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KSP2 Redux


Majorjim!

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I would like to say for anyone who may see this that we (we as in the person who made the trailer: me) fully did not represent what Redux actually is or what it will bring (some people thought it was a modpack, were mad they didn't get to actually see the features, etc.)

We are now working on a more technical devlog/trailer to actually explain in depth what this project is and what we hope to bring to the game.

I would also like to point out from this trailer's clips that some of them unfortunately downgraded in the file transfer that I needed to do, and some clips may be extremely choppy. From what I can remember though, for every clip I recorded, I received roughly 70-90FPS consistently.

Hope that clears up some questions!

Edited by NexusHelium
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Wouldn't it be better to put this effort into something like KSA which will at least have a proper modding API and a dev team that actually cares about the game? This project just feels like trying to bring back ksp2 from the death long after it decomposed

Edited by KerbolExplorer
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2 minutes ago, KerbolExplorer said:

Wouldn't it be better to put this effort into something like KSA which will at least have a proper modding API and a dev team that actually cares about the game? This project just feels like trying to bring back ksp2 from the death long after it decomposed

Technically yes, but KSA is not released yet, and KSP2 is the game we noticed first :) 

Also that's not really our goal. We're not so much trying to bring back the game so much as we are trying to improve the experience of those that already have it. I personally would still not recommend buying KSP2 and giving money to the owners, but those who have it might as well have a chance to get their money's worth, right?

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4 minutes ago, NexusHelium said:

Technically yes, but KSA is not released yet, and KSP2 is the game we noticed first :) 

Also that's not really our goal. We're not so much trying to bring back the game so much as we are trying to improve the experience of those that already have it. I personally would still not recommend buying KSP2 and giving money to the owners, but those who have it might as well have a chance to get their money's worth, right?

What is your timescale for this work? 

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11 minutes ago, Majorjim! said:

What is your timescale for this work? 

If by that you mean how long we've been working on it, then a couple months, but if you mean when we plan to make the first release then hopefully sometime within the next few months. We don't want to set a concrete deadline yet until we have something worth releasing that will be received positively, but with how much progress we've made towards that first goal I'd say a 2025 release date is a good estimation.

But above all that I highly recommend to everyone to keep expectations low for now until we actually get a solid mod out to you guys. Overhype can cause a lot of problems for both the developers and the fans down the road.

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Hope their legal side is pristine. Having this up gives Haveli another reason to not touch the game... or to stamp them out if they feel like continuing KSP2. Heck, if the mod is actually good it's gonna be even more trouble.

This is not the correct course of action... specially considering the EULA remaining the same after the transition.

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2 hours ago, NexusHelium said:

We are now working on a more technical devlog/trailer to actually explain in depth what this project is and what we hope to bring to the game.

I strongly recommend that you do not do this.

Based on this trailer alone I see a lot of hype trying to be manufactured with very little content. In other words, promises not yet realized. This seems eerily familiar to KSP2's doomed marketing strategy. Additional trailers, devlogs, leaks, etc will only reinforce that comparison. The main questions I have are:

- What do you hope to achieve by sharing these trailers?

- What % of content do you plan to share that is completed (fully implemented into the game)? What % of content do you plan to share that is not completed?

The community has already been through nearly six years of over the top marketing for something that never happened - why repeat this? Why spend time doing this over working on the content of the project itself? I feel it would be much better (in terms of reception) to avoid these similar practices at all costs. Either promote your project once it is complete and/or provide access for community feedback. Most successful KSP modders follow this practice (think Nertea, LinuxGuru, or GamesLinx).

tldr: Don't waste time on fanfare. Distance yourself as a copycat of KSP2's doomed marketing and development strategy.

 

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3 minutes ago, RileyHef said:

- What % of content do you plan to share that is completed (fully implemented into the game)? What % of content do you plan to share that is not completed?

Only what we have. Honestly the trailer not showing off stuff is simply because there's not a lot of the juicy stuff someone would come to expect from a mod to show off in a flashy announcement trailer. That part is completely on me (and my past work experience in marketing haha)

Most of it is our  under the hood stuff like the performance gains, bug fixes, and modding tools we've implemented thus far. We have stuff I just didn't have the tools or clips at the time to share it in the trailer, but hopefully we can provide a closer look at Redux soon.

But I do agree with you. Another main goal is to curb expectations a little bit, and I'm kind of notoriously bad at that over in the team's inner workings. In my opinion however, it would be smart to share with you guys a well written out thing showcasing what we have, and what to expect. That way you both know what Redux is, what it plans to be, and what you'll get starting off.

A main personal goal for me and I would imagine a grand majority of the team is to be as transparent as possible when it comes to making this thing.

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3 hours ago, NexusHelium said:

Only what we have. Honestly the trailer not showing off stuff is simply because there's not a lot of the juicy stuff someone would come to expect from a mod to show off in a flashy announcement trailer. That part is completely on me (and my past work experience in marketing haha)

Most of it is our  under the hood stuff like the performance gains, bug fixes, and modding tools we've implemented thus far. We have stuff I just didn't have the tools or clips at the time to share it in the trailer, but hopefully we can provide a closer look at Redux soon.

But I do agree with you. Another main goal is to curb expectations a little bit, and I'm kind of notoriously bad at that over in the team's inner workings. In my opinion however, it would be smart to share with you guys a well written out thing showcasing what we have, and what to expect. That way you both know what Redux is, what it plans to be, and what you'll get starting off.

A main personal goal for me and I would imagine a grand majority of the team is to be as transparent as possible when it comes to making this thing.

I wish you the best. I dripped out of the discord a while back because there was no chat in months. 

Is development have an open portal that public might view ideas and discuss things?

I primarily use discord to manage my D&D group and a server I host. I know alot of people younger than myself LOVE the thing.

