Space Engineers 2 Pre-Launch Event

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0:00:10-0:16:50 Vision behind Space Engineers 2 (Marek Rosa, CEO)
0:16:50-0:24:26 VRAGE3 (Jan Hloušek, Technical Director)
0:24:28-0:37:32 VRAGE3 - Render (Tomas Drinovsky, VRAGE Render Frontend Deputy Lead)
0:37:32-0:52:20 Crafting Planets for Space Engineers 2 (Natiq Aghayev, Art Lead)
0:52:20-0:59:34 Water in Space Engineers 2 (Petr Minarik, Water Dev Lead)
0:59:34-1:08:03 Space Engineers 1 insights (Vladislav Polgar, COO)
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The amount of transparency you guys are giving is simply outstanding, cant wait to Vertical Slice 2!

tyser
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In spite of all these features, I'm positive most of my designs will still strongly resemble a brick.

Tsathogguah
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You guys are amazing, keep doing exactly what you are doing. You rock <3 10x the everything is the way

SHIFTY
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I really enjoy and love the "behind the scenes" development details being given here. Gamers, especially in Sci-fi and Simulation genres, always ask for more transparency from developers. This is doubly true for early access titles. This is definitely a solid benchmark for providing details and transparency. "Here's how were making, here's how it is supposed to function, etc"
Love it! Thanks for the presentation!

Flamezizz
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Keep up the good work, thanks to everyone working on this (and also on the first space engineers game) for your passion and dedication. Take your time cooking, we'll be there once the game is ready :)

Max-jqqz
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Holy cow, that water simulation is absolutely insane. I can't even imagine the kind of thought that went into the code architecture. This is genial.

andersonklein
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I loved Space Engineers 1 when came out almost 12 years ago in his first versions. For years I could only play on a laptop that barely reached 24 fps with everything on low when just starting a world. It wasn't until about 2-3 years ago that I was able to experience a decent PC. And yet, I had already invested more than 2000 hours in the game, in fact I bought my first PC with the sole purpose of being able to play Space 1 properly. And I'm loving all this development, progress, expectation, etc. With SE2 ❤

El_Novita
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I purchased a pc just for this game 🙏 (former Xbox player)

lucky_overdrive
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if only take two did this with ksp 2....

thank you guys for actually making good games

scandalingmusic
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Everything looking god for the future of the game, and i like that you give us info abaout what you are both planning and what you doing to the game, im fel very hoppful for the game...

kristertrygg
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Please keep it up and never change, at least don't change the core!!

cmdt.brezonte
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when will cut 1.1 be released?, was supposed to come out today wasn't it?

Kirill-tb
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I always felt Minecraft balanced freedom and objective perfectly. I never would beat the ender dragon, but the idea that I would one day get there kept me playing and is also about when the game took off.

X-CRYR
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my only question is, when will conveyors be added to the game, hard to build a ship than cut them up later to add conveyors

calebsifferath
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So the water is just spreads around like in minecraft, without decreasing its level in the source?

Kiridan.
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do we know if the atmosphere is going to be able to produce draft on our ships so we can create planes and have some aerodynamics going on?

tyser
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i just want to have an wonderfull question about tesellations: are we gonna able at some point to adjust it?

snowfuca
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here for the se1 update. thank you for PvEvP. i think rifle arenas in safezones would increase player base and be good for rp?
p.s shields please 🖖(maybe prototech)

sbristow
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2:46 It really depends where SE2 goes from here. For me SE1 struggled with having a very engaging, action rich, short, story driven campaign and then just a sandbox with no objectives. Took me a while to grok that. I'm curious what the new "clear objectives" would be, and whether that's single-player only or also multi-player.

3:31 Couple of hours is not a measure for a game like this I'm afraid. 😄 But if this hints at a single-player campaign that you finish and then uninstall the game if you aren't interested in sandbox building, that's a surprising and interesting direction.

3:37 Productivity applications like Blender don't shine with intuitiveness. I am looking forward to how the balance is being struck between being able to get stuff done quickly mastering 100 hotkeys and being intuitive to use for newcomers.

3:43 The 25cm grid is much better, but it also comes with a gotcha. Since all large blocks are still multiples of 2.5m, they create an effective alignment size of 2.5m, but when we try to build a passage out of 2 wall pieces, a floor and a ceiling - due to their thickness of 25cm - we end up with passages being either 3m wide, 2.5m high or the other way around. So they fall out of alignment with that 2.5m large grid. SE1 had enclosed passage blocks (2.5m cube) for that purpose.

Really looking forward to the planet rendering and the NPCs interactions! The destruction effect is also super cool. You can literally shoot off pieces of a block.

19:05 I see some planes there. So they must have played with aerodynamics.

21:33 And now you know how to simulate fluids on a planetary scale that players can scoop up and distribute in the universe on a multi-player server? That shall be interesting. I still don't believe we are at the technological level in 2025 to make it work, haha.

Very interesting presentation. Thx!

mleise
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any chance we get automation without knowing C# or mods ? I don't want to download gazillion mods to make my airlock door working

eterniumsoul