![]() Squad, the original dev behind KSP, was reduced to a skeleton crew already, and at the time when the KSP 2 project was initiated (2007), it was still busy with KSP 1. This is likely why Intercept is struggling both to deliver their "new" features, but also struggling with a billion issues that are plain regressions compared to KSP 1, despite being exactly the same feature as in KSP 1.īut to give an answer to your question, they branded KSP 2 as a whole new game instead of a big update to KSP 1 because :ġ. They just copypasted them, refactored them according to their "architecture cleaning pass" (MVC pattern, json serialization.) and started building upon that with the false sense that they could always do more fundamental refactors latter thanks to a perceived, but actually nonexistent isolation between subsystems, meaning that every time they had to change something in a core subsystem due to unanticipated requirements higher up, this had cascading side effects everywhere else (and by this I mean cascading bugs). On top of that, they clearly didn't take the time (and clearly didn't communicate at all with the KSP 1 team) to analyze what were the actual strong and weak points of the KSP 1 subsystems implementations. What likely happened is that they started working toward the KSP 2 "new" features in isolation, only to repeatedly hit roadblocks when trying to merge them in the actual game, leading to a state of permanent codebase instability. This likely fell apart totally because KSP is a game that involve highly specialized, highly complex software engineering solutions everywhere, and to some extent, it's a game where the design (in terms of features) is highly driven by technical feasibility and limitations. This is very apparent when comparing the KSP 1 and KSP 2 codebases. It seems that their plan was to refactor KSP 1 with a modular and flexible MVC pattern, which in theory mean they could start by copypasting everything from KSP 1 and incrementally refactor what didn't work well or wasn't adequate given the KSP 2 design requirements. Unfortunately, they totally failed to estimate correctly the magnitude of that task. The reason why KSP 1 couldn't evolve anymore is mainly just that it was at a point in terms of technical debt where pushing ambitious new features would have required exactly what KSP 2 is doing, a deep refactor of the codebase to get ride of the accumulated legacy code, and would have entirely broken backward compatibility with existing saves/crafts, and with the whole modding ecosystem (which is the one of the primary reason why KSP 1 was still relevant). There are very few cases where they actually started from a blank design, and most of them are relatively minor. In nearly every aspect, be it graphic/art/code/features, they took the KSP 1 assets and source and gave it a facelift/refactor pass. They didn't make KSP 2 "from scratch" (despite what they are saying, it's a plain lie), it's actually a (big) refactor/update of KSP 1. But was there really a need to make that sequel ? What do you think ? I love KSP, and I trust the devs on what they're doing. From what I see, content and framerate wise, it's just like we got teleported back in 2013-2015 (and damn do I feel old).Īgain I don't wanna bash the game and what they've done. But it just looks like a huge waste of time and funds to make a new game from "scratch" instead of expanding on what they currently have. Was the Unity engine blocking them from improving the game further, was there any kind of greediness that made them think "We should release a sequel !", or perhaps entirely different reasons ?ĭon't mind me,KSP2 looks great, procedural parts are a great addition too, and what the devs promised looks even more interesting. I love KSP, and I have over 1500 hours on it easy.īut I can't stop myself thinking, what was the point behind making KSP2 ? Why haven't they decided to keep upgrading KSP, much like other indie devs do (For example BeamNG, or Euro Truck Simulator 2) ? Not here to bash the game, far from that. Send us a message with proof, and we'll give you some flair to show it! Disable header animation Enable header animation Δ | Support/bug reports | KerbalAcademy | ConsoleKSP Last contest's winner: forteefly1998! Have you developed a mod? See this page for more infoĬommunity Teamspeak Server ![]() ![]() Refrain from submitting images that involve real life space disasters that resulted in loss of lifeĭon't post/discuss mirrors or torrents of any version of KSP See the discussion on misc posts for more info No posts unrelated to KSP or memes and image macros. Please remain kind and civil at all times ![]()
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