Inside Star Citizen casts a spotlight on a dev, previews bombs, flying while drunk, and a new star system

    
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The latest episode for Star Citizen’s regular video digest is, by its own admission, taking the opportunity to do a little something different as the devs at CIG are heads down for presentations and reveals for this year’s digital CitizenCon. The video first starts off with a segment Cloud Imperium is calling Origin Stories, highlighting a developer’s journey into game dev and ultimately to Star Citizen, starting first with producer Steph Bedford and her story.

The second half of the video features another sprint report, which is full of in-development previews. Highlights of this sprint report include a look at mid-flight refueling that uses the same tech for ship-to-station docking; some ship-based foolishness with early tests of bomb use and a first look at what flying while intoxicated looks like (motion sickness warning because things are super wobbly here); and a look at heightmaps for a third system coming to the game by the name of Nyx. This preview features only planetary surfaces, but it at least grants fans a rough idea of this system’s “unclaimed frontier” vibe.

source: YouTube
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.
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Turing fail
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Turing fail

Just speaking for myself here, but I’m perfectly capable of flying under the influence without CIG diverting devs for another coding rabbit hole.

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ohlala13740125

ok, next: flying on LSD, flying on a leg etc…
now, i really think this game is done for the dev, internally, and their private joke (ah the famous button for elevator..).
how can ppl still wait for this?

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Tee Parsley

Yeah, a game predicated on the player’s reactions with an added layer based on the character’s situation. What about flying constipated? Or with a rash? Or on a ship filled with ganja smoke? All different situations.

And what about a drunken player and a drunken character? Double whammy?

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Rndomuser

I’m not invested into this game but I like videos like these – you got a multiple people, you got a mix of both screenshots as well as gameplay videos and it’s got a lot of interesting information packed into relatively short time. Much better than a single person reading a list of things like “Alex tightened up graphics on level 3” for over 2 hours.

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Ken from Chicago

No better time to feature a female dev hired and advancing in the company … in the wake of the 900 ton guerilla in the MMO News space this past 2 weeks.

And it was nice to see a production dev instead of the usual coders, artists or designers. Bean counters and spreadsheets ftw! 👍

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Bruno Brito

Ok, flying while drunk? How relevant this is for the core game?

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2Ton Gamer

It’s actually related through the status and effects gameplay coming to medical gameplay on schedule for the next update in the fall.

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Ken from Chicago

Probably also useful for flying while injured or concussed. In trying to be amusing or understated, STAR CITIZEN sometimes doesn’t explain the importance of it’s action (eg, so much time spent on the bartender when it applied to npc vendors in general).

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Armsman

I still support the project and hope we backers will get something that’s actually playable and has a few interesting game loops; But yeah I have to say spending dev time on creating a drunk pilot simulation aspect…

I sometimes wonder where the priorities are here because there are many other things that the same dev could work on that are still sorely needed in the basic tech demo of a game that currently exists.

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Ken from Chicago

SQUADRON 42 is something CIG would like to push out the door next year. As a space combat sim, how do you simulate flying while injured? Calling it “drunk” flying decoys attention from development of SQ42, which is the area of development that CIG is least open on.

Not secretive. They do monthly SQ42 updates, but in text format vs video updates. The last video update they did on SQ42 caused a … wee … bit of a kerfluffle. 😱🤣

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Joe Blobers

For information, drunk effect was already in game from the very early years.
Drinking several shoot of strong alcohol was creating same effect.

This is more about using available codes in different gameplay loop rather than basic tech demo. In fact it is the opposite: integrating various codes to create more immersive or challenging gameplay.

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MothballShow

“Hey, it’s me, your wild and crazy cousin with an indiscernible accent from Nyx . How about we go out and grab a few drinks, have a good time, and then you can try to fly home without getting a crime stat?”

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squid

flying while drunk? How relevant this is for the core game?

Because it’s fun, which I assume is important to the core game.

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Bruno Brito

Bad prioritization on a game that hasn’t even left alpha is not what i would call fun.

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Joe Blobers

SC is about flying right? So adding effects due to wounds, drugs or even alcohol is definitively needed and part of core gameplay by definition.
SC not being an arcade game, immersion is key.

As I said already in a previous comment, ‘drunk’ effect was done since the very first years of SC development. This is not new at all.