Star Citizen looking to add procedural generation, funding smashes through $39 million

Star Citizen

By on February 24, 2014 at 9:30 am

Roberts Space Industries and/or Cloud Imperium Games have revealed that their next funding goal, if they can reach the $41 million mark, will be to employ a full team of procedural-generation R&D technicians to explore the possibilities of generating content on the fly.

“Among the most common feature requests for Star Citizen are atmospheric combat and ground exploration,” writes Roberts in a blog post celebrating the $39 million milestone. These are the single biggest things we would like to include in the game, but they’re also something we know we can’t have day one. Our universe is a big place, and creating the hundreds of existing landouts properly is enough of a challenge… building entire continents and atmospheres in the current system would take a lifetime.”

“That’s where procedural generation comes in. If we can develop a truly great procedural generation system, one that lets us create entire planets for you to populate, then we can expand the game to add these features (and more) in the future.”

Roberts says that “a special strike team of procedural generation-oriented developers will be assembled to make this technology a reality,” presuming we can all chip in to make it to $41 million.

The $39 million goal has unlocked a new star system, while the $40 million goal unlocks even more star systems. We have of course already written about Star Citizen reaching $40 million, so please refer directly to that article when the time comes.

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20 comments (Leave your own)

Will it ever start? :P

I hope this dogfighting module is going to be the bee’s knees for all the backers out there.

This game will be the one that is the shining light of crowd sourcing or it’s damnation.

 

ALL THE MONEY!

 

meji,

Soon™

 
Lord_PorkSword

Lady Gaga had a dress made of meat. Chris should strut around in a suit made of 100 dollar bills!
Space Sims FTW!!

 

Amazing what happens when you give the people what they want instead of telling them what they want isn’t it? :P

 

schrapple,

Well I suppose there’s a difference between offering what they want and delivering what they want ;)

Despite slapping a chunk of money on this game I’m keeping some distance from the constant developer updates, as I want to have a good level of surprise when the game finally releases.

 

ralphwiggum,

That is why I fear putting money on this, besides not having a job yet. Its scary seeing so much money generated, so much expectation for a perfect game, I just don’t know if it will meet the communities dreams.
I’ll drop more once more of the game is playable and I can get a test run

 

Chris Roberts: “Among the most common feature requests for Star Citizen are atmospheric combat and ground exploration,”

And this is why you don’t listen to gamers.

Why the hell would you add so much more development time to a SPACE SIM for atmospheric flight? How can that possibly be the most requested feature? Is everyone insane?

Why not throw a clothes & furniture store with microtransactions in? Some planets with FPS combat arenas scattered around them? Computers on the ship running excel so I can edit my spreadsheets while I play?

 

ooshp,

Those are great ideas! I’ll be sending your suggestions to RSI ASAP!

Seriously though there’s nothing wrong with listening to gamers. Acting on every single whim spoken by gamers probably not so good.

spkypwnsuall,

I don’t think too many of us are expecting the perfect game. It’s funny how every time this game gets brought up there’s somebody painting the Star Citizen fanbase as a group of dreamers who are about to be disappointed.

 

ooshp,

It is true that there should always be main structure to a game that shouldn’t change and god know just because a lot of people want something means it’s right/good, every ship needs a captain.

But with that said, without input publisher have a nasty habit of including features that they think have a wow factor or will sound good for the purpose of advertising. I’ll demonstrate by example.

I remember when rendering water was a dream (yep I’ve been at it that long and longer even), when people starting to achieve it with success our minds where blown and rightly so because to some extent it changed gaming. Then publishers assumed that if good looking water equaled a good game then better looking water must equal a better game. Suddenly massive effort is being put into making water look better, it even got to the extremes of rendering water started to cripple even the highest end machines making the game unplayable even though the water effect added nothing to the experience ( Looking at you Civ5). LEAVE IT BE, IT”S JUST BLOODY WATER FFS!

 

ooshp,

From looking at the forums, which represents the vocal portion of the backers, and where the feedback and feature requests are made. It seems that a large number of people are flight sim fans and have/are played/playing all the latest flight sims.

I have read and participated in many forum topics about space combat where so many people didn’t like the idea of being able to carry their velocity in one direction while turning their ship to track and shoot the enemy (aka real space flight), let alone the idea of having shields. Often they would compare it to many of the flight sims out there. Saying it wouldn’t be fun, blah blah blah. Needless to say i don’t read, let alone participate in the forums anymore.

Anyway, my point is that it may be that the most vocal people are warping the general opinion due to their tendency to be fans of flight sims and associated type of gameplay.

 

hellbender,

I’d kill to have a space combat game where you could maintain your original heading then spin your ship around and still maintain your previous speed and direction. It’d make attacking larger ships for interesting with mega strafing runs.

