Inside Star Citizen offers up a closer look at Origin 100 ships and the Building Blocks UI

    
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Inside Star Citizen offers up a closer look at Origin 100 ships and the Building Blocks UI

There’s certainly something to be said for arriving in a big, chunky spaceship, but sometimes you just need something a little smaller and more refined, especially if you’re the sort who seeks out dogfights. Star Citizen is feeding that need for smaller spacecraft with the upcoming Origin 100 series, which were part of the game’s weekly showcase.

The Origin 100 ships all have the distinct Origin modernist future style with a number of amenities for a ship of its size such as a bed that lets players log out from within the ship, a number of buttons on the dashboard that can be interacted with for various ship functions, and “bespoke” missile launchers that are tucked away in the fuselage to provide armament without breaking the craft’s sleek silhouette. These ships are moving down the development pipeline and will release in alpha 3.11.

The video then moved on to discuss the implementation of the Building Blocks UI and how it sets the table for the future. This segment of the video shows off how the new UI elements change the login screen, and while this looks very similar to what’s in the game currently, lead systems designer Rob Reininger emphasizes how including Building Blocks opens up the game’s front-end, making it more modular and making it easier to add new functions.

source: YouTube

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Strykerx88
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Strykerx88

This game will never be finished until after we, or CR, are all dead. Whichever comes first, I suppose.

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Tee Parsley

There’s always the hope that outside investors get enough control to force Roberts out and put someone who understands game design in charge.

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Bruno Brito

I don’t even think CR is bad at design. He’s bad at following plans, and thinks like an artist.

He shouldn’t ever lead a project, but he’s a good asset when someone reins him in.

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PanagiotisLial1

I agree with Bruno on that. I think he is great at game designing but he seriously sucks at Project Management

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Bruno Brito

It’s the same issue with Mark Kern and some others. Kern biggest problem tho is ego, so that’s hard to reign in ( and he’s also a pretty lousy human being ). Chris biggest problem is being poopy garbage at managing anything, and getting starryeyed at the ammount of money they’re tossing at his general direction.

He’s taking that as a signal to put all the dream features he wants and not to deliver a fully functional product that grows over time.

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PanagiotisLial1

Management needs some decision stability. Unless they had to correct problems that caused them to rework entire systems, they should have had delivered the basic promised game and he could expand from there shaping it closer to his dream from there, but instead he kept adding features in the to-do list before releasing without getting a fully playable product. This way it has become eternal alpha version and all because CR is treating it as a single player game where he should add all the features he dreamt from start and he keeps having more and more inspiration moments adding to that list of features.

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Tee Parsley

Roberts is really not that great at game design either. His ‘vision’ pretty much declines from his initial elevator pitch. Some of which were accurate, granted.

Too many examples of slavish copying (say, Kzinti/Kilrathi, ‘Let’s add Sandworms and Sand People!’) and seeing another game add something, so he has to have it too. Regardless of how much rework it requires, or whether it’s really a good idea or not.

He’s never gotten a game out without management over him. He hasn’t released a game in several decades. One decade of which includes his attempts at Star Citizen.

And yes, he has an overweening ego. One former Origin co-worker called him a classic narcissistic egomaniac. And that shoe certainly seems to fit.
Now Elon Musk is going to get us into space again. Chris Roberts can’t even get us into a reliable game space again.

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Joe Blobers

Quote: “Roberts is really not that great at game design either. ”

Sure this is why he always delivered good to memorable games and why he got such support with kickstarter and growing support over years. And please don’t forget to answer with “Freelancer!” :)

Yours comments sum up the good all FUD we are use to read from the same little group of individual… with the inevitable touch about anon source, an ex-employee or co-worker, who now so much about CR…

A hint: the best ones are on Glassdoor. We learned CR do force employee to carry him on their back between two meeting locations… It is true because on an official site gathering ex-employee comments Right? :)

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Joe Blobers

“Collapse 90 days top for sure!”… back in 2015 :)

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Tee Parsley

Promised release back in 2015 too.

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Joe Blobers

Keep ignoring scope change, approved by pool + pledges + new backers.

How far it is from collapse versus release? :)

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Nosy Gamer

You should really stop bringing up the point that a few months before the scheduled release of the game, Chris Roberts totally changed the game he promised to deliver to the original Kickstarter backers. Did Chris Roberts really almost finish the game and then think, “Nah, I’ll just toss out almost 2 years of work and start over.”?

That decision was the focus of so much drama over the years. But I have to admit, a guy who can make more money with a game in alpha than CCP makes with EVE Online every year has to be doing something right.

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Joe Blobers

Bringing the point is inevitable as this is why we have today an Alpha with more packed features than any single Triple-A released by multi-Billions/per year companies.

CR was not alone. He is ambitious and we knew it. In fact most backers are as well because tired of the next copy/paste from Publishers…
A majority of backers supported this change back in 2014 then kept supporting what they got over years, with more pledges and more important, more New backers joining.
I totally understand that some don’t agree with change but this project is not done for a minority.
Should you have a look to Reddit reaction to CR latest communication on Spectrum, you would realize that his sentence: “I am not willing to compromise it’s potential because it is taking longer” is well received by again the vast majority of R/SC.

The vast majority of backers are here because of such attitude, not to get another soulless sequel.

Talking about total amount of pledges as the reason why there is no reason to compromise is fundamentally wrong.

Make your own speculation based on facts: A game in development, gathering more new members at each patch over years, accumulating +300M$ with a fraction of all gameplay, while having to deal with bugs, crash and potential wipe.

– Does a finished game (in fact two with SQ42 to be released before SC) can gather way more people never joining <b<any alpha or crowdfunded project?
– Does a finished game will lift doubt from backers who stop pledging more until a specific ship or gameplay is added?
– Does a finished game (SQ42) could be a good candidate to be ported to new consoles generation with minimum of effort because compatible and powerful enough hardware, hence doubling or tripling PC players base?

The answer is genuinely a big yes. The cash you see now is a fraction of what will get in. If cash was the main reason to keep development longer, finishing game is by far the best incentive.

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Nosy Gamer

The original expected release date was November 2014. Back in November 2012, Chris Roberts stated he had raised the $6 million needed to complete the game. But as we all know, schedules slip in game development.