The 3 main things I would want to see in a space engineers 2 would be 1: Larger celestial bodies 2: Procedurally generated and multiple star systems 3: Intelligent npc factions (like imagine if the random cargo ships actually had destinations, and factions had cities, bases, and territories they would defend)
@@tackytrooper I actually think it would be the easiest of the 3. You'd have set areas where a factions stations and bases would spawn, then have cargo ships and escorts fly and deliver resources between them. You could do something like hack into a transport log of the faction and see when something like when a uranium ship would fly in and where. Then you could plan to hijack it or loot it and of course you would have to fight off escorts.
@@JNJNRobin1337 Kind of. SE already has a reputation system. The factions would remember you attacked them and where, and after rebuilding or reclaiming an area, they could more heavily fortify it. It could be like a planet claimed by a faction and if you land on the planet (and you have bad reputation with them) they would send patrols to look for you and fight you. I'll admit I don't know anything and programming and game development, but it feels like it wouldn't be that hard to implement. I feel the hardest thing would be just designing the ships and bases for the faction.
The Vrage3 thing is crazy. Even with the current engine I struggle to make things beyond a brick with thrusters, and then they pull this on me. There are talented people out who are not me, who are going to create magic with that thing. I can't wait to see it, ... you know, whilst creating bricks with thrusters and perhaps slightly rounded corners.
Look, i'm the same, I'm terrible at building and I've made a whole RUclips channel despite that🤣. I just love building things, I don't really care what it looks like.
This is why good game design should encourage creativity through mechanics. Take Valheim's building system for example: you're naturally encouraged to build houses that look like traditional Viking dwellings through a combination of mechanics such as smoke inhalation, beds requiring nearby fires, rain damage, structural integrity, and workbench requirements. Once you've mastered these systems, you can truly begin pushing their limits. If ships in SE being aerodynamic actually had an effect, or if thrusters actually thrusted based off of center of mass, I'm sure your flying bricks would look very different.
Yes and no, I agree that careful game design can lead to better builds, but leaning too much in to realism can verry well have the opposite effect. Or even discourage more novice builders that don't have 10 years of experience of space ship construction in ksp and the natural understanding of those concepts. I'm not arguing to not consider aero, as that would improve design, but stuff like center of thrust to mass can limit the creations design possibilities. But as the game is designed right now it seems to lean more in to realistic thrusters (when it comes to actual thrust per engine ) instead of having smaller more futuristic power plants that generate many g's of Acceleration (wich I would love to exist in non moded base game and 1000m/s travel speeds but I have to live with mods then😅) @@ZarHakkar
Cant wait until Space Engineers 2 comes out. The current game is good. But after playing for 600+ hours. There is definitely a few things missing and a lot of stuff that could be improved.
Hearing about the blueprint importer is HUGE news for me, and was definitely on my top 5 things i wanted for the next space engineers game. My only concern is mods. There's so many ships with so many modded parts on them, imported them is going to be a liiiiiittle bit tricky...
They will find a way to make mod transplants as painless as humanely possible. They love the workshop and all the stuff on it. Out of all the devs I've seen they promote players creations and encourage them the most
This is why I never use modded blocks for ship design. I NEVER use custom block mods xD Only mods I use are those that impact the game in other ways, like spawning enemies, changing physics, etc. No new blocks, ever. Just gameplay edits.
You know what's crazy? It feels like not so long ago I was saying that one day, we'd be playing games with things like real-time water physics. I always felt like it was something that'd be decades out at least, but here we are. Live fluid physics are in games *right now*, we're just waiting for someone to make them run well enough to make the game function around them.
A few years ago when I was on my own game dev journey, I saw someone demoing a 'greedy subdividing grid' system where a larger cube would have a smaller cube fused to it, and the polys would be calculated in the background and what would come out is a new object with the same points of the two cubes, but the larger side where the small one was fused was subdivided into the least required faces, AND maintained UV coordinates for textures. My first thought was "this smells like a Space Engineers upgrade", and it looks like that's what they're doing. The upgrade of proper collision detection with the angled blocks is amazing as well, and frankly, expected for the next gen system. Now the main problem will be cat herding players away from infinite greebling.
@@Zer0sLegion and we realized that you would know that we would know how to find exact locations from images, that is why we instead used a Trojan horse.
They should definetly add an ocean planet, a frozen ice planet with an ocean under the ice and most importantly support for stuff going under water. Imagine hiding your base under the surface of the 2 planets I mentioned or having submarines.
@@TarisRedwing I would chill and be patient, this is early development stuff we aren't going to get any information relating to the gameplay for a while.
Finally, I hope to see in this game normal forests or even jungles, adequate animals, dangerous monsters like in Dead Space, sandworms like in Dune, etc.
@@litneg4does No Man's Sky let you build ships? Does No Man's Sky let you pilot a freighter like you can with starcraft? Does No Man's Sky have a Minecraft level building mechanic that gives you the freedom to build from scratch block by block? Last time i played it (which was actually last week) it sure as crap didn't
@@redacted2458 then play again because no man's sky let you build your ship by combining different parts, it let you pilot a freighter, has a high level building mechanic (not like minecraft but still, you can make an insane amount of detail in your base). Last time I played it (which was actually a week) it sure a scap did, and since quite a long time.
@@litneg4 let me stop you there, all freighters in NMS already have their own pilots and if anything the only part of the freighter the game lets you use freely are the warp drives and when i said "build ships", i meant completely changing the look of your ship, not upgrading ship parts and changing weapon loadouts, also no disrespect but i don't recall asking or talking about how pretty and or detailed you can build bases, i was just making a point (without mentioning) that just because sandworms and dense weather are in one game doesn't make them original or unique, i might even make a humoured bet that if there is alien life outside our solar system and there are habitable desert planets i almost guarantee you there will be sandworms on those planets
I'm pretty excited about the new lighting engine. SE has always looked gorgeous and having actual ray-traced lighting will make ship interior ambiance even better.
