[–] 2 points 2 months ago

They’ve officially labeled it pre-alpha.

Right now, it’s a basic simulator set in our solar system. They haven’t really added many gameplay elements yet: for example, they just added the ability of high g-forces/impact to destroy ships/cats (just disappear, no explosions, no incremental damage.) Fictional solar system, resources (money, xp/science, etc.), missions/objectives, etc. are still a ways off.

They’re currently testing a Steam-like game client that will allow game updates without manually reinstalling every time a new version is released, so I plan to at least wait for that.

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  • [–] 5 points 2 months ago

    Its past tech demo now, I'd call it alpha stage. They're still building features and systems and extending what is in the engine into actual gameplay.

    Similar to very early pre-steam KSP, but 100x as beautiful and 100x as performant. They are consciously avoiding several of the engine pitfalls KSP was known for and are using more modern techniques.

    Overall I'm really happy and excited. It's moving fast but also keeping quality fairly high.

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  • [–] 2 points 3 months ago (1 child)

    I'm so stoked for this game. I donated but haven't downloaded it yet. Any idea on how stable the Linux build is yet? I know in general KSA still isn't much of a game yet, so I was going to likely wait another year before giving it a go.

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  • [–] -1 points 7 months ago*

    That'd be totally unrelated to the engine. Regular physics engines don't handle that kind of stuff. They only handle collision. It's up to the studio to implement gravity, and it's they're decision on how that's done. There's no reason n-body physics couldn't be supported. It can be in KSP even. It's just significantly more calculations to perform, hurting performance, for a very insignificant (usually) effect. It's also much harder to play, teach, and learn. I would say a smart studio doesn't do n-body by default, but maybe create an option for it, though this requires a totally separate gravity implementation.

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  • [–] 5 points 8 months ago

    No idea, as I haven't used unreal engine, but considering how the concept of scenes and actors don't really make sense in a space game, at least on this scale, I think Rocketwerkz' approach of building from scratch is at least an understandable approach. Especially when performance comes into play.

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  • [–] [S] 4 points 8 months ago

    Alright, I've finally had some time playing with this. Works like a charm on linux mint 22.1 with an RTX 4070.

    Keycode input is properly recognized now, so no need to rebind anything for us dvorak users.

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  • [–] [S] 5 points 1 year ago* (last edited 1 year ago)

    Haven't had much chance to play around with it yet, but it seems to run fine on Linux Mint via Lutris with dotnet9 installed via WineTricks.

    Remapping keymap to fit a dvorak layout is a bit wonky, but it works.

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  • [–] 1 point 1 year ago* (last edited 1 year ago)

    Oh shit this is gonna be good, been watching this develop and its really looking awesome

    Love the technical side and would love to see more, and perhaps... If I dare mention... possibly sound?music even? Commentary would be dope 😎👍

    Entirely up to you guys just wanted to say it out online

    Keep kicking ass and all that jazz 🤔

    Edit: Just realizing you might not be officially related to the team so might be misdirecting that comment but thanks for posting mr/mrs space badass lol

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