![]() ![]() I kind of think people will have a lot of 'accidents' with this engine."īut as bonkers as nuclear propulsion engines are, Simpson said it barely scratches the surface of how mind-bending things get further down the tech tree. That's an interesting set of fun challenges to go after. If you try to launch from your base, your base isn't going to be there anymore. "It's the most Kerbal engine of all time, right? Like it literally just shoots out bombs. "It's really primarily interplanetary propulsion technology." It's the most Kerbal engine of all time, right? Like it literally just shoots out bombs. let's say 'intermediate' propulsion technologies in our game," Simpson said. "There's nuclear pulse propulsion, which is one of the. To get to this level of interstellar travel, the team focused on real-world science rather than science-fiction solutions like warp drives. One of the most exciting features of Kerbal Space Program 2 is the ability to leave the solar system and discover new ones, some of which require covering enormous distances. Interstellar Colonies and Nuclear Propulsion Rockets "We've tested it internally on people who hadn't played the game before, and we're seeing people really take to it like a duck to water," he told us. What Star Theory is working on is giving newcomers the information they need "in an intuitive way," with some of it coming from context or in-game animations, teaching the game "visually in a way that's really much easier to digest." We're seeing people really take to it like a duck to water. That would be breaking it," Simpson said. "Of course we're not making the game less challenging. It just makes everything a lot easier," he said. "That's partly just kind of a convenience thing. Star Theory has moved many of the functions from hotkeys to a visual interface, without taking away the challenge of KSP. Where's the button to make it go? Like, the very first thing you do in the game's on a hot key." ![]() "I know a lot of people's first experience with the original game is: I've got a rocket on the pad and I'm ready to go. Simpson said the layer of jargon sitting over the magic diamond of awesomeness appeals to the KSP core players, and Star Theory is working to keep the core experience intact while removing the layer keeping newer people out. It's also, this is the dirty secret, not that difficult to understand." "Once you understand the core mechanics of the game, it's so addictive and it's so much fun. Star Theory calls the core game play of KSP the "magic diamond of awesomeness." "It's not for a lack of desire to learn, but it does require a certain investment in terms of going to YouTube and watching Scott Manley videos and just like. "He tried and he bounced off the first-time user experience," Simpson told us, saying he recommended it "to at least a dozen other friends," but none of them were as smitten by the experience as he was. This is the best thing in the universe." After I played the game, I was like, you gotta play this. "After I played the game, I was like, you gotta play this. "I've been playing this game since 2012, version 0.15," Simpson said, adding he was so excited about it, he emailed his brother and gifted him a copy. Simpson said the team recognizes how overwhelming the original game can seem for someone just starting it up. ![]() That's still at the center of what we're doing." Star Theory Wants Kerbal Space Program 2 to be More AccessibleĪs fun as KSP is, for someone approaching it with a fresh set of eyes, it can come across as daunting, if not downright opaque. He admitted it's possible Star Theory could get the balance between simulation and goofiness wrong, "and that's not what Kerbal's about. Like, their presence always makes things a little bit goofier," Simpson said. "We're relying a lot on the Kerbals themselves to preserve some of the original flavor. But Simpson said the Kerbals themselves help keep the game from going too far into the realm of straight simulation. There's a fear the sequel to KSP could have a little too much polish, given the iterative design process of the original game.
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