Rebirth release date. - Part 2
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Official Egosoft channel ???Henkie wrote:There are more than 2 new vids.. subscribing to the official Egosoft channel might help
There is 4 videos and 2 of them are almost same


It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
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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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They've been making the game, what else do u think they would be doing ?nap_rz wrote: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.CBJ wrote:We've certainly not reached the code freeze point mentioned by BarrenEarth yet.
you do know games can take a long time to code right?
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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.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.

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That's all?CBJ wrote: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.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.

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I have no words to do this post justice, so I shall simply quote it.CBJ wrote: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.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.
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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...nap_rz wrote: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.CBJ wrote:We've certainly not reached the code freeze point mentioned by BarrenEarth yet.
An almost complete game in 4-5 years is very fast for such small team, actually.
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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.nap_rz wrote: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.CBJ wrote:We've certainly not reached the code freeze point mentioned by BarrenEarth yet.
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Pffft, yeah. Like a week.CBJ wrote: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.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.

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Makes me groan just reading that list; I dunno how you guys manage to stick to it, but good on ya for it!CBJ wrote: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.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.

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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?!littleheadspin wrote: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.nap_rz wrote: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.CBJ wrote:We've certainly not reached the code freeze point mentioned by BarrenEarth yet.
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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And StartCraft 2 addon had taken 3 years to complete with huge manpower of Blizzard.littleheadspin wrote: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.nap_rz wrote: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.CBJ wrote:We've certainly not reached the code freeze point mentioned by BarrenEarth yet.
And Half-Life 2 EP 3 is "in development" for 6 years already.
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.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.
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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