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Star Citizen: Squadron 42 (space sim)

Nadam se samo da nece uleteti u Alpha pre-release fazu kao mnoge igre danas tipa Dayz, koje ispada da su obican scam za uzimanje para, jer sporim i nikakvim tempom developmenta nikada nece biti zavrsene.
Svidja mi se Mass Effect vibe, nadam se da ce biti real time bitaka sa brodovima. Citam ovaj manual i nigde konkretno ne pominju kakve ce bitke biti. Nista, ostaje samo da se ceka.
 
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Sto se mene tice, bolje da izdaju kad bude pravo vreme, nego da rushuju nedovrsen proizvod. A da cemo cekati, ocemo :D
 
Pa za sledeću godinu je planirano dosta toga, uključujući i FPS modul i prvi deo single player kampanje.
 
Ja bi' 'teo da priupitam, kao potpuni laik, ovaj... A da! Oni planiraju da ovu igru jednog dana izdaju ili?

Igra je online only tipa, cak i da je izdaju neces videti piratsko izdanje kao sto nece biti ni piratskog izdanja Elite: Dangerous. Tako da se ja ne bi brinuo ukoliko ne nameravas da kupis igru u nekom momentu. Mozda neki piratski serveri kao za WoW i to je to, otprilike.

Edit: Mislim da ce i za Squadron 42 da se ulazi kroz jedinstveni launcher tj. da ce biti provere naloga tako da mrka kapa i za to.
 
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Uostalom, koja je poenta igrati sam nešto što se igra sa hiljadama drugih igrača i bazira na njihovim međusobnim interakcijama.

Moram priznati da sam impresioniram ovim FPS demonstracijama koje su se pojavile po netu.
 
To niko ne zna. Mada dok se pojavi taj modul (2018) neki high-end PC će biti dovoljno jak da izgura CryEngine u takvom okruženju. Nadam se.

Nije problem u CE3 ni sada nego je problem u net code i na koliki broj igrača će ograničiti bitku.
Što se tiče renderovanja tu nema problema jer kako se brod udalji od tebe tako se renderuje sa daleko manje detalja, a odma ispred ne može biti pet brodova...
Dakle net code je problem.

Igra je online only tipa, cak i da je izdaju neces videti piratsko izdanje kao sto nece biti ni piratskog izdanja Elite: Dangerous. Tako da se ja ne bi brinuo ukoliko ne nameravas da kupis igru u nekom momentu. Mozda neki piratski serveri kao za WoW i to je to, otprilike.

Edit: Mislim da ce i za Squadron 42 da se ulazi kroz jedinstveni launcher tj. da ce biti provere naloga tako da mrka kapa i za to.

Grešiš jer si zaboravio na dedicated servere i samim tim biće pirata ali to nije ono što je @arcibalde pitao.
 
Nece dedicated serveri jos dugo vremena, kako stoje stvari. Cini mi se da su privatne servere i modovanje stavili pod tepih, o tome se ne prica. Mozda kada zavrse PU. Ne bi im to bio prvi originalni cilj koji nisu ispunili...
 
Ovako nešto se i moglo očekivati, SC je evoluirao prilično, razumljivo je da dođe do razlaza.

Ipak, šteta za Wingman-a, čovek je car... baš me zanima kakvu igru planira da pravi u svojoj novoj firmi :)
 
Igra je online only tipa, cak i da je izdaju neces videti piratsko izdanje kao sto nece biti ni piratskog izdanja Elite: Dangerous. Tako da se ja ne bi brinuo ukoliko ne nameravas da kupis igru u nekom momentu. Mozda neki piratski serveri kao za WoW i to je to, otprilike.

Edit: Mislim da ce i za Squadron 42 da se ulazi kroz jedinstveni launcher tj. da ce biti provere naloga tako da mrka kapa i za to.
Nisam mislio na pirateriju mislio sam da li oni planiraju ikada da izdaju ovu igru ili samo 'vako da presipaju iz supljeg u prazno.
 
Koliko misliš da obično traje razvoj jedne malo komplikovanije igre?

Već smo više puta pisali o tome, igre se prave godinama a ne mesecima... Drugo je što obično za igru čuješ kad je već skoro gotova a za ovu smo čuli i finansirali je od početka.

Mene iznenađuje koliko brzo napreduju, u suštini već sada može da se igra manje više, ako ti je do napucavanja u areni.
 
Pa jedno min 5 godina. E sada ako oni hoce da odrade detaljno i FPS elemente igre i borbe u svemiru i ko zna sta jos 5 godina bi trebalo da se duplira.

Akhm nije stvar u trajanju stvar je u tome sto meni sve ovo izgleda kao zidanje Skadra...
 
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Samo nek naprave dobru osnovu, pa posle nek nadogradjuju...
 
Nisam mislio na pirateriju mislio sam da li oni planiraju ikada da izdaju ovu igru ili samo 'vako da presipaju iz supljeg u prazno.