Before the last live stream I'd have said that SE2 would come in no less than 5 years, but how they worded things there also makes me think that what's coming is an early access of some form. Maybe not to SE, but more like a more open alpha test of the Vrage3 engine. They specifically said that big announcement before the end of the year, and that can't really be amything else based on past footage.. I don't think it will be a fully playable version of SE2 though.. Best case I'd say a very early alpha for a very limited people to look at and give feedback.
Yeah, I don't see it being fully playable SE. My money is on an official announcement of SE2, showing of a major feature that people really want or Roman Engineers😜
@@Zer0sLegion This is not the fist time I've heard of the roman engineers stuff, I personally doubt that, but where is that coming from? Medieval engineers didn't do well and was abandoned as far as I know. Even if there would be a market for it, everything they have shown so far supports a scifi thing, I've not seen a single thing that would points towards anything not scifi-themed.. I was wondering how vrage could be used for a fantasy themed game, but I haven't see any indication of that anywhere.. The roman armor in my dear friend Marek's background I think is nothing more than a collector's item he likes to have..
after seeing the unified grid system i was 100% convinced that space engineers 2 is coming but hearing that they will make it so that you can export se 1 blueprints is just more evidence.
Hopefully they support all their Engineering game ideas into one. Maybe a Civilization type game where we start as Medieval or less advanced, and then reach the space engineering as the end game. Just a thought. Or much simpler, we could just do all of that without a lengthy progression system.
I literally cannot wait to build submarines. Imagine leaving ur underwater base in ur nuclear sub to go fire missiles at enemies from concealed positions. Or another cool thought to ponder would be if like how there’s atmospheric specific and space specific thrusters now there’s water-specific thrusters and you can make vehicles that can escape dogfights by diving underwater knowing they don’t have the proper thrusters to follow you. Can’t wait for “where’s that air leak?” To become “Get to an escape pod before water fills up the room” it is going to make for such intense and enjoyable encounters
Something I hope they do with the voxel crash destruction is include particles to make crashes look more dramatic. Like a whole bunch of sand being kicked up and maybe even pushed up a bit around the wreck of the ship.
every time i get hyped for a game and it turns out to be “bad” i say to myself “i'm not getting hyped for games anymore” and then every time a game comes along i think to myself “I NEED THIS”.
My biggest disapointment so far was ksp2. It released very late and they knew about the problems within the code yet the studio was closed without notice and updates abandoned. Thanks take2.
I kept buying DLCs in a hope they would fund exactly this. NOT disappointed. This is EXACTLY what we wanted and exactly what we needed. New engine development, purpose built like this is extremely complicated and involved process. I am so glad they persisted.
One thing about the graphics I really don't like about the current Space Engineers is the atmosphere of the earthlike planet. It looks so low quality and unrealistic, and I am so glad it is getting an improvement in Vrage 3 and looks so much better
Dude, not being able to place blocks into the empty spaces of half blocks is one of my biggest struggles when it comes to building right now. That being changed would be such a massive upgrade!
I did saw few teasers of how pistons and rotors worked in Vrage 3. Basically they removed their wobbliness and made them much more reliable and less prone to going supernova. Also really hoping they bring some good gameplay elements into SE2, so it's not another sandbox where you just build a ship and forget about it.
@@thedaveed1I think I remember seeing somethjng like this too, was one of the physic engines videos, I recall the "phantom forces" being a part of it.
1- I would love early access to space engineers 2. 2- The easier building in survival would be amazing as i build almost all my ships in survival and rarely use blueprinting as i prefer to build my ships to my current needs and having to use the current system for building in survival is sometimes a hassle that restricts some ideas. 3- I wanna build boats really badly for some reason. In fact this brings back memories of trying to find a game to build the destinys bounty in. Your a awesome person if you know what thats from.
Hey man, if you want to build ships (and more) maybe you should look at 'From the depths' i didn't play much because it's pretty complicated, but maybe you can have some fun in it
One thing that I'm most hyped about is the blocks sharing the same space. Whenever I do decorations for my bases I dont like that I cant place scenery against one side of half blocks and windows. For example in my current base I have some inv half windows and I want to place some couches directly against one side and a catwalk on the other but can't without a gap being on one side or the other.
I really hope this "as easy as creative" survival building system won't get rid of welding. It's such a unique mechanic, and it really makes every little block feel like an achievement. I don't want another Minecraft-like one where you can build an entire base by hand in minutes; living in a cube made of unfinished metal frames for the first few hours until you can afford the steel plates to finish that is also fun.
I think the issue with welding is that you need to reach the block in order to weld it. It's realistic of course, but in a gameplay perspective in survival mode, it's just tedious to weld anything bigger than a corvette. With the compound blocks though, maybe we'll be able to create passages to access blocks buried deep inside the hull, therefore keeping the welding mechanic without making any build and repair work feel like a second job.
I imagine they might have Creative-esque mechanics in survival. Imagine being able to use the shaped placement tools to place a whole load of frames, and maybe incorporating Medieval Engineers' system to draw from nearby containers? Actually, maybe not the second one since you can build from a ship's cockpit, and have weld+grinding blocks, and thus have access to a ship's inventory for all of those things which fits a lot better thematically. It could be cool to have a 'planning mode' for projectors, letting you build holograms for free to plan stuff out before welding in to real blocks. That would be a good justification for having access to the full suite of Creative tools, from mass placement, to blueprinting, to even removing without grinding.
One thing that the unified grid and the rebamped bluprint could lead to is to big thrusters or crafting stations beeing made of smaller working parts,that would be awsome and the new modular destructavility of obgects gives me hope
I'm well over 2k hours into SE mostly doing faction pvp stuff, so I have to say I'm incredibly glad to hear we can hopefully port our grids over, here's hoping moving mods over isn't too hard either
something i find really fun about the new bp system is that ive experimented in game with making large, small grid blocks and saving them as blue prints to use later for building larger craft, glad to see thisll make that 100 times easier
I didn't know that they were making a new Space Engineers game and thought this was another update for the old game. Thank you for alerting me to its development.
