![]() The new terrain system unlocks a huge amount of potential variation in the colony types." “We've had a lot of fun building on mountain peaks or building on the edges of craters or building on the edges of canyons. That unlocks, especially in the case of orbital colonies, some truly exciting possibilities." And at that point, you have a proper beachhead-you're now outside of the gravity well of Kerbin. "And when they reach a certain point of maturity, you can build a new VAB at the colony. "As your colonies progress-as their population increases-they begin to build new modules using either locally available resources or resources that you brought to them," explains Simpson. "We really want each location to feel like a unique discovery that you'd feel like screenshotting and sharing with people, and-if it's an interesting spot-maybe other people would also attempt to find that place in their local games," And then, as you continue to progress up the tech tree and get access to interstellar technologies, the scope of the game just gets larger, and you begin crossing the gulfs of interstellar space." "And then all the planets in the Kerbolar system continue to be present in enhanced forms. "You start at our new Kerbal Space Center, which is actually at the same location on Kerbin as it was in the original game," explains Simpson. ![]() "This is a universe of physical laws, and they are unforgiving laws." “It was very, very important to us not to make the game easier," he says. Our goal is for every explosion to be a snowflake … The explosions have gotten very exciting." "We want the explosions to be a little bit more relevant to the contents of the individual parts that are being destroyed. "That's actually my favourite part to work on," he says. Just a few minutes into my chat with Nate Simpson, creative director of the newly announced Kerbal Space Program 2, we're talking about what happens when rockets blow up. Their skill set in combination with a deep understanding of what makes this game great has led to the creation of an amazing sequel we know you’ll love to challenge yourself with! If you’d like to learn more about the amazing team behind Kerbal Space Program 2 be sure to watch the Developer Story video. The principal engineer even has a background in the aerospace industry. Q: How do we know if Star Theory Games has the capability of developing a worthy successor to our favorite game?Ī: The team behind Star Theory Games are skilled video game developers as well as lifelong fans of Kerbal Space Program, with multiple members of having played 2000+ hours of the original KSP. No in-game currency or loot boxes not sure how a space game would even have thatįor those who don't have confidence in Star Theory, they have this to say: Members of Squad are helping Star Theory to make sure they "make the best possible sequel" Squad will continue to develop KSP 1, so you can expect new content and updates being released for KSP 1 The game is being developed by Private Division and Star Theory We've focused on optimizing vehicle physics to allow for the smooth simulation of larger structures on a wider variety of PCs." "Realistic vehicle physics and orbital mechanics continue to be at the center of the Kerbal experience. It will not be an Epic exclusive, if you care about that More details on this are coming laterĬonsole release will come after PC release due to them not wanting to delay PC in favor of console Modders have "unprecedented capability" that they did not have in KSP 1.
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