Star Citizen’s July report touches on hospital design, Pyro development, and several unannounced vehicles

    
14

CIG has once again checked in with its regular monthly progress report for Star Citizen’s July development, and a great deal of the month appears to be in preparation for new ships and vehicles, the addition of hospitals, and the Pyro system, among other things.

Hospitals are continuing to move through their respective greybox, whitebox, and art phases, with progress made on rest stop and Grim HEX medical clinics, Area18 and Lorville hospitals, and some related art pieces like medical gowns and NPC mocap for doctors and nurses. The report also points out a few progress notes on designing of the new Pyro system, with quality checks being performed on the system’s planets and moons, design of specific outfits for Pyro’s inhabitants, and mention of cybernetics for Pyro characters.

On the vehicle side of things, there are a few mentions of some unannounced releases, including an all-new vehicle entering the ships pipeline, another new ship starting greybox design, continued development of an unannounced ship that was alluded to in last month’s report, and a new unannounced vehicle that the team is reportedly excited to share moving from whitebox to greybox. Other vehicle developments include further work on the Retaliator, the Sabre, the Constellation Taurus, the Redeemer, and variants of the Crusader Ares.

Other points of note include finishing touches on player inventory updates including backpacks and the NikNax app of the mobiGlas; transitioning to a new Gen12 renderer; refinement of the Ninetails dynamic event; and additional AI combat work like intelligently using cover, surrounding players, reacting to stimuli appropriately, and taunting players in melee combat. The full report has all of the salient details, as usual.

Longtime MMORPG gamers will know that Star Citizen was originally Kickstarted for over $2M back in 2012 with a planned launch for 2014. As of 2021, it still lingers in an incomplete but playable alpha, having raised around $350M from gamers over years of continuing crowdfunding and sales of in-game ships and other assets. It is currently the highest-crowdfunded video game ever and has endured both indefatigable loyalty from advocates and immense skepticism from critics. A co-developed single-player title, Squadron 42, has also been repeatedly delayed.
Advertisement

No posts to display

14
LEAVE A COMMENT

Please Login to comment
  Subscribe  
newest oldest most liked
Subscribe to:
Reader
Bruno Brito

How important are hospitals and their design for the core gameplay of this game?

Reader
laelgon

Pretty important. You get sent to the hospital when you die, or with how they’re designing it, after someone shoots you into a downed state and you decide that waiting an hour for another player to potentially rescue you and fly you to that same hospital isn’t actually fun and just decide to take the death penalty. It’s also open PvP with no safe areas, so when people decide to go on shooting sprees in the air ports and shops you’ll need the hospital as well. Basically they’re trying to make death matter a lot by costing you tons of time and progress, but also making it super easy to die, so I’m sure that’ll be a ton of fun.

Reader
Bruno Brito

So, it’s a glorified Spirit Healer? Got it.

But as the article suggests, they’re more into the visual design of the hospital than the gameplay ramifications of it? Sounds a bit weird, priority-wise.

Reader
laelgon

That’s CIG in a nutshell though. Most of the big ships they release are comprised of pretty but function-less rooms that may or may not get associated gameplay some day.

Reader
Hikari Kenzaki

One of the things you’ll notice if you play Star Citizen is distinct “family” looks. So, vehicles made by manufacturers look similar. Each Corporation and/or Planet have their own unique look that is spread throughout as well. So, that’s something they clearly do prioritize, but art is art and tech is tech, and rarely does one take away from the other (it’s almost like I wrote a blog post on this 4 days ago…).

As for gameplay, ambulance ships and hospitals are already becoming increasingly more useful and are working to become necessary and part of the gameloop/sim.

While there are a handful of extremely vocal people who scream at the mountain that they can’t fly their $4000 Capital ship solo and blow up snub fighters, most people just want to fill one or two roles-at-large and maybe run some missions/cargo/explore in the downtime. Plenty of folks out there looking to play medics (as evidenced by the multiple medivac ships), traders, privateers, corporate enforcers, explorers, and so on.

Since it is ultimately a video game, there will probably always be options to bow out and respawn somewhere safe in case you need to yell at Noobmaster69 for yelling at your house guests or deal with other real-life problems, but the idea behind the medical system (something they’ve discussed in detail elsewhere) should add quite a bit of depth to the gameplay when it’s done.

Reader
Tee Parsley

“…when it’s done.” That’s the rub.

With all these attempted interlocking systems, the bugs and glitches will be gloriously huge for years. And once persistence hits, that will be a smelly kettle of fish.

Given the propensity to see something in other games and deciding it should be in SC, this is not going to be trivial. Things that should have been baked in, in the original conception and design, will be jury rigged in. To the woe and amusement of others.

I do really like the corporate family look of the spaceships. That’s a great concept. Even the in game ‘ads’ for the ships were pretty cool. Of course, selling spaceships is something CIG has mastered.

Reader
Hikari Kenzaki

Eh. We’re actually getting to the point where the interlocking systems are falling into place more quickly than they used to because they’ve got a core-shell to start dropping all these modules into
What’s on PTU right now is downright impressive as far as functionality goes.

Reader
Tee Parsley

I will have to take your word on that. CIG still has breathless reports of how they are considering doing something that should have been conceptually nailed down in the first year of development.

We’ll see. When persistence hits, I expect it to be fubared very heavily. We’ll see.

Reader
Joe Blobers

CIG not giving every details loops on every part of the game in the first year of development does not means they did not nailed down concept years ago.

What they were able to do with 20M$ and a team of 15 vs +370M$ and +700 do require to integrate such challenge in initial plan… unless your single goal is to make substantial profit (by several hundred M$) and deliver a subpar 50M$ product… like Publishers do consistently.
Because CIG do changed their initial plan, they have more and more gamer joining, not the opposite.

Strength of CIG is to use gameplay available in others games like Mining, Scanning and now Medic while integrating their very own DNA.

As you say, we will see. So far the gap between SC and others games does not stop to increase while they keep adding more gameplay during the upcoming next quarters.

Leo
Reader
Leo

oh that image alt-text

Reader
Patreon Donor
Life_Isnt_Just_Dank_Memes

I really like the look of the Redeemer (ship in the header). Reminds me of the Nebuchadnezzar in The Matrix.

Reader
Loyal Patron
Patreon Donor
Kickstarter Donor
Paragon Lost

Collect your Chonky Shippo now! ;) I do actually love the “look” of the ships in SC, they do a wonderful job at making you desire them.