I cannot wait. I cannot tell you how excited I am about this next newsletter. I can barely contain myself. I'm so extremely excited. As usual, I'm probably going to watch this video a couple of times because I just need to watch something that will slightly satisfy my desire for the newsletter. I mean even the lighting is going to be so much better there's so many things in in this video that we've needed for a very long time which i knew is not really possible in the current version in engine of the game
If there is an ocean on an earthlike planet in SE2, then the first thing I'm going to do is make the entire Pathos-2 facility from Soma. Along with the elevator that goes down to Tau and then the space gun that shoots a rocket payload from the bottom of the ocean into space.
This is absolutely mindblowing, the things they're doing now, the ambitious team developing this game engine have my utmost respect. If they ever confirm space engineers 2, it'd be the very first game i'd pre-order. Heck i'd even buy it for double the price. We can basically make custom blocks with that engine so i'm very much looking forward to it! Thanks for this very informative video man, keep up the good work!
Now, all I need is to see flora and fauna just to add to the space immersion and have cool pictures or videos, like picture this, a passive scene of a deer eating near a large lake surounded by trees, as breeze goes by Suddenly, from the middle of the lake, a bulge of water is shown as a ship resurfaces from within the water flying high above the trees as it prepares to take off to unknown horizons Also, it would make having a land vehicle more fun as both can add richness to the experience, call it the cherry on top from the already breathtaking scenery, and terrain generation
So long as the new engine doesn't render teeny-tiny voxel deformations as GIANT HIDEOUS HOLES when viewed from orbit, it'll be 14 out of 10 from me. KEEN, LET ME ACTUALLY HIDE MY BASE UNDERGROUND AND MY LIFE IS YOURS!
As an SE veteran I cannot express my excitement over the footage of the smaller blocks being rotated and changed in size onto the larger one in the first few seconds enough. Holy fk!!!
The VRAGE3 Engine just continues to get better and better. I'm really interested to see how the water optimization works with the water, especially rendering in farther distances
They did a whole stream about it ages ago. The basic gist is that water only needs to be processed when a change happens to it. Flowing water isn't actually changing so no processing needs to happens. So basically, it won't have a performance impact until we as the planet touch it.
@@Zer0sLegion I figured as much, but i'm curious about how rendering will work and physics, especially when in multiplayer. I assume only the top layer is physical, and is only rendered if being interacted with, otherwise it might be somthing like a generated animation or somthing of the like.
Very exciting to hear. I loved the concept of SE, but felt it was more of a tech demo than a game, with not much to do, and an engine that didnt like us making a lot of buildings, so we couldnt just go minecraft on it. But this? Now I can picture actually building like a city, or some huge vehicle, and actually enjoy it without the game freaking out so quickly. :P
My two big gripes with SE are that planet terrain is WAAAAAAY to big (it's like playing minecraft with the big globe mod, but worse) and survival building mechanics. If these are fixed in SE2, I might finally be able to return to the game!
There will be performance options, they've already said you can turn raytracing off. They've also said that the game will probably run better on lower end systems anyway with all the new technology added.
I'm guessing there'll be an option to turn it off, I'm certainly hoping Better yet, it won't be as graphics intense as it sounds, eben though that's probaby very mucho not the case
Bruh, this looks so good! This is what I was hoping for when they announced SE to begin with when I first started following them from Minerwars and they had shown off destructible environments. Each game they make add something new and great and I love it!
FACTION WARS AHHHH OMG: bro I cant wait!!! If they add factions to the game ( such as multiple si-fi races [multiple robots, synths, androids, humans, space marines, plague, mutants, monsters, spiders, variety of animals capable of hunting out a specified animal if there a carnivore, thus a food system, ) they should make it where certain factions are default enemies to each other.) if i missed any races reply to me and ill look them up and edit. EDIT: Lets say they don't add none of this (which is unlikely in my opinion). If the add multigrid projecting?..... its over. They were capable of pulling off a unified grid system right? Whats stopping them...
Oh my god, FINALLY! Two of the features I've been clamboring for since Medieval Engineers (RIP) is connecting small and large grids however you like and having 'overlapping' blocks.
I'm looking forward to crash landings in the new engine, especially forced water landings. The idea of losing a fight in orbit, falling to the earth (fighting to save the ship the whole way through), and then rushing to escape as the ship slowly sinks to the bottom of the ocean is a very exciting and dynamic gameplay concept.
As a wannabe gamedev I have to say that what Keen is doing is down right mind-blowing and I do think Vrage 3 is gonna go up there with the big dogs of game engines considering the fact that it's programmed in C++ and has the sharpest physics while still looking amazing
@Light.-- I find that unlikely. I imagine they'll license it if they've got interested parties. Oh and I dont think it's the sharpest engine out there, many others do certain things far better but it is great for modifying terrain. On both large and small scales. It has been a bit clangy to, but it dies certain things far better than some others. No engine could perfectly do everything, no computer could run a perfect simulation.
So excited for this! The new grid system is what I've wanted for so long, so that we can make more detailed ships by easily mixing the large and small blocks. That will make Interiors so, so much better. :) I think my only further wish is to have custom slope blocks like Starship Evo (If I remember correctly) so that we can make something with a super sleek 1x6 or, heck, 1x24 slope blocks instead of the still very blocky 1x2 blocks.
The new grid system is game changing alone. Water, voxel manipulation, terrain generation, and even lighting are all great, but those are basically just improvements that wouldn't necessarily warrant a new game (though I get that if they're only possible in the new engine, it cannot be just ported over). The grid system makes it essentially a different building game at its very core. There are obviously a lot of features I'd like to see implemented, while also improving the game stability and performance (which is a big ask), but one particular pet peeve of mine would be the ability to change block skins for each face of a block, so that you could have one block thick wall that appears metal on the outside and wood on the inside. I guess you could achieve that by adding a 25cm layer on one side, but I would assume the greater number of blocks you add, the more performance is impacted. Otherwise there wouldn't be a reason for large grids at all if all could be made using small grid.
