Functional blocks first
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I have over 1000 hrs playing SE1, which I love.
As a whole, your core game is coming along beautifully. The graphics are premium and I am really looking forward to water implimentation.
Build from backpack is nice, but should be limited to one or two building materials.
In my opion, however, I think it is more important to your core players (and the core gameplay) if functional blocks were implimented before the contract / sector development. Hinges, rotors, pistons and merge blocks are what made SE1 so good. Without that functionality, what are we engineering?
Disclamer: I know noting about making games,
I like this feedback
This ties in well with my suggestion of giving us engineering challenges to overcome. SE1 was meh already because there was no "Engineering" in a game calling itself "Space Engineers", there was no reason to do or make anything, nothing to manage no long term goals/problems to solve. Engineering is about problem solving and using our creativity to accomplish this.
I don't get why Keen doesn't focus on the engineering part of their games whatsoever...
This ties in well with my suggestion of giving us engineering challenges to overcome. SE1 was meh already because there was no "Engineering" in a game calling itself "Space Engineers", there was no reason to do or make anything, nothing to manage no long term goals/problems to solve. Engineering is about problem solving and using our creativity to accomplish this.
I don't get why Keen doesn't focus on the engineering part of their games whatsoever...
My grids don't behave right when connected through landing gears, maybe fix that before introducing subgrids
My grids don't behave right when connected through landing gears, maybe fix that before introducing subgrids
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