Hi Elliott, This is a great breakdown and very generous in sharing your process and insights, you came a long way from the vending machine days!
Are you planning on releasing the UE4 project to the public? Or only builds? I'd love to play around with it in the editor if possible!
Star Citizen is an incredible project, which seems to get out of hand with the crowdfunding. The original game’s Kickstarter started in 2012. The goal was to get $500,000. It ended up with over $2 million of funds gathered. But the story didn’t end there. Chris Roberts and his team continued to gather funds though the official website. This was the right step, because now in the beginning of 2017 Star Citizen managed to gather over $141 million. It’s an astonishing result.
The great thing is that Star Citizen is not some kind of spooky non existing game, that eats money. No, the developers regularly release playable versions and most recently published the alpha 2.6. Chris Roberts also shared his plans for 2017.
We’ll continue to modify and improve our game engine to better suit Star Citizen’s unique needs. Gameplay will get deeper as new systems come online to provide players the chance to do more than pew-pew. I also expect exciting advancements as we integrate our revolutionary tech, like subsumption and procedural planets, into the game. On the Community front, we’ll be releasing Spectrum, our new and improved community platform, and revamping our current shows and adding new ones in an effort to best communicate with all of you.
This week Star Citizen devs got back to work after some much deserved time off. Presently the Production Team is huddled with the different team leads updating and detailing out the tasks we have for this year. You’ll begin to see some of these details once we’ve had the opportunity to refine the Star Citizen and Squadron 42 schedules.
In December we’ve reported that Star Citizen is switching its network systems to Amazon Lumberyard. The render they use is still Cryengine’s, but heavily modified.