One big thing often overlooked would be nebulas and spacial anomalies like black holes and such. Another big thing would be alien civilizations, trading and the ability to jump from one solar system to another
The possibilities are becoming endless. And I'm definitely with you on wanting to create underwater bases. That's been a dream of mine since the water mod made it's debut.
The blueprint and 25cm system look amazing but I am curious how it’ll work with survival and hopefully it’ll have all the blocks of the majority from space engineers.
That grid system is an absolute game changer for better looking builds. The number of times I've lamented the wasted space on a ship because of block sizes are innumerable.
honestly, I'm excited about SE2 having more in the ways of survival content. Imagine if we steal our first Prototech block and start having the factotum send ships to try get it back that would be sick. Also love your videos Zer0 have a good day :]
i really want that water, building subs and underwater bases would be hella fun, makes me wonder if lava would be a thing too. The new building thing looks epic aswell
I really want to see them add sonic booms and dynamic sounds for in atmosphere ship travel. How badass a sonic boom roaring down as your friend flies their ship in.
Personally, I'm most excited about the water. The shear saddness I experienced when I first stepped foot on earthlike and tried to jump in the lake, only to find out it was solid, was unimaginable. That and more planets, maybe different systems too. So we finally have a good reason for jump drives.
The unified grid, that is so big... No more mods that weld them together, no more friggin cockpit rotor... No more not placing an LCD screen because there's a lamp TWO and a HALF meters away but are in the same block. That was my biggest gripe. AcTuaLly, I'm an architectural engineer. We search for the sand layer underground because it's very solid to build on (cuz we don't have a lot of rocky surfaces). Unless you hit the sand at a big angle so it will spat up it shouldn't penetrate the ground that much. Sand will compress when loads are put on them and it turns very solid. The voxels that should be compressing are loose clay and peat like substances.
What VRAGE3 feature are you most hyped about? Let me know! Personally, I'm looking forward to the new destruction stuff!
wasser=uboat
water= uboat
Better optimization for larger ships
Compound blocks....need I say more?
Everything.
But I'm genuinely hoping that it will be optimized
This is where Keen does a switcharoo and does Medieval Engineers 2 :p
Or Roman Engineers 😜
In all honesty I do hope they give us a new version of ME in the future so that title has a chance to live up to its full potential.
@@Zer0sLegion or boat engineers
Better yet, civilization evgineers where you start out with medieval tech, and have to progress to space tech.
I really hope not
The 3 main things I would want to see in a space engineers 2 would be
1: Larger celestial bodies
2: Procedurally generated and multiple star systems
3: Intelligent npc factions (like imagine if the random cargo ships actually had destinations, and factions had cities, bases, and territories they would defend)
would 3 include the factions having actual construction or the ability to learn?
Lol the last one there is a pretty big ask, kind of like cheating the genie by wishing for more wishes.
@@tackytrooper I actually think it would be the easiest of the 3. You'd have set areas where a factions stations and bases would spawn, then have cargo ships and escorts fly and deliver resources between them. You could do something like hack into a transport log of the faction and see when something like when a uranium ship would fly in and where. Then you could plan to hijack it or loot it and of course you would have to fight off escorts.
@@JNJNRobin1337 Kind of. SE already has a reputation system. The factions would remember you attacked them and where, and after rebuilding or reclaiming an area, they could more heavily fortify it. It could be like a planet claimed by a faction and if you land on the planet (and you have bad reputation with them) they would send patrols to look for you and fight you. I'll admit I don't know anything and programming and game development, but it feels like it wouldn't be that hard to implement. I feel the hardest thing would be just designing the ships and bases for the faction.
@@WTC2014 look into how Empyrion Galactic Survival does it, I feel like it is similar to what you are suggesting
OMG!!!! UNIFIED GRID SYSTEM IS SO COOL!!!!! VRAGE3 literally fixes every one of the current engines' issues, I'm so hyped!!!
I'm pretty sure the point of VRAGE 3 IS to fix all those issues they couldn't fix in Space Engineers.
" VRAGE3 literally fixes every one of the current engines' issues" ... Well, yes...if theyd remove all clang from pistons, rotors and hinges aswell
@@TheGreenguy85 They're replacing the physics engine as well which is the causes of clang and a lot of physics issues in other games as well.
I'm shaking even thinking about it.
@@Zer0sLegion HERASY ! Clang is GOOD! Clang is LIFE!
"I love the clang compilations people put out :D "
When Space Engineers 2 releases, Spacetime itself will bent by me, playing 1000 hours in the first week.
Same, 100%
Bro YES.. Rimworld hooked me with 80 hours within a week despite working every day, I won't be leaving the cave with SE2...
Please don't clang the spacetime.
I'm gonna play it into the 6th dimension
Haha right on!
The Vrage3 thing is crazy. Even with the current engine I struggle to make things beyond a brick with thrusters, and then they pull this on me.
There are talented people out who are not me, who are going to create magic with that thing. I can't wait to see it, ... you know, whilst creating bricks with thrusters and perhaps slightly rounded corners.
Look, i'm the same, I'm terrible at building and I've made a whole RUclips channel despite that🤣. I just love building things, I don't really care what it looks like.
This is why good game design should encourage creativity through mechanics.
Take Valheim's building system for example: you're naturally encouraged to build houses that look like traditional Viking dwellings through a combination of mechanics such as smoke inhalation, beds requiring nearby fires, rain damage, structural integrity, and workbench requirements. Once you've mastered these systems, you can truly begin pushing their limits.
If ships in SE being aerodynamic actually had an effect, or if thrusters actually thrusted based off of center of mass, I'm sure your flying bricks would look very different.
Yes and no, I agree that careful game design can lead to better builds, but leaning too much in to realism can verry well have the opposite effect.
Or even discourage more novice builders that don't have 10 years of experience of space ship construction in ksp and the natural understanding of those concepts.
