Rebirth release date. - Part 2

General discussions about X Rebirth.

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theeclownbroze
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Post by theeclownbroze »

omg NO!
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Henkie
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Post by Henkie »

theeclownbroze wrote:Um...

http://www.youtube.com/watch?v=8C_CufNy2aM

new X rebirth video guys.....
There are more than 2 new vids.. subscribing to the official Egosoft channel might help :)
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Nikola515
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Post by Nikola515 »

Henkie wrote:
theeclownbroze wrote:Um...

http://www.youtube.com/watch?v=8C_CufNy2aM

new X rebirth video guys.....
There are more than 2 new vids.. subscribing to the official Egosoft channel might help :)
Official Egosoft channel ???

There is 4 videos and 2 of them are almost same :P Is there more than that :?
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
DaddyMonster
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Post by DaddyMonster »

Oh, there's no need to wait until a game is ready and fully tested to release it - our friends at EA & Maxis have enlightened us on this point. Just release it half finished and nobody will be the wiser ;) Great to hear the testing has started and Greek letters are being banded about - sounds like progress!
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Post by Fallent »

Thank you for the videos.

The battlesector one looks very promising.
nap_rz
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Post by nap_rz »

CBJ wrote:We've certainly not reached the code freeze point mentioned by BarrenEarth yet.
sorry for my wording but, then what the hell did you guys do in the last 4 years or something like that? coding the new game engine? I thought it stated that the project begun not long after TC first released.
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Post by Cycrow »

nap_rz wrote:
CBJ wrote:We've certainly not reached the code freeze point mentioned by BarrenEarth yet.
sorry for my wording but, then what the hell did you guys do in the last 4 years or something like that? coding the new game engine? I thought it stated that the project begun not long after TC first released.
They've been making the game, what else do u think they would be doing ?
you do know games can take a long time to code right?
CBJ
EGOSOFT
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Post by CBJ »

nap_rz wrote:...what the hell did you guys do in the last 4 years or something like that? coding the new game engine? I thought it stated that the project begun not long after TC first released.
Actually we started before X3TC was released. And yes, developing the new engine has taken up a good proportion of that time. I'm not sure why you find that surprising. When you start from scratch and have to develop your low level libraries, an asset management system, a game universe engine, a graphics engine, multiple animation systems, a physics layer, a sound engine, an input and control model, AI and pathing systems, scripting and missioning engines, a cutscene system, a UI framework and a range of workflow and test tools, not to mention actually creating the game content itself, including the map, graphical assets, sounds, UI content, jobs, economy model, balancing, scripts, missions and the text associated with everything listed above in several languages, all with a team a fraction of the size employed by the big game studios, funnily enough it can take a while. ;)
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elexis
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Post by elexis »

So there will be cutscenes?
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Dr2i
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Post by Dr2i »

CBJ wrote:
nap_rz wrote:...what the hell did you guys do in the last 4 years or something like that? coding the new game engine? I thought it stated that the project begun not long after TC first released.
Actually we started before X3TC was released. And yes, developing the new engine has taken up a good proportion of that time. I'm not sure why you find that surprising. When you start from scratch and have to develop your low level libraries, an asset management system, a game universe engine, a graphics engine, multiple animation systems, a physics layer, a sound engine, an input and control model, AI and pathing systems, scripting and missioning engines, a cutscene system, a UI framework and a range of workflow and test tools, not to mention actually creating the game content itself, including the map, graphical assets, sounds, UI content, jobs, economy model, balancing, scripts, missions and the text associated with everything listed above in several languages, all with a team a fraction of the size employed by the big game studios, funnily enough it can take a while. ;)
That's all? :shock:
I'm naturally unfriendly sometimes. Don't take what I say too badly.
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Post by CBJ »

No, I probably missed a few things. :)
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Post by AkrionXxarr »

CBJ wrote:
nap_rz wrote:...what the hell did you guys do in the last 4 years or something like that? coding the new game engine? I thought it stated that the project begun not long after TC first released.
Actually we started before X3TC was released. And yes, developing the new engine has taken up a good proportion of that time. I'm not sure why you find that surprising. When you start from scratch and have to develop your low level libraries, an asset management system, a game universe engine, a graphics engine, multiple animation systems, a physics layer, a sound engine, an input and control model, AI and pathing systems, scripting and missioning engines, a cutscene system, a UI framework and a range of workflow and test tools, not to mention actually creating the game content itself, including the map, graphical assets, sounds, UI content, jobs, economy model, balancing, scripts, missions and the text associated with everything listed above in several languages, all with a team a fraction of the size employed by the big game studios, funnily enough it can take a while. ;)
I have no words to do this post justice, so I shall simply quote it.
Night Nord
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Post by Night Nord »

nap_rz wrote:
CBJ wrote:We've certainly not reached the code freeze point mentioned by BarrenEarth yet.
sorry for my wording but, then what the hell did you guys do in the last 4 years or something like that? coding the new game engine? I thought it stated that the project begun not long after TC first released.
We are making a game for a ~2 years now, and we will develop it for at least 1 year more. And we have engine, previous games, other studios help, while game do not have any story, complex world, etc...

An almost complete game in 4-5 years is very fast for such small team, actually.
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Post by littleheadspin »

nap_rz wrote:
CBJ wrote:We've certainly not reached the code freeze point mentioned by BarrenEarth yet.
sorry for my wording but, then what the hell did you guys do in the last 4 years or something like that? coding the new game engine? I thought it stated that the project begun not long after TC first released.
Just as an example; GTA IV which we all know took 3 years and 6 month to develop and they had a team of 150 developers and also required third-party development teams such as SpeedTree. I'm not at all surprised that Egosoft has been in development for 4 years with a much smaller team and new engine.
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bluenog143
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Post by bluenog143 »

CBJ wrote:No, I probably missed a few things. :)
GoD???

