Space Engineers
17.01.2016 14:45, Marcel Kleffmann

Was planen die Entwickler für die Zukunft?

Nahezu alle notwendigen Elemente sind mittlerweile in Space Engineers (ab 10,19€ bei GP_logo_black_rgb kaufen) enthalten, trotzdem würde es noch viel zu tun geben, erklärte Marek Rosa (CEO, CTO & Founder von Keen Software House) in einem ausführlichen Blog-Beitrag . Abgesehen davon, dass er es sich vor zwei Jahren nicht vorstellen konnte, Planeten zu dem Spiel hinzufügen, sollen demnächst hauptsächlich Verbesserungen am Mehrspieler-Modus vorgenommen werden. Es soll nicht nur darum gehen, den Netzwerkcode zu verbessern und Lags zu reduzieren, sondern ebenfalls die Spiellogik und die im Hintergrund laufenden Berechnungen zu optimieren. Zugleich würden Feintuning und Bugfixing anstehen und viel Zeit in Anspruch nehmen.

SE roadmap

  • Multiplayer - polishing, checking design, lag, compensation<
  • Fix all sounds, 3D, arcade / realistic (ask programmers and our sound designer to make a list of all sounds used in the game and then have someone test them all – so that we don’t miss anything)
  • Voxels: data cell cache, storage, optimization, profiling voxel runtime
  • Render fixes (Ambient, environment map / lighting / reflections), occlusion query, ambient + backlight
  • Occlusion culling - blocks / voxels (speed up the rendering)
  • Disable object highlight on LCD screens (it’s annoying)
  • Optimization and fixing the loading screen, and checking if there are worlds that take forever to load while not properly informing the player
    • Fix loading screen issues (e.g. the wheel gets stuck at the end and I can hear the in-game sounds)
  • Red message box – make the background texture less transparent; it’s hard to read text on it
  • Conveyor system optimization
  • Drilling / mining optimization
  • New animation system / cashing  (speed optimization) / other optimizations
    • Fix ugly animations
    • Add new animations – e.g. holding a weapon
    • Walking over small obstacles doesn't work - the player has to jump over them
    • Jumping and holding the forward-movement key doesn't result in a forward jump, and this doesn't feel right
  • Shooting and weapons
    • A few more new weapons
    • We need much better animations, holding weapons, ammo reload
    • In general, we need a basic FPS experience
  • "saving please wait" - hide this overlay text and do saving asynchronously without bothering the player
  • Why does the game auto-save in multiplayer when I am the client and manual save isn't available?
  • Remembering removed trees on planets
  • Nvidia GameWorks – consider HBAO + Antialiasing (speed up)
  • SE Indication of hydrogen fuel
  • Spectator flash light / night vision
  • Object highlight – outline – finish – also in ME
  • Finish support for scenarios, mission scripts and sub-missions (will need for tutorials)
    • Better support for gradual tutorials (story-based tutorials), submissions
  • Finish building from cockpit
  • Rethink the way of respawning, respawn ships, landing ships, and rethink "mobile tools" (manual assembler – so player can respawn without a ship and still be able to start building)
  • Rag-doll + IK, bullet impact, falling, four legged...
  • Official persistent servers
  • Automated tests for our testers + buy dedicated computers where the game will run 24x7
  • Redo the GUI framework (this doesn’t mean changing graphics; it only means the underlying tech which has become very cluttered over time)
  • Game logic optimizations + oxygen (mostly for MP) + oxygen sensor
  • Add voxel material in survival
  • Improve tutorials
    • Reduce the usage of text panels, deliver the info to the player via context-sensitive screen hints
    • When I launch the first interactive tutorial, I see two things that I shouldn't see – the respawn screen and "you have been accepted to faction"
    • Quickstart will be our interactive tutorial, with minimum text, HUD sub-mission navigation. Its purpose will be to engage the player and not to explain everything that happens in the game.
    • After we add this new tutorial, remove the video tutorial message box
  • Development of Xbox One version

VRAGE / both games (Space Engineers & Medieval Engineers)
  • Add/build new blocks/grids – finish the redesign – static, dynamic; small, large; creative, survival, construction sites
  • Multiplayer server optimizations (read the second paragraph under the Space Engineers roadmap section for a more detailed analysis)
  • Falling in 1g (especially in SE) doesn’t feel like 1g – the falling is way too slow; this was caused by changes in physics due to the Moon gravity, but the result is not good (yes, we want higher jumps on the Moon but we also want “normal” jumps/falling on Earth)
  • Finish transition to PBR (physically based rendering) and DX11, all models and textures needs to be checked
  • Redesign and simplify the key and mouse controls and GUI, check F1 help screen, left and right mouse click - try to do things with as few keys as possible by adding context-sensitive commands, get it to a stage when we don’t need to show 5-7 lines of default screen hints
  • Fix the 3rd person aim-point; first-person is ok
  • First-person movement and camera – the experience needs to improve, since now it feels all wrong
  • When pressing ESC while playing single-player (menu screen), the game doesn’t pause (and that’s just weird)
  • Proper sound when the character is running on armour blocks – players don't hear metallic steps
    • need to check all sounds in both games
  • Faster executable loading - when I installed the game on a new computer and launched it from Steam, I could only see a black screen and game mouse cursor and listen to game music for about 15 seconds; I don't understand what the game is doing during this time before the main menu – trying to upset me?
  • Particles fix
    • Consider Nvidia Gameworks / GPU particle
    • Editor
    • Rendering, especially DX11
    • Fix individual particles in each game and keep the low number of billboards and pixel overdraw
    • Programmer – make a list of all particle effects in the game
    • Artist – make a list of all particle effects in the game
    • Then match these lists, so there’s no unfixed particle, and we’re not fixing a particle that’s not used in the game
  • Faster world loading
    • Cache assets that don't change between worlds – when the game needs a voxel texture in one world and I exit to the main menu and load a new world, this texture can stay in memory - and the same applies for hundreds of other assets
    • In the main menu, the game should pre-load the most used assets, so that when a player loads a world, most of it is already loaded
    • Streaming assets, but make sure this won't break the game (lags, crashes, delays) when something suddenly jumps to the player (jump drive, spawned object, etc.)
    • Or if pre-loading isn’t a good option, then at least load assets asynchronously so the game doesn’t lag for a few hundred milliseconds every time new assets are needed
  • Refactor code (e.g. cube builder) – for two years we have been adding new blocks to this class, and it’s time for some spring cleaning
  • ME + SE player skills
  • In-game server admin tools (with GUI) – take the best from Midspace’s SE Toolbox and Tyrsis’ Server Extender; assume players want to become space masters
  • Main menu redesign
    • Think about how we can simplify it
    • Workshop button – move it somewhere else (e.g. Load), because it shows only world workshop items and not the entire workshop (blueprints, 3D models, etc)
  • Blueprints – simplify the user interface and GUI
  • Economy model (very simple)
  • Camera shake (e.g. when near explosion, when hit by a larger object, when shooting, etc)
  • Analyse the player stats and see where people get stuck, where they have problems, if tutorials are actually helping them or not, what changes in game design can prolong their game time (by making the game more intuitive and better)

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