Sardukhar;n9855661 said:Sigh. Not until it's in the game is it confirmed. Official CDPR is official. They can absolutely change stuff during build and/or just use this as NPC stuff.
Job ads are just that. They are not confirmation or "confirmation" of anything.
Snowflakez;n9855671 said:Maybe change the title of the thread.
Not a bad idea.Sardukhar;n9855741 said:Yeah I did that last time which is why there are now quotes. I think I'm just going to zero the "confirmed" from now on. It's still very misleading.
sv3672;n9855471 said:That is what I think, too, the player might also be able to drive vehicle(s), it would make sense with the other rumors about the large map area, but flying would be problematic to implement well.
BeastModeIron;n9856131 said:Why would flying be problematic exactly? Games have used flying vehicles many times. Its not hard to implement, and many games have used flying and hover vehicles before. Look at the Halo series or Jak and Daxter 2&3, hell.... grand theft auto did it for fun with cheat codes, and that's on much older hardware, so come on now. There's really no difference in the amount of resources that would go into making a hover car vs a driving car, the only difference is the space and area they occupy. I just don't understand the logic on this one.
BeastModeIron;n9856131 said:Why would flying be problematic exactly? Games have used flying vehicles many times. Its not hard to implement, and many games have used flying and hover vehicles before. Look at the Halo series or Jak and Daxter 2&3, hell.... grand theft auto did it for fun with cheat codes, and that's on much older hardware, so come on now. There's really no difference in the amount of resources that would go into making a hover car vs a driving car, the only difference is the space and area they occupy. I just don't understand the logic on this one.
Snowflakez;n9857431 said:First, how do you know flying isn't hard to implement? Examples like Halo and J&D (both franchises that I love, by the way) don't really apply here. Why? Because of their scale. Halo and J&D both use much, much smaller, more linear levels for players to explore. Recent entries from Halo have expanded things a bit, but it's nowhere near the scale of an open world like Night City or even the Witcher 3's world. CDPR has to create an engine capable of not only handling flying vehicles, but handling the massive amount of visual effects that come along with flying through an open world. Weather effects -- including, undoubtedly, rain, fog etc. -- and rendering the massive, sprawling city as you fly around will take a lot of engineering expertise and development time to figure out.
BeastModeIron;n9857791 said:Examples like Halo and Jak, applies as much as anything would. It was on a smaller scale for its time, it was big for the time and hardware available as well. The comparison to todays hardware doesn't apply as its leaps and bounds more advanced then it used to be. It comes down to the deign of the game rather then limitations, not that there aren't... but not it used to be. That's obvious enough without a game design degree.
You say Rockstar can get away with simplistic game design because of the type of game they make, as if that game design is some how much easier in comparison? Do you think buildings in Cp2077 are all going to be fully detailed inside? Chances are no and they too will be more or less giant set peace's as well. The size of the city is still undetermined so to make assumptions that 2077 is will be bigger then it will probably be is a none argument. We don't know. Your comparison of Cp2077 to Gta is kind of hypocritical thinking when you imply one type of design is easier to get away with then another.
Do flying cars comprise game design, it could but it depends on their goals. Does character creation compromise game design as well, sure it does, it also comes down to what features they want to implement into the game. This argument could apply to any features implemented into the game. Flying cars is no exception because of compromises. Open worlds are the biggest compromise to achieve really dense and detailed graphics compared to small linear games but can it be achieved? Well, yes.
Learning game design might give you some insight as to how game design work but doesn't give you arcane knowledge on what is or isn't possible on what could be achieved in game design on a grand scale. I understand where your coming from on what would go into implementing these features but that's game design and it applies to all features as a whole.
Snowflakez;n9857431 said:Multiple regions could help reduce the processor load, but I am a bit curious how that would work in the context of one big city. If CDPR split the city into districts, wouldn't it be jarring to be met with a loading screen when just trying to fly/drive from one part of the city to the next?
BeastModeIron;n9857791 said:Do flying cars comprise game design, it could but it depends on their goals. Does character creation compromise game design as well, sure it does, it also comes down to what features they want to implement into the game. This argument could apply to any features implemented into the game. Flying cars is no exception because of compromises. Open worlds are the biggest compromise to achieve really dense and detailed graphics compared to small linear games but can it be achieved? Well, yes.
Snowflakez;n9858081 said:Hopefully that made some sense, I know I'm not explaining my PoV perfectly.
sv3672;n9860081 said:The job posting in the OP is only for vehicle artists, but this one for gameplay programmer looks more promising:
- Creating the whole architecture of vehicle related code and the physics of driving / flying in those vehicles.
- Taking a part in the design process of the gameplay.
- Ensuring that game scripts are well designed, and are optimal in terms of CPU and memory consumption.
So it looks like the possibility of driving and even flying in the game is at least being considered. Of course it remains to be seen how much (if anything) of it actually ends up in the released version.
sv3672;n9860081 said:So it looks like the possibility of driving and even flying in the game is at least being considered. Of course it remains to be seen how much (if anything) of it actually ends up in the released version.
Snowflakez;n9860391 said:Yeah, that's definitely more interesting, though it could just refer to NPC-operated vehicles, too.
But, honestly, I would be more surprised to NOT see flying in the game than I would be to see it happen. They would need a hell of an in-game reason to make it not a thing, because the source material itself already uses it, and 2077 is a much more futuristic version of even that. Think blade runner type vehicles - those are the norm in the Cyberpunk world, and it would be really odd to ground the player without sufficient lore reasons for doing so.
sv3672;n9860081 said:The job posting in the OP is only for vehicle artists, but this one for gameplay programmer looks more promising:
So it looks like the possibility of driving and even flying in the game is at least being considered. Of course it remains to be seen how much (if anything) of it actually ends up in the released version.
- Creating the whole architecture of vehicle related code and the physics of driving / flying in those vehicles.
- Taking a part in the design process of the gameplay.
- Ensuring that game scripts are well designed, and are optimal in terms of CPU and memory consumption.
kofeiiniturpa;n9860431 said:I suppose the only question I have regarding vehicles in the game is whether it is assumed the character knows how to operate them all at master level by default, or if there will be some kind of character skill involvement integrated into their handling (like in 2020).
yyb0568;n9862941 said:Interesting they posted this six months ago and there is no such person to fit this.