CIG's Star Citizen aims to revitalize the PC gaming space by fully utilizing every system component to its fullest potential, starting with multi-million poly-count objects that hit the GPU heavily. In our very first interview with CIG's Chris Roberts – a man who has managed to raise $60 million in crowd-funding – we discussed Star Citizen's emphasis on full system hardware utilization. Roberts told us “I've got eight cores – I want to use them.”

The game is currently in alpha, versioned at version 0.9.2.2. Star Citizen's persistent universe (the major multiplayer component) has yet to begin production and is still in the design phase, though the “Arena Commander” module is currently available for download to early backers. The next module in the release schedule will patch-in FPS elements, but the game's current alpha offers dog-fighting, free flight, hangar exploration, and “murray cup” racing.

Today marks the official unveil of Star Citizen's FPS module, an add-on to the existing “Arena Commander” DFM (Dog-Fighting Module). For those caught unawares, Star Citizen has raised nearly $60 million in crowd-sourced funding and aims to be one of the biggest, most comprehensive space simulators of gaming history. We've written about the game several times in the past, including a previous overview of plans for the First-Person Shooting element.

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Half of GN’s team is presently in Whistler Blackcomb as a refresher off the tail-end of PAX Prime 2014 (full event coverage here), but that hasn’t stopped us from pumping out content – including this Star Citizen piece. We recently published an interview discussing the research and implementation of procedural generation within Star Citizen, the stretch goal set about “$10 million ago,” so to speak.

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Today’s content specifically explains customization within Star Citizen. We spoke with CIG CEO & Chairman Chris Roberts about character, ship, organization, and space station customization in Star Citizen, including ship tuning and painting. As a quick throw-in, we asked Roberts about adjusting or changing FOV in Star Citizen.

Star Citizen’s temporary alpha V0.9 delay hasn’t put a damper on CIG CEO Chris Roberts’ mood. Then again, not much does. The Wing Commander creator made a brief appearance at Intel’s PAX Prime 2014 keynote (which we filmed) – a very marketing-heavy, Intel-focused event – but not before speaking with us. We had the chance to collect community questions, as always, and then break the content into more consumable article-video components.

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Our last interview specifically looked at the team’s plans for FPS in Star Citizen. Today’s focus is on the recent ~$41m stretch goal established by CIG: expanded procedural content R&D and generation in Star Citizen. We also had the opportunity to discuss customization within Star Citizen’s universe, including character creation, ship painting, ship tuning, station customization, and more. The customization interview will go live on September 3 (subscribe to the YouTube channel or follow us on Twitter, Facebook, and RSS).

Let’s get to the procedural generation content!

While at PAX Prime 2014 today, we received news from Cloud Imperium Games that Star Citizen’s much-awaited V0.9 alpha would be delayed until after the holiday weekend. Shortly after conducting two interviews with Chairman & CEO Chris Roberts (posts forthcoming), the announcement was made that Alpha V0.9 still hosted too many bugs to reliably release to the community for play. The announcement did contain information as to the content being pushed with the eventual update, though.

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Star Citizen launched its Dog Fighting Module shortly after its PAX East unveil event, which we covered here.

With Star Citizen's "Arena Commander" module now at full bore, we popped in last night for a quick gameplay session to showcase the dog-fighting module's mechanics. Things are pretty simple right now, given their rather slimmed-down state and use of placeholder graphics assets, but it's a solid start for the ambitious title.

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The module saw a rocky launch over the last week. During this time, it was announced, then revoked, and then announced again -- and the final release didn't include the maps, which delayed players from flight by another hour or two. Not a big deal in the grand scheme of a game's launch, but the internet might have you believe otherwise.

Just a few hours after publishing a quick warning that the dog-fighting "Arena Commander" module would be available today, the team at Roberts Space Industries have delayed v0.8 alpha once again.

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The delay comes in the face of two high-severity, game-breaking issues. In a statement, Chris Roberts justified the delay by pointing-out the lack of publisher pressure:

"It would be foolish to release an unstable build, even if pre-alpha for the sake of meeting an internal deadline. This is the power of the crowdfunding that made Star Citizen possible: a publisher would make us ship tomorrow regardless of the current build quality… but as you are all focused on quality rather than a financial return for shareholders we are able to take a few more days to deliver something that is stable."

It's been known for a few days that Star Citizen's "Arena Commander" space-flight combat simulation module will be playable on May 29. We first reported on this module from the floor of PAX East, where we interviewed Chris Roberts post-unveil, then again about FPS mechanics, and one more time about Arena Commander.

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Star Citizen's Arena Commander module is described in our post here. In short, it is a 'simulation' (within canon) of space-flight combat that is being released primarily for testing purposes. It is important to realize that this is very early alpha (0.8) and will be buggy and broken; the onus is on gamers to report issues they discover. This alpha test will help determine maximum player count, stress test server / back-end stability, and get us some hands-on with the shooting mechanics.

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