Over 10 Years After It Was Announced, Star Citizen’s Single-Player Squadron 42 Is ‘Feature Complete’ - IGN::Star Citizen developer Cloud Imperium Games has said Squadron 42, the single-player portion of its controversial space sim, is finally “feature complete”, over a decade after it was announced.

  • RanchOnPancakes@lemmy.world
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    9 months ago

    Once I can buy it, and download it, then install it, then open it, configure my settings, create my characters, and start the campaign, then, and ONLY THEN will I believe it.

    • northendtrooper@lemmy.ca
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      9 months ago

      Key part is that its not to start working on SC but the gate keeping of tech from sq42 to SC is open. What was showcased this weekend will start to be ported into SC.

      • ryannathans@aussie.zone
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        9 months ago

        Yeah, all the devs moving over and dedicating time to integrating already built modules with the game. Big cums

    • Artyom@lemm.ee
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      9 months ago

      Only if they make a full release next year. Otherwise, they’ll set a new record for slowest development cycle, assuming they finally release it. You can’t forget that Duke Nukem only actually got the medal because they actually released it.

      • steakmeout@aussie.zone
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        9 months ago

        DNF had a 14 year dev cycle and this has already been exceeded by Beyond Good and Evil 2 at 22 years. So no, Star Citizen S42 isn’t going to win that award.

        • Artyom@lemm.ee
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          8 months ago

          A game only gets the title if it releases. There’s pretty much no indication that Beyond Good and Evil 2 will ever be released.

  • ∟⊔⊤∦∣≶@lemmy.nz
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    9 months ago

    Cyberpunk had 11 years of development if we consider 2.0 to be the version that should have been what we got on release day.

    S42 better be dam freaking legendary and rival Cyberpunk for story, gameplay, mechanics, graphics, etc. considering it’s going to likely equal the development time.

  • shiroininja@lemmy.world
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    9 months ago

    This game has taken so long that it’s either money laundering, the devs are just incompetent, or they suffer from the inability to edit themselves down

    • P03 Locke@lemmy.dbzer0.com
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      8 months ago

      It’s not money laundering. It’s crowdfunding as a primary business model. The point isn’t to finish the game, but to keep baiting people with carrots-on-sticks until they get sick of the grift and the money dries up.

      • Asafum@feddit.nl
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        8 months ago

        I can’t imagine still thinking this after seeing that the game is actually releasing…

        I was coming in here to see if the positivity actually carries over to various places as I was surprised to see all the positive YouTube comments on ign, but lemmy always seems to have a extra serving of negativity in all things… Oh well.

        Don’t deprive yourself of a good time, if you have the means to play it I would absolutely check out star citizen when they have their free to play events.

          • Asafum@feddit.nl
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            8 months ago

            More than likely in the next year to year and a half. They specifically mentioned they are entering the polish phase in the video they released that these articles are referencing.

            They don’t give dates anymore because they did like twice in the early 2010s and then changed the scope of the engine completely so they got a ton of shit about it. The game is super late because they went from starfield “loading screen to surface” to a system where there are no loading screens ever and you can go wherever you want.

    • lloram239@feddit.de
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      8 months ago

      Star Citizen has literally the highest budget of any game in history, by a factor of 2x. The second biggest one is Cyberpunk, which also has been in development since 2013. Gamedev has just spiraled a bit out of control and takes ridiculous amounts of time these days.

      The only reason you see yearly releases of some other games is because they have multiple teams working in parallel and are just updating an already existing game engine. Doing stuff from scratch is a whole different thing.

      • dylanTheDeveloper@lemmy.world
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        8 months ago

        Games have gotten more complex and so have the teams to make them.

        It use to be a few developers juggling multiple rolls to entire departments that only specialise in one thing.

        To get all those different professions together to build a game is really hard because of communication. The best people are the ones who can do a bit of everything but large companies don’t want that, they want specialists who do one thing.

        You can program? You can also create 3D assets? Your good at audio? Well tough you have to pick one and you’ll probably never interact outside your team.

        And this leads to lots of fantastic ideas and creativity being lost not to mention bugs and other issues popping up.

      • Echo Dot@feddit.uk
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        8 months ago

        Gamedev has just spiraled a bit out of control and takes ridiculous amounts of time these days.