I'm not arguing to not consider aero, as that would improve design, but stuff like center of thrust to mass can limit the creations design possibilities. But as the game is designed right now it seems to lean more in to realistic thrusters (when it comes to actual thrust per engine ) instead of having smaller more futuristic power plants that generate many g's of Acceleration (wich I would love to exist in non moded base game and 1000m/s travel speeds but I have to live with mods then😅) @@ZarHakkar
Cant wait until Space Engineers 2 comes out. The current game is good. But after playing for 600+ hours. There is definitely a few things missing and a lot of stuff that could be improved.
It'll be the next 2-5 years so you've got plenty of time to hit a 1000 hours first 😜
1300+hours and I STILL want more 😅🎉
The SuperGridding looks SICK
I've got over 4000 hours.
1700 hahaha
600? hah
PC catching Fire because of water. I see what you did here mister Zer0 🤣🤣
🤣This is why Water is kept in the fish tank currently!
Seeing all this extra detail it seems like SE2 is going to create a lot of house fires
@@Zer0sLegion But that means if space engineers 2 comes out then the fish tank will have to have that water, right?
@@Zer0sLegion joke's on you. I have what they call a fish tank pc 😄
@@musicduck4538 dielectric fluid? :D
Hearing about the blueprint importer is HUGE news for me, and was definitely on my top 5 things i wanted for the next space engineers game. My only concern is mods. There's so many ships with so many modded parts on them, imported them is going to be a liiiiiittle bit tricky...
We'll have to see how it works, maybe there's a way to get the general shape of modded blocks 🤷♀️
They will find a way to make mod transplants as painless as humanely possible. They love the workshop and all the stuff on it. Out of all the devs I've seen they promote players creations and encourage them the most
This is why I never use modded blocks for ship design. I NEVER use custom block mods xD Only mods I use are those that impact the game in other ways, like spawning enemies, changing physics, etc. No new blocks, ever. Just gameplay edits.
You know what's crazy? It feels like not so long ago I was saying that one day, we'd be playing games with things like real-time water physics. I always felt like it was something that'd be decades out at least, but here we are. Live fluid physics are in games *right now*, we're just waiting for someone to make them run well enough to make the game function around them.
A few years ago when I was on my own game dev journey, I saw someone demoing a 'greedy subdividing grid' system where a larger cube would have a smaller cube fused to it, and the polys would be calculated in the background and what would come out is a new object with the same points of the two cubes, but the larger side where the small one was fused was subdivided into the least required faces, AND maintained UV coordinates for textures. My first thought was "this smells like a Space Engineers upgrade", and it looks like that's what they're doing. The upgrade of proper collision detection with the angled blocks is amazing as well, and frankly, expected for the next gen system.
Now the main problem will be cat herding players away from infinite greebling.
There will be no herding the players. Only those with strong computers will survive, and the rest of the computers will explode.
"Some hills near were I live." There is a whole section of the internet who live for finding the exact location of places based on pictures like that.
I purposefully didn't use an imagine from where I live for that exact reason 😜
@@Zer0sLegion and we realized that you would know that we would know how to find exact locations from images, that is why we instead used a Trojan horse.
@@armastatbut i know that you know that he knows, and that is why i replaced the contents of the horse with balsamic vinaigrette
@@jbed6 Curse you !!
@@jbed6 Curse you for foiling my perfectly scandalous plan.
With the new liquid generation we can also have volcanoes and lava. Having magma underneath planetary crust would be sick too.
Here's hoping 🙏
They should definetly add an ocean planet, a frozen ice planet with an ocean under the ice and most importantly support for stuff going under water. Imagine hiding your base under the surface of the 2 planets I mentioned or having submarines.
I hope they do, I would love a planet that is entirely water.
More then anything I want REASONS to do these things, like give us a reason to build/hide a base under the ice or water.
4546b needed frfr
Subnautica but with guns?
@@TarisRedwing I would chill and be patient, this is early development stuff we aren't going to get any information relating to the gameplay for a while.
Space Engineers 2: The Musical
Space Engineers, Folie à deux
Space ship !!!
The Space Opera
You french? Or is that a reference I don't have. J'ai pas la ref 😅@@Zer0sLegion
The Squeakquel
Finally, I hope to see in this game normal forests or even jungles, adequate animals, dangerous monsters like in Dead Space, sandworms like in Dune, etc.
That's be cool
It's called No Man's Sky 🤔
@@litneg4does No Man's Sky let you build ships? Does No Man's Sky let you pilot a freighter like you can with starcraft? Does No Man's Sky have a Minecraft level building mechanic that gives you the freedom to build from scratch block by block? Last time i played it (which was actually last week) it sure as crap didn't
@@redacted2458 then play again because no man's sky let you build your ship by combining different parts, it let you pilot a freighter, has a high level building mechanic (not like minecraft but still, you can make an insane amount of detail in your base). Last time I played it (which was actually a week) it sure a scap did, and since quite a long time.
@@litneg4 let me stop you there, all freighters in NMS already have their own pilots and if anything the only part of the freighter the game lets you use freely are the warp drives and when i said "build ships", i meant completely changing the look of your ship, not upgrading ship parts and changing weapon loadouts, also no disrespect but i don't recall asking or talking about how pretty and or detailed you can build bases, i was just making a point (without mentioning) that just because sandworms and dense weather are in one game doesn't make them original or unique, i might even make a humoured bet that if there is alien life outside our solar system and there are habitable desert planets i almost guarantee you there will be sandworms on those planets
4:48 I love how the sky looks like space isnt a feature in the game, since it now hides asteroid's and doesn't show the darkness of space too much.
I'm pretty excited about the new lighting engine. SE has always looked gorgeous and having actual ray-traced lighting will make ship interior ambiance even better.
The first time I saw the video of the fluid simulation, my PC became self-aware and simply googled the nearest e-waste landfill.