I honestly expected a bit more shade and general negativity to be tossed your way. I applaud your effort to continue to improve something you love.

I had a discussion that I think captured the sentiment that this effort was founded upon..

We were lamenting what KSP2 might have been without scope creep. If it were approached more like a KSP1 remaster plus.

With the mods that are available and how repo hand offs have went.. I can almost see the Title

kSP continued

Watch out for legal and do not get to hurt if you have enjoy it from a small circle and word of mouth dissemination.

I think it equally likey thay anything that is well done.. would be incorporated under the MIT with appreciation.

I imagine the modders are more familiar with the game than new owners and think it highly unlikely they would ever continue the project.

Go do You. (I may even reinstall the game one day)

Edited by Fizzlebop Smith
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1 hour ago, KerbolExplorer said:

 

By the way one of the devs of this project has said over on reddit that the footage for the trailer is without the mod. Make of that what you will.

 

Couple clips were. But some of them yeah I didn’t have the time to set up the dev build. A lot of this trailer was unfortunately made on a crunch (no actual rush on my part it was essentially completely my decision to decide to release it on the 24th) due to some personal issues that came up :( 

Edited by NexusHelium
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4 hours ago, RileyHef said:

I strongly recommend that you do not do this.

Based on this trailer alone I see a lot of hype trying to be manufactured with very little content. In other words, promises not yet realized. This seems eerily familiar to KSP2's doomed marketing strategy. Additional trailers, devlogs, leaks, etc will only reinforce that comparison. The main questions I have are:

- What do you hope to achieve by sharing these trailers?

- What % of content do you plan to share that is completed (fully implemented into the game)? What % of content do you plan to share that is not completed?

The community has already been through nearly six years of over the top marketing for something that never happened - why repeat this? Why spend time doing this over working on the content of the project itself? I feel it would be much better (in terms of reception) to avoid these similar practices at all costs. Either promote your project once it is complete and/or provide access for community feedback. Most successful KSP modders follow this practice (think Nertea, LinuxGuru, or GamesLinx).

tldr: Don't waste time on fanfare. Distance yourself as a copycat of KSP2's doomed marketing and development strategy.

 

Honestly it's not as much about "generating hype" as it is to let people know the project exists, because we've seen multiple other people mention that they're trying to start similar projects, and rather than have 5 different revival projects scattered all around the place, we'd rather concentrate the efforts - that was the main reason I was advocating for announcing it before we make the first release. The trailer was a one-time thing, just to get people's attention, but it's been just a tiny part of the work that's already been put into the project (on the scale of a couple of days at most, while work on Redux has been going on in some form since November). We do want to post occasional dev updates, but more so just to let people know what we're working on so we can discuss it with the community.

About your other question, we're definitely not planning to only release this when it's "completed", that would probably mean waiting for years and having even the last remaining bits of interest in the game completely gone in the meantime. The release schedule is going to be closer to the original development - we will be releasing small updates first (something like a "0.2.3" patch, and so on) with no big flashy features, instead focusing on the core of the game - improving performance, fixing bugs, actual modding support - and these are all areas where we already have some very tangible results. Then, the first big milestone will be colonies ("0.3.0"), and so on. It's a lot of incremental work and it's likely going to be a very long run, not a one-and-done thing. And about community feedback - for now there are dedicated forum channels for suggestions and bug reports on the KSP2 modding Discord, and we're also planning to make a public GitHub repository for public releases and an issue board to report bugs there.

As for legal concerns, we're being very careful not to break any laws, Redux will be provided as a binary patch installer, which requires the user to own the base game, and it will only apply our modifications to their existing game.

For more info see the Redux thread:

 

Edited by munix
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38 minutes ago, munix said:

Honestly it's not as much about "generating hype" as it is to let people know the project exists, because we've seen multiple other people mention that they're trying to start similar projects, and rather than have 5 different revival projects scattered all around the place, we'd rather concentrate the efforts - that was the main reason I was advocating for announcing it before we make the first release. The trailer was a one-time thing, just to get people's attention, but it's been just a tiny part of the work that's already been put into the project (on the scale of a couple of days at most, while work on Redux has been going on in some form since November). We do want to post occasional dev updates, but more so just to let people know what we're working on so we can discuss it with the community.

About your other question, we're definitely not planning to only release this when it's "completed", that would probably mean waiting for years and having even the last remaining bits of interest in the game completely gone in the meantime. The release schedule is going to be closer to the original development - we will be releasing small updates first (something like a "0.2.3" patch, and so on) with no big flashy features, instead focusing on the core of the game - improving performance, fixing bugs, actual modding support - and these are all areas where we already have some very tangible results. Then, the first big milestone will be colonies ("0.3.0"), and so on. It's a lot of incremental work and it's likely going to be a very long run, not a one-and-done thing. And about community feedback - for now there are dedicated forum channels for suggestions and bug reports on the KSP2 modding Discord, and we're also planning to make a public GitHub repository for public releases and an issue board to report bugs there.

As for legal concerns, we're being very careful not to break any laws, Redux will be provided as a binary patch installer, which requires the user to own the base game, and it will only apply our modifications to their existing game.

For more info see the Redux thread:

The words of someone who has gotten more sleep than I have these past few days.

Edited by NexusHelium
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4 hours ago, Fizzlebop Smith said:

I dripped out of the discord a while back because there was no chat in months. 

I did the same thing.  Nothing was happening so I left.

I actually made a decent attempt to learn Unreal to see if I could do anything myself.  I'm a code jockey by day, and this is such a massive undertaking that if you aren't getting paid, it isn't worth it.

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4 minutes ago, Tony Tony Chopper said:

I hope this is somewhat usable in Linux? Would want to try that out.

as long as you can run the game on Wine/Proton, then Redux should most likely work as well

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