KSP2 Developer Interview Reveals New Team Structure, Performance Gains and Many More Details
After Kerbal Space Program “For Science!“ was revealed, I had a chance to sit down with the game’s creative director, Nate Simpson. We had a detailed discussion about development process, why the game didn’t work as well as it should at the beginning of Early Access and what to expect going forward.
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0:00 What you can expect
1:32 Interview starts
1:55 “For Science!“ in December. When exactly?
2:25 Did you expect the fan disappointment?
3:59 How the team structure has changed
6:38 Arriving at better estimates in development
8:22 How are problems from KSP1 still in KSP2?
10:57 Is there really no KSP1 code in KSP2?
13:31 How does the Unity payment model impact KSP2?
14:32 Will Colonies and Interstellar take as long as Science?
15:50 What’s the work ratio between bugfixing and new features?
16:55 How large is the team, really?
19:13 Does “For Science!“ already include the new CBT terrain system?
20:44 What is multicore support going to22:28 mean for performance?
22:28 More details on team setup and Nate’s influence
24:41 Will the publisher pull the plug on KSP2 because of negative reviews?
#ksp2 #kerbalspaceprogram2 #interview
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Here you can find weird and funny videos about Kerbal Space Program and other video games. In general, if you like space, space ships, space stations or any space related video game, this channel is the right place to be!
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