this game, but the system requirements are surprisingly tame. I guess that's the power of server-based rendering then. But yeesh, I'm going to need some time for the minimum 100GB space requirement. :(
 

Dark Drakan

Well-Known Member
Guildmaster
Town Guard
Premium
Joined
Feb 6, 2006
Messages
18,678
Reaction score
2,319
Points
365
Age
38

This game is looking pretty nuts. Also, dat music. <3

I was worried my rig would collapse from this game, but the system requirements are surprisingly tame. I guess that's the power of server-based rendering then. But yeesh, I'm going to need some time for the minimum 100GB space requirement. :(

At the moment there is no real optimisation so over time the requirements should level out a little too.

This was a good read too...

Inside the Troubled Development of Star Citizen


This is a VERY lengthy but great article detailing the issues Cloud Imperium Games & Chris Roberts have had over the 5 years of development they have currently had for the game. It goes into great detail about many of the troubles the studio has faced and a lot of the controversies and negative press the game has had in that time and its definitely worth the read.
 

Dark Drakan

Well-Known Member
Guildmaster
Town Guard
Premium
Joined
Feb 6, 2006
Messages
18,678
Reaction score
2,319
Points
365
Age
38
Star Citizen: Procedural Planets v2


Now available at 60 FPS. From brand new procedural planetary tech to a massive sandworm, the Homestead Demo we premiered at CitizenCon 2016 contained a ton of cool content.


Star Citizen: Full CitizenCon 2016 Presentation

 

Dark Drakan

Well-Known Member
Guildmaster
Town Guard
Premium
Joined
Feb 6, 2006
Messages
18,678
Reaction score
2,319
Points
365
Age
38
In a bid for transparency, Star Citizen reveals internal schedule to community

Chris Roberts Statement

As you know we've not been keen to give hard dates on the project ... When I've talked about releases, I've always qualified any discussion of timing with 'we're hoping to' or 'the goal is' to give a rough timeline for people, but unfortunately some people often tend to forget the qualifiers and treated my comments nonetheless as a promise.

"Because of this we have been reticent to share our internal timelines, even with caveats, as it always seems to cause trouble ... I've reflected long and hard on this dilemma and have concluded, to quote another eighties film, 'The only winning move is not to play.'

"What if we didn't give you just an estimated date, but instead shared our internal schedule? No filter, no hedging. You see what we see."

It's been a long-running debate at Cloud Imperium Games, apparently, because target dates aren't release dates, and everything tends to move at one point or another. "The danger in doing this has always been that casual observers will not understand this, that there will be an outcry about delays every time we update the page," he wrote.

But: "We've taken stock, thought through everything and decided that, while that is a risk, above all we trust the community that has given us so much support ... and now we think it is right to further part the curtain and share with you our production process."

This is experimental. The entire curtain won't be drawn back; we don't now know internal targets for Star Citizen's release or Squadron 42's. Instead we know everything to do with Star Citizen alpha update 2.6, which, according to the internal timeline, is aiming for an 8th December release. Note that we're still not at the planetary landing part of Star Citizen yet. That's a feature planned for alpha 3.0. Nevertheless, if the transparency with alpha 2.6 goes well, getting the full picture on alpha 3.0, and perhaps even the game's ultimate release, may follow.

"If this initiative is well received, then we will continue this process as we move onto the next milestone,"
 

Dark Drakan

Well-Known Member
Guildmaster
Town Guard
Premium
Joined
Feb 6, 2006
Messages
18,678
Reaction score
2,319
Points
365
Age
38
Star Citizen’s animation system models interactions down to the last detail

The latest Around the Verse video goes into, well, detail about one particular aspect of those details, describing how usables work. Essentially, the system allows characters to use stuff. Stunning new feature, I know, but the trick is that it allows for animations to respond to even the tiniest of details.


Those details include ship repair, which will see characters physically removing parts from vessels and putting them back on once they’re repaired. The kind of detail games still struggle with, in other words. NPCs even have systems in place to keep them engaged with whatever objects are nearby with appropriate animations, whether that means looking at a player walking by or taking a sip from a glass of water.


SOURCE

Also reports of 3.0 being released to Evocati (Testers)

9zxh4312s4qz.jpg
 

Dark Drakan

Well-Known Member
Guildmaster
Town Guard
Premium
Joined
Feb 6, 2006
Messages
18,678
Reaction score
2,319
Points
365
Age
38
Star Citizen Gameplay Footage CitizenCon 2017


The scale of this is jaw dropping...
 
Top