:lol:
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
Ratzsa
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Post by Ratzsa »

CBJ wrote:
nap_rz wrote:...what the hell did you guys do in the last 4 years or something like that? coding the new game engine? I thought it stated that the project begun not long after TC first released.
Actually we started before X3TC was released. And yes, developing the new engine has taken up a good proportion of that time. I'm not sure why you find that surprising. When you start from scratch and have to develop your low level libraries, an asset management system, a game universe engine, a graphics engine, multiple animation systems, a physics layer, a sound engine, an input and control model, AI and pathing systems, scripting and missioning engines, a cutscene system, a UI framework and a range of workflow and test tools, not to mention actually creating the game content itself, including the map, graphical assets, sounds, UI content, jobs, economy model, balancing, scripts, missions and the text associated with everything listed above in several languages, all with a team a fraction of the size employed by the big game studios, funnily enough it can take a while. ;)
Pffft, yeah. Like a week. ;)
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Post by wwdragon »

CBJ wrote:
nap_rz wrote:...what the hell did you guys do in the last 4 years or something like that? coding the new game engine? I thought it stated that the project begun not long after TC first released.
Actually we started before X3TC was released. And yes, developing the new engine has taken up a good proportion of that time. I'm not sure why you find that surprising. When you start from scratch and have to develop your low level libraries, an asset management system, a game universe engine, a graphics engine, multiple animation systems, a physics layer, a sound engine, an input and control model, AI and pathing systems, scripting and missioning engines, a cutscene system, a UI framework and a range of workflow and test tools, not to mention actually creating the game content itself, including the map, graphical assets, sounds, UI content, jobs, economy model, balancing, scripts, missions and the text associated with everything listed above in several languages, all with a team a fraction of the size employed by the big game studios, funnily enough it can take a while. ;)
Makes me groan just reading that list; I dunno how you guys manage to stick to it, but good on ya for it! :)
Editing posts since long before I remember.
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BarrenEarth
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Post by BarrenEarth »

littleheadspin wrote:
nap_rz wrote:
CBJ wrote:We've certainly not reached the code freeze point mentioned by BarrenEarth yet.
sorry for my wording but, then what the hell did you guys do in the last 4 years or something like that? coding the new game engine? I thought it stated that the project begun not long after TC first released.
Just as an example; GTA IV which we all know took 3 years and 6 month to develop and they had a team of 150 developers and also required third-party development teams such as SpeedTree. I'm not at all surprised that Egosoft has been in development for 4 years with a much smaller team and new engine.
Come on... you are comparing a game made to run on multiple platforms for PS3, X360 and PC... with a full multiplayer component with X-Rebirth?!

You also realize they had to design a procedural animation system for this game that handled player movement? They also had litigation in Australia, Great Britain and England that led to series of work stoppages during testing phases. I don't think anyone is suing Egosoft over violence in their games.

But yeah great, a game with a plot 100x longer than X-Series, larger and with a more complex animation engine took less than 4 years to get out on 3 separate platforms... congrats at proving the point of us whiners.
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Post by Night Nord »

littleheadspin wrote:
nap_rz wrote:
CBJ wrote:We've certainly not reached the code freeze point mentioned by BarrenEarth yet.
sorry for my wording but, then what the hell did you guys do in the last 4 years or something like that? coding the new game engine? I thought it stated that the project begun not long after TC first released.
Just as an example; GTA IV which we all know took 3 years and 6 month to develop and they had a team of 150 developers and also required third-party development teams such as SpeedTree. I'm not at all surprised that Egosoft has been in development for 4 years with a much smaller team and new engine.
And StartCraft 2 addon had taken 3 years to complete with huge manpower of Blizzard.
And Half-Life 2 EP 3 is "in development" for 6 years already.
BarrenEarth wrote:But yeah great, a game with a plot 100x longer than X-Series, larger and with a more complex animation engine took less than 4 years to get out on 3 separate platforms... congrats at proving the point of us whiners.
You definitely never worked at gamedev. Engine (including animation) is just a small fraction. Most of teams are just buying everything non-game related (so-called middleware) to preserve time for logic and content.

GTA IV has longer (more complex) plot then any of previous X-games (we don't know about X:R yet), that's true. But, on other side, it has much more simple world. In GTA IV cars are appearing behind your and disappearing as soon as you don't look at them.

Plot is more about:
1) Testing. Longer plot means longer testing/more testers/more money.
2) Fancy videos made specifically for plot. Either machinima - animations not used in rest of the game, sound not used in rest of the game, more detailed models not used in rest of the game... Or full CG - that's just a huge amount of money.

In either way, plot if about budget, not about team size. Mostly it's not about developer, but about publisher. Red Alert 3 had cool videos, but game itself was so-so - publisher win, developer fail.

TL;DR: GTA IV is more expensive and more technological, but much less complex than X games. Therefore time required to make GTA IV is less then time required to make X-game.
Last edited by Night Nord on Wed, 20. Mar 13, 16:34, edited 1 time in total.
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EmperorJon
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Post by EmperorJon »

BarrenEarth wrote:But yeah great, a game with a plot 100x longer than X-Series
My record for all TC plots is about 4 months of in game time, although that was with taking the HUB slowly.
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