🤣
Before the last live stream I'd have said that SE2 would come in no less than 5 years, but how they worded things there also makes me think that what's coming is an early access of some form. Maybe not to SE, but more like a more open alpha test of the Vrage3 engine. They specifically said that big announcement before the end of the year, and that can't really be amything else based on past footage.. I don't think it will be a fully playable version of SE2 though.. Best case I'd say a very early alpha for a very limited people to look at and give feedback.
Yeah, I don't see it being fully playable SE. My money is on an official announcement of SE2, showing of a major feature that people really want or Roman Engineers😜
@@Zer0sLegion This is not the fist time I've heard of the roman engineers stuff, I personally doubt that, but where is that coming from? Medieval engineers didn't do well and was abandoned as far as I know. Even if there would be a market for it, everything they have shown so far supports a scifi thing, I've not seen a single thing that would points towards anything not scifi-themed..
I was wondering how vrage could be used for a fantasy themed game, but I haven't see any indication of that anywhere.. The roman armor in my dear friend Marek's background I think is nothing more than a collector's item he likes to have..
i would love an early access like we had with SE1 and feel again every Thursday the thrill of PATCHMAS !!!
@@TheMystjap I was not there that early but if SE2 EA will be a thing I'll butter up my dear friend Marek until I get an access that's for sure. 😁
If all goes well, I think SE2 will be the best space sandbox of the next decade
after seeing the unified grid system i was 100% convinced that space engineers 2 is coming but hearing that they will make it so that you can export se 1 blueprints is just more evidence.
Hopefully they support all their Engineering game ideas into one. Maybe a Civilization type game where we start as Medieval or less advanced, and then reach the space engineering as the end game. Just a thought. Or much simpler, we could just do all of that without a lengthy progression system.
I literally cannot wait to build submarines. Imagine leaving ur underwater base in ur nuclear sub to go fire missiles at enemies from concealed positions.
Or another cool thought to ponder would be if like how there’s atmospheric specific and space specific thrusters now there’s water-specific thrusters and you can make vehicles that can escape dogfights by diving underwater knowing they don’t have the proper thrusters to follow you. Can’t wait for “where’s that air leak?” To become “Get to an escape pod before water fills up the room” it is going to make for such intense and enjoyable encounters
Something I hope they do with the voxel crash destruction is include particles to make crashes look more dramatic. Like a whole bunch of sand being kicked up and maybe even pushed up a bit around the wreck of the ship.
I think I remember them saying that particles for crashes haven't been updated yet.
every time i get hyped for a game and it turns out to be “bad” i say to myself “i'm not getting hyped for games anymore” and then every time a game comes along i think to myself “I NEED THIS”.
I can't see a world where this is "bad". Late maybe, but not bad. They know the problems with Space Engineers and they're working to fix them.
My biggest disapointment so far was ksp2. It released very late and they knew about the problems within the code yet the studio was closed without notice and updates abandoned. Thanks take2.
@@kitt7555yeah, that and cities skylines 2
I kept buying DLCs in a hope they would fund exactly this. NOT disappointed. This is EXACTLY what we wanted and exactly what we needed.
New engine development, purpose built like this is extremely complicated and involved process. I am so glad they persisted.
1:48 Researched it and it works.
👍Legend!
One thing about the graphics I really don't like about the current Space Engineers is the atmosphere of the earthlike planet. It looks so low quality and unrealistic, and I am so glad it is getting an improvement in Vrage 3 and looks so much better
Dude, not being able to place blocks into the empty spaces of half blocks is one of my biggest struggles when it comes to building right now. That being changed would be such a massive upgrade!
I did saw few teasers of how pistons and rotors worked in Vrage 3. Basically they removed their wobbliness and made them much more reliable and less prone to going supernova.
Also really hoping they bring some good gameplay elements into SE2, so it's not another sandbox where you just build a ship and forget about it.
Where did you see that? I don't think I've seen anything about rotors and pistons.
@@Zer0sLegion I have no idea how long ago it was. LSG talked about it and showed the footage. I think it was a couple years ago now.
@@thedaveed1I think I remember seeing somethjng like this too, was one of the physic engines videos, I recall the "phantom forces" being a part of it.
1- I would love early access to space engineers 2.
2- The easier building in survival would be amazing as i build almost all my ships in survival and rarely use blueprinting as i prefer to build my ships to my current needs and having to use the current system for building in survival is sometimes a hassle that restricts some ideas.
3- I wanna build boats really badly for some reason. In fact this brings back memories of trying to find a game to build the destinys bounty in. Your a awesome person if you know what thats from.
I can't wait to build boats and subs, it's gonna be great
Hey man, if you want to build ships (and more) maybe you should look at 'From the depths' i didn't play much because it's pretty complicated, but maybe you can have some fun in it
One thing that I'm most hyped about is the blocks sharing the same space. Whenever I do decorations for my bases I dont like that I cant place scenery against one side of half blocks and windows. For example in my current base I have some inv half windows and I want to place some couches directly against one side and a catwalk on the other but can't without a gap being on one side or the other.
I really hope this "as easy as creative" survival building system won't get rid of welding. It's such a unique mechanic, and it really makes every little block feel like an achievement. I don't want another Minecraft-like one where you can build an entire base by hand in minutes; living in a cube made of unfinished metal frames for the first few hours until you can afford the steel plates to finish that is also fun.
i think what they mean is making building in survival as intuitive as creative
I think the issue with welding is that you need to reach the block in order to weld it. It's realistic of course, but in a gameplay perspective in survival mode, it's just tedious to weld anything bigger than a corvette.
With the compound blocks though, maybe we'll be able to create passages to access blocks buried deep inside the hull, therefore keeping the welding mechanic without making any build and repair work feel like a second job.
I imagine they might have Creative-esque mechanics in survival.
Imagine being able to use the shaped placement tools to place a whole load of frames, and maybe incorporating Medieval Engineers' system to draw from nearby containers?
