• neidu3@sh.itjust.works
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    4 months ago

    Building the game from scratch with an engine suitable for the purpose. As mentioned numerous times by Harvester who created KSP: There are so many hacks and workarounds to make Unity work the way they needed it to, and in retrospect Unity was not a suitable choice for a game of that scale. And it is doubtful that any general-purpse engine is.

    Rocketwerkz are making their own engine, doing away the Scenes/Actors limitation that are detrimental to how a space game would work. This removes a ton of abstractions resulting in an alpha that runs incredibly smoothly almost independent of part cound, with physics during time warp.

    • Korhaka@sopuli.xyz
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      4 months ago

      Something I liked in KSP was building based on moons, would love it if that is less janky and more useful.

      • neidu3@sh.itjust.works
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        4 months ago

        I would love base building in KSA, but Dean Hall (CEO of Rocketwerkz) have explicitly stated that he refuses to say anything on the matter, because Colonies means so many things to different people. In my case, Colonies would mean resource extraction, building/designing a fully fledged launch centers, and (semi-automated) interplanetary logistics, a

        • homura1650@lemmy.world
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          4 months ago

          KSA seems to be modder friendly; to the point that there early releases were for the expressed purpose of getting modder input.

          They also seem to still be in the core tech development stage. I suspect the details of what actual gameplay looks like will be flushed out through iterative development with player feedback.