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Kerbal Space Program Acquired by Take-Two Interactive

kerbalspaceprogram.com

41–50 of 344 posts

Re: Kerbal Space Program Acquired by Take-Two Interactive

#41
post #4

Whats next? Dwarf Fortress acquired by EA?

I know The world has been odd for the past year, but I assure you that we aren't in the EA buys DF time line.

We may be in the DF eats EA timeline though.

Edit: I wonder what the Adams brothers would do with "fuck you" money

Re: Kerbal Space Program Acquired by Take-Two Interactive

#42
post #35

I hope this goes well. I would love to see a remake that retains the exact same gameplay with more modern graphics. Hopefully all the people who paid for the current in-development version are not left high and dry in terms of updates and bugfixes. I also have heard the rumors that the team was not treated well, and that the game was never really the focus of the company. I think it may have been a side project of on…

The problem is not graphics, but rather, the limitations of Unity that make it unsuitable for anything else but lowest common denominator multi-platform games with clearly defined limits. Space Engineers is another game hampered by Unity.

KSP is nowhere close to the limits of Unity, though, as proven by the modding community which (~1 - 1.5 years ago when I was last playing) provided better textures, atmospheric effects, better particle systems, and even shader-based atmospheric scattering. It would be entirely possible to incorporate all of that, in a more polished form, into the base game, given enough development time and will.

I mean, this is how my modded KSP looked back in time of 0.25C: https://i.imgur.com/yBahDMr.png. I could name AAA space sims that look worse (esp. in terms of immersion).

Re: Kerbal Space Program Acquired by Take-Two Interactive

#43
post #35

I hope this goes well. I would love to see a remake that retains the exact same gameplay with more modern graphics. Hopefully all the people who paid for the current in-development version are not left high and dry in terms of updates and bugfixes. I also have heard the rumors that the team was not treated well, and that the game was never really the focus of the company. I think it may have been a side project of on…

The problem is not graphics, but rather, the limitations of Unity that make it unsuitable for anything else but lowest common denominator multi-platform games with clearly defined limits. Space Engineers is another game hampered by Unity.

Space Engineers isn't made in Unity, it uses their Custom VRAGE engine.

Unity can do far better graphics than KSP has e.g. https://unity3d.com/pages/adam. The fact that there are numerous mods which vastly improve the graphics of KSP is pretty good evidence of this!

Where Unity can be blamed for KSP problems is the constant stutters due to GC - Unity uses an ancient garbage collector. Hopefully that's going to get better soon - apparently there was some licensing problem keeping Unity on an ancient version of Mono, now that MS own Xamarin that's probably not a problem.

Re: Kerbal Space Program Acquired by Take-Two Interactive

#45

Hopefully the game will be better off under Take-Two (I am not familiar with their past treatment of indy-like games like this) I have read several stories online about how poorly SQUAD treated the core development team of KSP: https://www.develop-online.net/news/squad-devs-blast-kerbal-...

$2400 sounds incredibly low even in PPP terms for Mexico.

That does seem impossibly low. I happen to know that electronics manufacturing techs in Mexico (assembly line work) get the equivalent of $50/week for the lowest rung. To pay the same for high-skill developers/content-creators seems like something has been mis-communicated or maybe a typo.

Kerbal Space program has been doing well. I wonder who, exactly, has been raking in all the cash?

Re: Kerbal Space Program Acquired by Take-Two Interactive

#47
post #35

Earlier quoted context omitted.

The problem is not graphics, but rather, the limitations of Unity that make it unsuitable for anything else but lowest common denominator multi-platform games with clearly defined limits. Space Engineers is another game hampered by Unity.

KSP is nowhere close to the limits of Unity, though, as proven by the modding community which (~1 - 1.5 years ago when I was last playing) provided better textures, atmospheric effects, better particle systems, and even shader-based atmospheric scattering. It would be entirely possible to incorporate all of that, in a more polished form, into the base game, given enough development time and will. I mean, this is how…

Graphics are irrelevant, I'm talking about physics. Stock KSP graphics are "good enough".

Re: Kerbal Space Program Acquired by Take-Two Interactive

#48

Hopefully the game will be better off under Take-Two (I am not familiar with their past treatment of indy-like games like this) I have read several stories online about how poorly SQUAD treated the core development team of KSP: https://www.develop-online.net/news/squad-devs-blast-kerbal-...

I say this as a massive KSP fan with ~1000 hours in it (admittedly a lot lower than others).

Almost any level of support will be better than SQUAD.

5 guys working part time on it would yield more features/year than SQUAD has managed to roll out over the years.

My only concern is mod support, since that's been the main source of new feature growth.

Re: Kerbal Space Program Acquired by Take-Two Interactive

#49

Earlier quoted context omitted.

I saw somewhere that Riot had also picked up a few of them. Not that it really makes what happened much better, but at least these guys got a reward of sorts.

> these guys got a reward of sorts. Of sorts. The games industry is not exactly known for its humane working conditions.

Valve is.

Re: Kerbal Space Program Acquired by Take-Two Interactive

#50
post #22
post #12

Earlier quoted context omitted.

In this case it's probably a good thing. Really, the thing to do is buy it for the name, and then start from scratch in an actually good game engine (i.e. not Unity)

> in an actually good game engine (i.e. not Unity) ...and drop Linux support, of course. /smh

https://wiki.unrealengine.com/Linux_Support

http://www.pcworld.com/article/2940175/cryteks-powerful-crye...

https://en.m.wikipedia.org/wiki/Source_(game_engine)#OS_X.2C...

UE4 even runs in a browser out of the box. Unity is not the Magic Linux Engine, it's just a bit more convenient because of .NET, particularly when it comes to modding.

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