• 26 Posts
  • 17 Comments
Joined 1 year ago
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Cake day: June 1st, 2023

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  • I was hesitant for a bit. I followed the development of the game for about a year before I decided to join in.

    In my mind, as long as they are making actual progress on the game and the tech, then it’s not a scam.

    A scam would have walked away with the money by now, or they would be running with a skeleton crew and making slow progress.

    But, in the end, the game is fun to play once you know what you need to do to avoid the worst bugs. That kind of gameplay isn’t for everyone. If it’s a “scam” then I certainly have enjoyed my money’s worth of it.
















  • Nice! Ship trespassing mechanics are in.

    They removed the ability to get a “Channel joined notification” if an uninvited person trespasses on your ship.

    The ship owner (and any party members) will be able to legally engage/kill the trespasser.

    If you remove someone from your party while they’re on the ship, they won’t be considered as trespassing unless they injure anyone else on the ship (or leave and come back).









  • To add on to this, they are doing everything the hard way to try to build out a more complete system. This adds a ton of tech debt as the more complicated things get, the harder it is to keep everything working when drastic changes are introduced. It has the benefit of paying attention to all the fine details, but at a cost to how long it takes to develop the game.

    Luckily a single player game is much simpler to handle than a multiplayer game, which is why we’ll see more features in Squadron 42 than in Star Citizen. And this is also why we don’t have to worry about how major backend changes (like PES) can affect the game.

    To explain this a little better, it’s very helpful to watch a video like this: https://youtu.be/L3Fhed3MtVw where they explain a lot of these tricks that game developers employ.

    So just looking at the first example from that video, hands are one of the things that a lot of game devs will use camera angles and such to trick you. In this case they make you think that items are changing hands from one character to the next, but they hide these occurrences from actually appearing on your screen.

    That whole video is worth a watch, I’m sure that with Squadron 42 CIG will still take advantage of some tricks like the “loading screen/scenes” as shown there.

    Another example (that the video doesn’t go into) is how damage works. In a lot of games, the asset for something like a vehicle getting damaged can get quickly swapped out for a generically damaged one. Think of car doors being pounded in the same exact way no matter what hit you from the side. Or another example is a breaking dinner plate: Instead of implementing a damage system, you can just remove the dinner plate and quickly replace it with a bunch of generically broken shards of a dinner plate.

    In Star Citizen (and SQ42), the visual damage is amazing in a way that each individual shot against a vehicle will appear and even cause holes to appear which you can actually see through rather than a simple sticker that’s overlayed on top of the vehicle, or a generically damaged wing.




  • You have to remember that this game came out a long time ago, it had many features at the time that set it above other games.

    It had a good storyline, multiplayer, maps that would change every time you logged in (multiplayer), the ability to be powerful after spending a lot of time in the game (and if you saw anyone with a rare/cool looking armor you know they worked for it, there were no lootbox mechanics where you could just pay money for it). And of course… there is no cow level ;) The skill tree allowed for tons of different abilities and combos, or you could grind away at a single skill and become godly with it.

    You may not recognize the appeal to the game now just because so many of the mechanics have been copied and implemented in countless other games since then.