Igra je izasla, vec 6 meseci. Trenutno je igra zapravo arkadni dogfighting sim u svemiru, protiv botova i ljudi. Ima nekoliko modova, jedan je trkanje.
 
Igra je izasla, vec 6 meseci. Trenutno je igra zapravo arkadni dogfighting sim u svemiru, protiv botova i ljudi. Ima nekoliko modova, jedan je trkanje.

Ehhhhhhhhhhhh. Ne racunam tu neke pre alpha i ostale stvari, vec brate punu igru sa svime sto treba. *** kad odes do pekare i trazis burek ne serviraju ti ne peceno testo, malo ulja i drobljeni sir zar ne :p
 
Očekujem vruć burek proleća 2016-te :)
 
Kao klinja sam maštao o dobroj SF igri koja bi kombinovala ono što smo tada poimali pod žanrovima. Dakle, jedna misija da bude dogfight, druga fps, treća sidescroll, četvrta tps, peta da bude kao neka avantura sa manje borbe, šesta opet fps, sedma svemirski okršaj...

Naravno, u to vreme mi ni na pamet padalo nije da je moguće napraviti multiplej i to za toliko igrača. Ne znam za vas, ali što se mene tiče, ukoliko dobro izvedu ovu igru i lepo uvežu sve elemente, ja bukvalno mogu da prestanem da se igram nakon Star Citizena...:)
 
*** ovde se ne smanjuje tempo, doguraše do 60 miliona...
 
Vidim da se suska da ce biti anniversary sale 26.11. Valjda ce ponuditi one brodove iz ogranicenih serija. Ja najverovatnije pledgujem Super Hornet ako ga opet ponude.
 
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Tema malo zamrla pa da je ozivimo. Intervju sa drugim covekom CIG, Erin Robertsom, koji se tice onoga sto vecinu ljudi najvise zanima tj. Squadron 42 iliti singlplejer:

Hi. Erin Roberts gave an interview to a Norwegian gaming website about Squadron 42 during PAX. Figured I'd make a makeshift translation of it and publish it here. Here goes.
The ambitious space sim Star Citizen keeps growing, and players are continually diving deeper into the games rich universe. Two of many modules are already available, and soon the next part in development, the single player campaign Squadron 42, will be released.
“Squadron 42 is primarily a single player campaign, with the option for co-op, which focuses on telling a larger story. This will be the first part of the Star Citizen-universe that will be completely developed when we’re releasing in early next year” says Erin Roberts from Foundry 42.
Foundry 42 is the British studio responsible of developing the game, and Roberts was a natural choice as the leader for the project. He’s the brother of the brains behind Star Citizen, Chris Roberts, and the two have earlier worked together on among other things the Wing Commander-series: “Squadron 42 is a spiritual successor to the Wing Commander games, and if you played the classic games you will recognize many elements from it. The game is an introduction to Star Citizen, but playing Squadron 42 is by no means a requirement if you’re only interested in the persistent universe”. st
Main developer Cloud Imperium Games have chosen a modular release for Star Citizen, releasing it in chunks so players can test modules as they are ready, instead of waiting year for a final release. “This way we can continuously get feedback, something that makes it easier and quicker to make changes if necessarily. This means of course longer waiting time from the players first meeting with the game until they get the final product, but we feel this is a better for both us and the other players” says Roberts. Even though Squadron 42 is released as a final product, players will also here have to be patient: “The one player campaign in Squadron 42 is played out in five chapters, with around 15 hours of content in each chapter. Each chapter will be like a game in it self, and when all the chapters are released Squadron 42 will contain over 70 hours of content.”
The story of the single player Roberts doesn't say much about, but we know it is a military campaign where players enlist in the special unit Squadron 42. Together with this unit you travel from star system to star system, doing missions both in space and on the ground. “Squadron 42 isn't directly connected to Star Citizen in the sense that they happen at the same time, but what you do in the single player campaign will have an effect for your character in Star Citizen” he says.
You won’t have to be connected to the Internet to play Squadron 42 and by having the story happen before the story of the Star Citizen they avoid that the players static universe will be in contrast to the persistent universe of Star Citizen. This recently became a problem fro Elite: Dangerous, which recently announced that they are removing their offline-mode.
“We have also included a multiplayer mode which gives the possibility for both coop and PvP. The multiplayer mode is about short, intense mission instead of telling a story. The Background for the choice is because different players make difference choices and focuses on different things. We didn't want the experience to be unbalanced because some only player through the story, and others only play the side missions” says Roberts. “As in the single player campaign,will the multiplayer mission play out both in space and on the ground. A variant we’re working on lets each team move on the outside of their ships, where they can try shooting each other.
First person shooting is also an key part of a different of Star Citizen upcoming modules, and during PAX Australia Cloud Imperium Games for the first time showed how the FPS will look. The ten minutes long demo shows that even the darkest corners of the Star Citizen universe are incredible beautiful and detailed.
During the presentation I was continuously made aware of elements of the game the creators were obviously proud of. For example the characters were built in a different way than in standard FPS games, and they aren't just floating armors and guns. The head can move independently from the arms, which means that players can look at one thing and shoot at something else. One of the most exciting things in the demo was the firefight between players in zero gravity. If they ship you are on is damaged or someone turns of the artificial gravity you, and everything that isn’t nailed down, will start floating. The developers promise a mechanism where you can use the environment to push and pull around the ships. Each time our attention is aimed at something new, even the fact that you can see DUGG from the characters breath on the inside of the helmet, the fans cheer in glee: “We want to return the faith people have put in us by making both Star Citizen and Squadron 42 into an experience as detailed and realistic as possible. Without the support from fans we would've never been able to realize this dream” says Roberts.
We can’t mention Star Citizen without mentioning the games crowd-funding campaign which a long time ago broke the world record as the most crowd-funded project ever. Two years after the campaign ended the founding are showing no signs at stopping, and as I’m writing this Star Citizen has raised almost 60 000 000 dollars, and the developers vision keeps growing larger. “I've worked with game development for almost 30 years and I can with certainty say that Kickstarter and other crowd-funding initiatives is the best thing that has happened to the gaming industry. Only a few years ago a game like Star Citizen wouldn't have stood a chance” says Roberts.
The last years we've seen a sort of space sim renaissance, with Star Citizen, Elite: Dangerous and No Man’s Sky leading the charge. For the Star Citizen-gang this is exclusively good news. “For us it’s not about competing with the other games. We love games set in space and we think it’s exciting to see other developers in the genre. When Chris started working with games it was to show that it was possible, and that it actually pays to take risks. The big developers have a recipe for which games that are going to succeed and are worth betting on, but the last years have showed that the recipe doesn’t necessarily reflect what the audience wants to play. It’s natural to ask how Star Citizen has managed to attract 650 000 paying fans at least a year before the game is released. “We have no PR-department and we rely on the jungle telegraph to reach potential players. We’re making videos and continuously release updates which explain what we’re working on, and what players can expect in the near future” says Roberts. “There are many who believe in Star Citizen, but without regular updates with the players we wouldn't see so much support. When you turn to crowd-funding communication is alpha and omega. They who invest into the project deserve to know what is going on, and they can then easier give feedback on what we do.
Roberts says it’s easy to just see the bottom line when working for a publisher, because you distance yourself from the consumers. Star Citizen isn't like that. “In a situation where we are in continuous dialogue with the consumers we can easily find out what we’re doing right and what we have to change. For us the most important thing is to deliver a good product because we see and hear from people who have taken a chance on us.
They are always wanting to know what the fans thinks about the different aspects of their game. “If there is something they aren't happy with we can talk to them to find a solution. Simultaneous we have larger room to delay the release of a module if there are things we aren't happy with. Star Citizen is their game, and we’re making what they want” says Roberts. Cloud Imperium has not yet announced a release date, and according to Roberts that is because the games is always growing and developing. “We have an internal ten year plan for Star Citizen and we’ll keep adding new and exciting content long after any official release.

