Yaar Podshipnik
Arcane
- Joined
- Jan 9, 2011
- Messages
- 2,852
You don't need keostationary sats for comms network...
You don't need keostationary sats for comms network...
Damn sure I'm butthurt. Fuckers could have made money without being shitslurpers.
At its core the Mission Builder takes its inspiration from Visual Scripting methodology. Using the Mission Builder, players will lay out their missions graphically rather than using a system where they type out lines of code. This of course makes the system accessible to a wider section of the community and of course means more awesome content for all!
As mentioned, each Mission will comprise of Objectives (nodes), but there will also be other types of Nodes that can be placed down to flesh out and expand your mission. One of these other Nodes types are what we are calling Constraint Nodes. Constraint Nodes will provide rules for players of your Missions. Things like Must use or Can’t use part x, or Complete this Objective in under x Days (in Game Time). There are many more of these, and we’re working hard on generating a big list for you guys to use - as usual we will share more of these with you all in the coming weeks.
Kerbal Space Program bought by Rockstar parent company Take-Two
Kerbal Space Program has been snapped up by Take-Two, the parent company behind Rockstar's Grand Theft Auto series and 2K's BioShock and Borderlands.
The popular indie spaceflight sim first launched way back in 2011 and has been growing ever since - both in terms of features and popularity.
Console versions for PlayStation 4 and Xbox One arrived last year.
Kerbal developer Squad announced the game's purchase today via a new blog post, in which the team assured fans that the game's upcoming content schedule would not be disrupted.
The full statement is below:
Hello everyone,
We have very exciting news to share with the KSP community today: Take-Two Interactive has purchased Kerbal Space Program. The important thing to know is that this big news doesn't change much for the KSP community. Squad and the current development team is still here and we're hard at work on KSP and its future updates, but now we are fortunate enough to do so with the help of an experienced publisher like Take-Two, and we couldn't be more excited and happy to see where our conjoint collaboration will take KSP forward.
Right now, we're still focused on the Kerbal Space Program: Making History Expansion and we'll continue to keep you updated on our progress. And yes, we're keeping our promise of free DLC for everyone who purchased KSP through April 2013! We're continuing to work closely with Blitworks on the updated version of KSP for consoles, which will be available on the Xbox and PSN digital stores when it is complete. This will be a free update for anyone who already owns KSP on Xbox or PS4. We can't wait for you to play what we've been working on in the coming months!
This is a very exciting time for KSP and the Community, and we hope you're as thrilled as we are. The team at Take-Two are big fans of KSP, who have been persistently knocking on our door trying to work with us for a long time. They share your passion for the game and we're really eager to see what Squad and Take-Two can do together for Kerbal Space Program moving forward!
Happy launchings! The KSP Development Team
Today's news comes just a week after it was revealed that some former Squad staff members had left and joined Half-Life creator Valve to work on an unannounced project.
Rich Cobbett deemed KSP "an essential sandbox for anyone with an interest in space, rocketry, or explosions" in Eurogamer's Kerbal Space Program review.
My take is that after all the competent developers left, Squad decided it was the last chance to sell a popular franchise to a big publisher.
Ah the 1,6-1,8kk steam owners niche games.KSP is niche.