        Yes but also does an enormous amount of waste at the moment. Sorry it now takes years to make a good game but it doesn’t take a decade. Unless you’re seriously doing something wrong or it’s an entirely simulated universe with sepient life and everything.

        • lloram239@feddit.de
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          8 months ago

          but it doesn’t take a decade.

          GTA2 to GTA3, two years. GTAIV to GTAV, five years, GTAV to GTAVI 10 years and still waiting. See a pattern?

          When you want to accurately simulate and animate every doorknob in the game it just takes a hell of a lot longer than putting a few pixel on a texture and calling it a day. And yes, there is in argument to be made that that level of detail doesn’t actually add to the gaming experience in a meaningful way, but that’s something a whole lot of AAA games struggle with and why we are seeing so many sequels and so little new things. StarCitizen just happens to be a new thing developed from scratch, including the studio itself.

          • Echo Dot@feddit.uk
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            8 months ago

            The time between games is not the development time.

            GTA III was only in development for one year. It wasn’t in development for 2 years. Same with GTA IV. Rockstar do other things between releasing GTA games. In between developing GTA V and GTA VI Rockstar made two Red Dead Redemption games plus DLC for GTA V, you don’t think they were working on GTA VI at the same time do you?

            Also they did an engine update in there as well so they couldn’t have been working on GTA VI until that was done. The absolute earliest date for the beginning development of VI is 5 - 6 years ago, and that’s not to say that was the start date.

    • seaQueue@lemmy.world
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      8 months ago

      If they ever release the game Chris Roberts’ hookers and blow pre-release starship income dries up.

  • maquise@ttrpg.network
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    9 months ago

    I’ll buy it (the premise, not necessarily the game) when I can actually buy the complete product.

  • dangblingus@lemmy.dbzer0.com
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    8 months ago

    Maybe if they didn’t spend a ton of their budget hiring random big name actors to be in a video game, they could have been done much sooner.

    • Flambo@lemmy.world
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      8 months ago

      it’s such a wild example of feature creep, and yet it’s not quite the wildest example of Star Citizen’s feature creep. When Roberts’ funding exceeded his wildest dreams, he should’ve changed nothing from his original pitch and simply delivered that. For reference:

      Original funding goal: $2 million US

      Funding by end of Kickstarter campaign: well over $6 million US

      If they finished the project with a $4 million surplus, great! They’d have ample budget for post-launch support, and maybe even for some free post-launch content updates to improve goodwill. If that’d gone as planned, the dude’d be sitting on a whole new generation of goodwill.

      Oh, and we’d have a game like this:

      Pick up jobs as a smuggler, pirate, merchant, bounty hunter, or enlist as a pilot, protecting the borders from outside threats.

      A huge universe to explore, trade and adventure in

      Wing Commander style single player mode, playable OFFLINE if you want

      Actions of the players impact the universe and become part of its history and lore

      Fully dynamic economy driven by player actions

      If caught alone in an online ambush, send a distress broadcast to your friends and if they’re nearby they can jump in-system to save your bacon.

      You wanted proper Newtonian mechanics. You got it! Spaceships adjust their trajectory and orientation just like the real thing.

      10X the detail of current AAA games (as measured in polygons)

      Range of scale never seen before in a game - ships from 27m to 1km scale, all at same level of detail

      Support for Joystick, Gamepad, Mouse, Keyboard, as well as HOTAS, flight chair, rudder petals, and VR

      the cardinal rule regarding “in-game purchases” is: Players who spend money purchasing in-game credits will have no advantage over players who spend time!

      Instead they immediately pivoted to a pay-for-ships funding model and let the scope grow to seemingly every one of Roberts’ wildest whims

      The tech demo is cool. Realization of no-loading-screen transitions from surface -> atmosphere -> orbit -> microgravity -> docking with another ship is wild. Being able to watch your pilot and gunner do a space battle from out the window, while you go walking about the ship is wild. But having it be only a tech demo for this long is so disappointing, and having the focus pivot from singleplayer-with-online to online-with-singleplayer are significant disappointments.

      funding timeline: https://starcitizen.fandom.com/wiki/Crowdfunding_campaign

      original pitch/campaign: https://web.archive.org/web/20121015042706/http://robertsspaceindustries.com/star-citizen/