Started by Raven, Jan 23, 2017, 05:40 AM
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With news and gameplay ramping up, a dedicated thread makes sense.I really don't know much about Star Citizen. Heard tidbits about the controversy but the gamescom 2015 demo was my first real introduction. That got me pumped and the imagine trailer got me super hyped. Bought the Aurora package that holiday mostly as a cheap pre-order.One thing I hope changes is the local physics grid. Everyone else loves it but for me it's near game breaking how physics don't work inside ships. The pilot could be blacking out from g forces yet a player behind them can jump normally.I want the insides of ships to feel like they are actually moving. If the pilot rams into a wall, things inside should fly forward.No clue if this is planned
When did development start on this? And how many years before it's finished would you guess?
This is only just occurring because a lot of new technology had to be developed to execute the game to the scale and fidelity the game aims to offer. The latest released roadmap takes the development to the end of 2017, around which time the game can be expected to enter beta. It may be reasonable to expect initial launch (which will not include every single feature listed in the RSI stretchgoals page and countless other outlets, and will make about 60 of the 110 planned star systems available) by the end of 2018.
2011Not sure if this is a good source.The Status of Star Citizen
No. During CitizenCon last year they did a slideshow and pointed out that development on Star Citizen didn't begin until January 2013. They didn't even start crowdfunding to be able to get started on it until October 2012. The only thing about Star Citizen that existed prior to that was some concept art, a few pieces of literature to describe the universe, and then a CG trailer used to promote the concept for crowdfunding. The game has only been in development, technically speaking, for 4 years now. Practically, considering they needed to greatly expand the team, acquire studio spaces, and get together the development tools to get started, the game didn't really go into production until about 2.5 years ago at most.
Chris: Basically I've been working with a small team over the course of the past year to get the early prototyping and production done. The team has varied in scale from just me, essentially, to about 10 people. That's just the actual work though.
I'm just going off what Chris Roberts said. From 2012:After that point, it's a semantics argument.
So they've been working on the game for 6 years and it will likely take another 3 at least. You're looking at a 10 year dev cycle. Crazy long time. Could even be next gen before it releases.
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