But yeah, I don’t go to the forums anymore. Too many dickheads with a poor grasp on the actual idea of this game.

 

ooshp: And this is why you don’t listen to gamers.

Why the hell would you add so much more development time to a SPACE SIM for atmospheric flight? How can that possibly be the most requested feature? Is everyone insane?

Why not throw a clothes & furniture store with microtransactions in? Some planets with FPS combat arenas scattered around them? Computers on the ship running excel so I can edit my spreadsheets while I play?

I can’t speak for anyone else, but the freedom to move down to the planet, get out of a ship and look around has been a goal I’ve wished for for a very long time. Seamless, without load screens or half assed implementations.

Don’t know it it’ll work but so far, SC is trying very hard to be the game a lot of have wanted to play for forever. The sort of game that wouldn’t get past pitching in a standard AAA environment.

eg. http://www.youtube.com/watch?feature=player_embedded&v=RRpDn5qPp3s

Watch that and tell me that no part of you gets a bit excited at the scale of it…

 

If i’m not mistaken i believe both Starlancer and Freelancer allowed this ^

 

kinkykel,

AFAIK, Star Citizen will have real space flight, there was just a large number of people saying they didn’t like that kind of approach in a space sim game… they wanted more the traditional wingcommander feel – flight sim in space.

There is currently a free space 2 mod that has proper space flight. Diaspora

 

It’s gonna be hilarious when the game comes out and people realise that they’ve spent 100′s of dollars on high poly spaceship models from a trailer rendered on a supercomputer.
Also, after all this feature creep I’ll be very surprised if the game actually feels like one game, as opposed to 10 different ones that separate teams stitched together.

And procedural world generation, why are people getting so hyped up about something that’s been in minecraft since the day it was released? Because there’s more polygons involved this time?

 

meji:
Will it ever start? :P

I hope this dogfighting module is going to be the bee’s knees for all the backers out there.

It won’t be. It’s a pre-alpha dogfight test, anyone expecting it to be TIE Fighter reborn or Wing Commander/Freelancer hybrid perfection is just deluded.

There will be a lot of complainers who just don’t get it when the DFM comes out, but there are more people who do get it and they are the ones who will provide the useful feedback.

meji:
This game will be the one that is the shining light of crowd sourcing or it’s damnation.

Why? It’s an anomaly so far. It’s the only one to reach those heights of funding, it’s the only one to have a team that’s the same size if not larger than most AAA dev team’s. There’s not a lot that makes CIG/RSI that common with many of the other Kickstarter’s out there with the possible exception of Double Fine who failed to deliver fully for their Kickstarter’s.

gogogadget:
It’s gonna be hilarious when the game comes out and people realise that they’ve spent 100′s of dollars on high poly spaceship models from a trailer rendered on a supercomputer.
Also, after all this feature creep I’ll be very surprised if the game actually feels like one game, as opposed to 10 different ones that separate teams stitched together.

You do realise that most AAA games are made with distributed development teams from around the world now…

The trailer wasn’t rendered on a super computer either, it was just a regular i7 with a GTX680 I believe. It was all in engine even if on rails rather than dynamic, but they didn’t have any physics modelled at that point. Actually there’s so much wrong with your diatribe that I can’t be bothered pointing out each flaw.

gogogadget:
And procedural world generation, why are people getting so hyped up about something that’s been in minecraft since the day it was released? Because there’s more polygons involved this time?

Right so you really have no concept of what they are attempting to achieve then. Procedural Generation isn’t something that’s very easy to develop for different tasks as it has to be tailored to suit via a ruleset. That ruleset is different for each and every task. For instance creating a believable city on a planet is an extremely hard task, rather than just placing random buildings within X radius of point Y. The difference between the two should be obvious, but if you feel comparing SC to Minecraft with little to no correlation or basis for your statement is valid, the difference may indeed be lost on you…

 

kinkykel:
hellbender,

I’d kill to have a space combat game where you could maintain your original heading then spin your ship around and still maintain your previous speed and direction.

Erm, even Freelancer had that already …just sayin.

Oh and evochron has that AND planetary landings. (sort of)

Space Engineers also has it.

 

RSOblivion your commets are most welcome; SC has much to deliver but given the development path so far I believe they will do so and more :)

 

gogogadget,

Are people only allowed to disappointed by major publishers “AAA Titles” and them redressing features that already exist in other games?

The guy has grown a pair, taken a chance and is having a go, why would anyone want to kick the poor bloke before he has got up and wait in anticipation of failure? (also it’s a rhetorical question, we all know it’s tall poppy syndrome)

 
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