Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There's already a good start on one available in the demo, check it out.
Not every ship will be that big, we'll have ships of various shapes and sizes, and furthermore once the core systems are polished, making new ships is literally just modelling work, because those completed systems can just be dragged onto the new vessels.
Filling the galaxy with actual engaging content is of course our biggest challenge, and we'll be building a team that's dedicated to that task. We'll also be engaging with various sci-fi authors (such as Drew Wagar), who will "own" entire sectors of the galaxy.
The gaps will be filled in procedurally, and for that we need massive data and asset pools to ensure ongoing uniqueness. Again, we'll be building a team dedicated to that task.
Not to mention, I'm a rather vivid Elite Dangerous player which you could consider a bit of a competitor: it also features a 1:1 galaxy which you can explore though it focusses more on realism thus... there isn't all that much to do out there; it's mostly about taking in the amazing sights and earning credits to get better ships.
My point being: that company went through the same process: it started as a kickstarter and eventually did become what was intended but it took 'm almost 10 years and even now they have tons of plans but ... there's only so much they can do.
Just for contexts sake: E.D. doesn't feature ship interiors, doesn't have crew members (not as you see here), and it's mostly focussed on, well, you flying your ship through space in a somewhat realistic'ish way (sometimes getting to places can take up to an hour).
So with all that in mind.... you're completely right that this IS highly ambitious. With all due respect: one demo doesn't make a full game.
Even so, I'm definitely keeping my eye on this. Because as you said yourself, the project looks amazing and very impressive too. No question about it. But history does show us that a little skepticism sometimes isn't a bad idea. Really hoping to be proven wrong here.
Maybe the art asset person has plenty of time to do that level of detail while the rest of the game is being built. I'm sure they've considered the workload.
As for the technical aspect of programming any mechanics related to welds and bolt and what have you, you only need to develop the governing system once and just apply it where you want, right?
Besides, I bet you'd be willing to put wave after wave of your men at their disposal, right?
Any vessel that can go as fast as these do, especially in system (who knows if a warp bubble would prevent the crew from feeling inertia) especially so quickly, would have to have an inertial dampening system or everyone would get splattered against the walls.
Under current design, the FTL tech being used for the Magellan is based on Alcubierre Drive theories. While engaged, the interior of the Alcubierre bubble does not experience inertial forces. The Artificial Gravity system is a variant of this technology and generates a bubble of gravity, with the field coils for this system being located in the superstructure of the hull along the bottom of the ship. Under sublight propulsion inertial forces will be counteracted by vectoring the field generated by the field coils to an extent. There is a limit to how much the gravity field can be vectored and inertial effects will still occur if they exceed the capability of the system to counter them.