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What technological challenges still remain before CIG is comfortable adding a procedural planet mechanic to one of their upcoming patches?asked by Shrike

TL;DRThe procedural tech is being merged with the rest of the game, they expect unforeseen errors to fix first, and will hand it over once it's a decent play experience; distances remain a design question.

I get that question a lot. Right now we're in the process of incorporating what we have so far in the procedural technology and everything else. When we're proving out the tech and building it up and have Pascal working with guys, we have it in a kind of very controlled area. We needed to pull it away from everything else so we could focus on it.Now that we've gotten it a bit more mature, now we're pulling it together with everything else. We're seeing really good progress on that, but then we need to see what blows up, what unknown or unforeseen errors have come up and that we need to address them. We knew there would be some issues already when we put it in and we've already identified those and it came true with what we thought because our logic made sense. So we're already working on those and then we'll churn through it. Once we get all that solid and sorted so it's actually a good decent play experience for you guys, then we think that's the time to hand it over.Some of the stuff on the procedurals, it's been interesting for us working on it. There's a build with a couple different procedural planets in there and you're on one, you're there taking off in your ship, you get up, you fly away. Five minutes of flying through space later I see a distant planet and then another five minutes to actually get there, to get to that planet, which was nuts, you just start flying and we're going as fast as we can and we're going, "Alright, cool we've got this, wait, wait, wait", and we're just sitting there tapping our feet, tapping our feet. So that's another thing we're looking at is: you have the distances, but we also need to make sure that it makes sense for the game, I guess you could say that the distances are there and so on, but that's for design and Chris and all those guys to sort it out.

10 for the Developers›Episode 13·
Published on this date.6 Jun 2016