Actually, maybe not the second one since you can build from a ship's cockpit, and have weld+grinding blocks, and thus have access to a ship's inventory for all of those things which fits a lot better thematically.
It could be cool to have a 'planning mode' for projectors, letting you build holograms for free to plan stuff out before welding in to real blocks. That would be a good justification for having access to the full suite of Creative tools, from mass placement, to blueprinting, to even removing without grinding.
I can't imagine it'll be that, I assume it will just be changing the way welding works.
DONT LET THE SPIRIT DIEEEEEEE.....THE PERFECT SPACE GAAAAAMEEEE RAAAAAAAAAAAAAAAHHH!!!
Really appreciate the work you do covering these updates for the community. I'm super excited and can't wait for what Keen reveals next.
You and me both!
One thing that the unified grid and the rebamped bluprint could lead to is to big thrusters or crafting stations beeing made of smaller working parts,that would be awsome and the new modular destructavility of obgects gives me hope
It's all gonna come together and be great!
i would rather not have space engineers turn into a game like From The Depths, but i can see why that would be cool
Yoooo!! I Cant wait to hear more about the Vrage3 development from the next newsletter!
23rd of November, mark the date!
VRAGE3 is what happens when the company listens to the community and everyone is happy!
I'm well over 2k hours into SE mostly doing faction pvp stuff, so I have to say I'm incredibly glad to hear we can hopefully port our grids over, here's hoping moving mods over isn't too hard either
something i find really fun about the new bp system is that ive experimented in game with making large, small grid blocks and saving them as blue prints to use later for building larger craft, glad to see thisll make that 100 times easier
basically did the same with my star trek style nacelle designs so I could attach them anywhere
I didn't know that they were making a new Space Engineers game and thought this was another update for the old game. Thank you for alerting me to its development.
I am so hyped for this, these teasers look like straight out of my dreams. Thanks for summarizing the VRAGE3 news!
No problem 🫡
I cannot wait. I cannot tell you how excited I am about this next newsletter. I can barely contain myself. I'm so extremely excited. As usual, I'm probably going to watch this video a couple of times because I just need to watch something that will slightly satisfy my desire for the newsletter.
I mean even the lighting is going to be so much better there's so many things in in this video that we've needed for a very long time which i knew is not really possible in the current version in engine of the game
Newsletter on the 18th of the next month, my video will be on the Saturday after that, so 23rd. Stay tune!
If there is an ocean on an earthlike planet in SE2, then the first thing I'm going to do is make the entire Pathos-2 facility from Soma. Along with the elevator that goes down to Tau and then the space gun that shoots a rocket payload from the bottom of the ocean into space.
This is absolutely mindblowing, the things they're doing now, the ambitious team developing this game engine have my utmost respect. If they ever confirm space engineers 2, it'd be the very first game i'd pre-order. Heck i'd even buy it for double the price. We can basically make custom blocks with that engine so i'm very much looking forward to it! Thanks for this very informative video man, keep up the good work!
if it werent for Zer0Legion i dont know how i would stay up to date on any SE news. KEEP UP THE GOOD WORK!
I will!
Now, all I need is to see flora and fauna just to add to the space immersion and have cool pictures or videos,
like picture this, a passive scene of a deer eating near a large lake surounded by trees, as breeze goes by
Suddenly, from the middle of the lake, a bulge of water is shown as a ship resurfaces from within the water flying high above the trees as it prepares to take off to unknown horizons
Also, it would make having a land vehicle more fun as both can add richness to the experience, call it the cherry on top from the already breathtaking scenery, and terrain generation
So long as the new engine doesn't render teeny-tiny voxel deformations as GIANT HIDEOUS HOLES when viewed from orbit, it'll be 14 out of 10 from me.
KEEN, LET ME ACTUALLY HIDE MY BASE UNDERGROUND AND MY LIFE IS YOURS!
They're improving the distance render of planets so maybe!
As an SE veteran I cannot express my excitement over the footage of the smaller blocks being rotated and changed in size onto the larger one in the first few seconds enough. Holy fk!!!
The VRAGE3 Engine just continues to get better and better.
I'm really interested to see how the water optimization works with the water, especially rendering in farther distances
They did a whole stream about it ages ago. The basic gist is that water only needs to be processed when a change happens to it. Flowing water isn't actually changing so no processing needs to happens. So basically, it won't have a performance impact until we as the planet touch it.
@@Zer0sLegion I figured as much, but i'm curious about how rendering will work and physics, especially when in multiplayer.
I assume only the top layer is physical, and is only rendered if being interacted with, otherwise it might be somthing like a generated animation or somthing of the like.
Very exciting to hear.
I loved the concept of SE, but felt it was more of a tech demo than a game, with not much to do, and an engine that didnt like us making a lot of buildings, so we couldnt just go minecraft on it.
But this? Now I can picture actually building like a city, or some huge vehicle, and actually enjoy it without the game freaking out so quickly. :P
My two big gripes with SE are that planet terrain is WAAAAAAY to big (it's like playing minecraft with the big globe mod, but worse) and survival building mechanics. If these are fixed in SE2, I might finally be able to return to the game!
I don't normally get excited about new game content, but I'm giddy about SE2!
I can’t wait to see sky scraper sized bunker busters
I have goosebumps on my arms after watching this. This is going to be one of the greatest releases of the 2020's.
10:46 It all sounds nice and all but it really sounds like hell for the performance of the game.
There will be performance options, they've already said you can turn raytracing off. They've also said that the game will probably run better on lower end systems anyway with all the new technology added.
I'm guessing there'll be an option to turn it off, I'm certainly hoping
Better yet, it won't be as graphics intense as it sounds, eben though that's probaby very mucho not the case
Having better fog on the landscape with low hanging clouds would be perfect
Bruh, this looks so good! This is what I was hoping for when they announced SE to begin with when I first started following them from Minerwars and they had shown off destructible environments. Each game they make add something new and great and I love it!