Source: http://www.gamer.no/artikler/intervju-star-citizen-squadron-42/165510

Moci ce da se igra offline, iako sam mislio da nece moci. To znaci da su sanse da bude narodne verzije velike.
 
Pa na neki nacin oni mogu i da profitiraju na pirackoj offline verziji singlepayer companje, jer kome se svidi i pozeli da igra multiplayer istu ce morat kupiti...

A za smejuriju David B. da onemoguci offline igranje koje je obecao nemam reci
 
Njegov singplejer je isti kao i multiplejer, samo bez zivih ljudi dok su ovde singlplejer i multiplejer komponente totalno drugacije.
 
Nije ni bitno jer obe igre spadaju u grupu najjeftinijih.
 
Danas pocinje annual sale tako da ako je neko planirao da pazari neki od limited brodova, sada je prilika.
 
Danas pocinje annual sale tako da ako je neko planirao da pazari neki od limited brodova, sada je prilika.

Za vikend istopio Hornet+ paket za Freelancer MIS.

Sa Hronetom realno nema mnogo toga da se radi sem borbi, dok Freelancer MIS može da posluži i za trgovinu, dok za borbene misije može i da se nakrca raketama (pun kompliment ima 50x type 2 raketa i 6x type 3), a ima i missle auto-reloader u svemiru.
 
Devloperi objavise da ce igra kostati ukupno 100 miliona dolara kada ja budu zavrsili [ko zna kad ce to biti, ja je najranije ocekujkem dokom 2016. :D].
 
Cudno, ja sam procitao da ce oni dodati 100 miliona svojih para na nekom drugom sajtu. Naravno, ni jedno ni drugo nije tacno vec izvuceno iz konteksta. Ono sto su zapravo hteli reci, jeste da je njihova procena da ce skupiti vise od 100 miliona dolara do izlaska igre i da ce sav novac otici na igru.
 
Vrh Dno