Organic Lager wrote:Khanh'rhh wrote:Organic Lager wrote:I don't know much about coding but i was always told from my programmer friends the longest parts of development are the modelling and textures both of which are already done and done beautifully in the captains quarters. Seems to me they have the frame and engine, now they just need to find the 4 tires.
'Art' is only a timesink once you have a working game. They do **not** have the engine, this is specifically why there is no chance of it happening.
Not sure what you mean by "working game" or not having the "engine".
I can walk around my cq without falling through the ground or glitching on the walls. I can interact with items in my room such as the undock button and character edit mirror.
How are these different then walking around a casino or exploring a ghost site?
- Rendering multiple avatars in real-time, in a manner that doesn't melt computers. This is pretty basic as far as "working" goes and they've all-but said they can't do it.
- Net code. Seriously. If writing decent and reliable netcode isn't hard enough already (and it is, it's the lion's share of coding and de-bugging time for most online games) they somehow have to make a real-time simulation run on top of a 1hz tick server, and have all that make sense.
If you pro-WiS people are really serious, at least educate yourself on the complexities of what is involved. It's not "nearly done" or "mostly working" when you're talking about a single avatar standing in a room interacting with 2 or 3 scripted objects in a buggy way, when your end goal is a fully fledged MMO experience.
I don't know how to explain this any better. Take as an example Planetside 2: The difference between being able to have a gun bobbing on screen whilst you stand in a room and 200v200 fights in a building isn't "just add a building, done!" , it's 90% of the development work.
Loading some artwork into a game engine and using it is something hobbyists and amateur modders do; creating the whole engine wholesale (which CCP have seemingly, for some reason, decided is the way to go) is where your years of dev time and millions of dollars/pounds/euros go. It's why 'standalone' versions of highly popular mods take months/years to ship, and even then they're speeding up the process by using the same game engine most of the time, and in all recent examples, they don't work nearly as well as the mod worked.
If you remember: CCP had a lot of the WiS done previously using the Unreal engine (so most of the work was done) but then scrapped all that work to go chase their Jesus features - in this case the Carbon engine.