FACTION WARS AHHHH OMG:
bro I cant wait!!! If they add factions to the game ( such as multiple si-fi races [multiple robots, synths, androids, humans, space marines, plague, mutants, monsters, spiders, variety of animals capable of hunting out a specified animal if there a carnivore, thus a food system, ) they should make it where certain factions are default enemies to each other.) if i missed any races reply to me and ill look them up and edit.
EDIT: Lets say they don't add none of this (which is unlikely in my opinion). If the add multigrid projecting?..... its over. They were capable of pulling off a unified grid system right? Whats stopping them...
You won't need multigrid projecting if there's one grid type.
VRage3 looks incredible. I am most excited about underwater bases, the UGS, and the lighting update!!
No more having to build an interior and exterior as separate grids so you can have more details on large ships.
Oh my god, FINALLY! Two of the features I've been clamboring for since Medieval Engineers (RIP) is connecting small and large grids however you like and having 'overlapping' blocks.
I hope we get aerodynamics
Or aquadynamics
Why not both?
They were experimenting with it so maybe 👀
I'm looking forward to crash landings in the new engine, especially forced water landings. The idea of losing a fight in orbit, falling to the earth (fighting to save the ship the whole way through), and then rushing to escape as the ship slowly sinks to the bottom of the ocean is a very exciting and dynamic gameplay concept.
This is sick thanks for the vid Zer0
You're welcome Ghost Rider
i cant wait for the unified block building the amount of detail you can put into your builds is going to be INSANE!!!
As a wannabe gamedev I have to say that what Keen is doing is down right mind-blowing and I do think Vrage 3 is gonna go up there with the big dogs of game engines considering the fact that it's programmed in C++ and has the sharpest physics while still looking amazing
Do you think they'd offer the engine up for sale or licensing?
@@bagofsunshine3916
I think they'd give it for free to the comunity as a "thank you for all these amazing years"
@Light.-- I find that unlikely. I imagine they'll license it if they've got interested parties.
Oh and I dont think it's the sharpest engine out there, many others do certain things far better but it is great for modifying terrain. On both large and small scales.
It has been a bit clangy to, but it dies certain things far better than some others. No engine could perfectly do everything, no computer could run a perfect simulation.
So excited for this! The new grid system is what I've wanted for so long, so that we can make more detailed ships by easily mixing the large and small blocks. That will make Interiors so, so much better. :) I think my only further wish is to have custom slope blocks like Starship Evo (If I remember correctly) so that we can make something with a super sleek 1x6 or, heck, 1x24 slope blocks instead of the still very blocky 1x2 blocks.
I don't think I was this hyped for even TF2's MvM update lol
They are ABSOLUTELY cooking. Thank you so much for making this video
I cannot wait for the volumentric water!
I am very excited to try it!
The new grid system is game changing alone. Water, voxel manipulation, terrain generation, and even lighting are all great, but those are basically just improvements that wouldn't necessarily warrant a new game (though I get that if they're only possible in the new engine, it cannot be just ported over). The grid system makes it essentially a different building game at its very core.
There are obviously a lot of features I'd like to see implemented, while also improving the game stability and performance (which is a big ask), but one particular pet peeve of mine would be the ability to change block skins for each face of a block, so that you could have one block thick wall that appears metal on the outside and wood on the inside. I guess you could achieve that by adding a 25cm layer on one side, but I would assume the greater number of blocks you add, the more performance is impacted. Otherwise there wouldn't be a reason for large grids at all if all could be made using small grid.
If space engineers 2 cost double the price of SE1, I'd pay triple.
You will pay even more with DLC
Just having one of these features added is a big step, but all of these? Incredible.
Cant wait to see the future of Space Engineers
I WANNA SAY STUFF BUT THEN ILL GET IN TROUBLE THIS SHIT IS SO GOOD. so many years away still. but god dammit its gonna be worth it
Might be sooner than you think, it seems like they're going to ramp up the teasers for it!
09:58 YEEEES!! decorating the base will improve HUGELY!
Let's be real fellas... They Blue ball'd us all during the stream... Our big announcement.. Is Another announcement!!
Yeah, that was pretty funny😅An announcement of an announcement
I can't wait. Especially since it's been confirmed there's a way to import blueprints from SE into the SE2 engine.
Hi
HELLO THERE!
@@Zer0sLegion
General kenobi
One big thing often overlooked would be nebulas and spacial anomalies like black holes and such. Another big thing would be alien civilizations, trading and the ability to jump from one solar system to another
Take my money, keen. Take my f****** money!
Space engineers is the one game I feel like is slept on, such a good game with so much potential. I'm happy they are still bringing big things
The possibilities are becoming endless.
And I'm definitely with you on wanting to create underwater bases.
That's been a dream of mine since the water mod made it's debut.
Omg, that unified grid system is going to be crazy. Love it
The blueprint and 25cm system look amazing but I am curious how it’ll work with survival and hopefully it’ll have all the blocks of the majority from space engineers.
I'm going to love the block size changes and that you can place them in what would formerly have been in the same block space.
This new grid system and non collisions would be great, it would allow for so much more detailing, I can’t wait for the new ideas people come up with
I look forward to. Everything looks fantastic. Keep us informed.
Will do!
Can't wait for this new game ! So much things toi do with it...
A totally new begining ! 🤤
That grid system is an absolute game changer for better looking builds. The number of times I've lamented the wasted space on a ship because of block sizes are innumerable.
honestly, I'm excited about SE2 having more in the ways of survival content. Imagine if we steal our first Prototech block and start having the factotum send ships to try get it back that would be sick. Also love your videos Zer0 have a good day :]
Thanks, will do!
Fun fact, blocks are voxels too, just rendered differently, and placed on a different grid.
Oh Yeah! This will be a banger game/update, whatever it is! It's gonna be soo good!
i really want that water, building subs and underwater bases would be hella fun, makes me wonder if lava would be a thing too.
The new building thing looks epic aswell
I really want to see them add sonic booms and dynamic sounds for in atmosphere ship travel. How badass a sonic boom roaring down as your friend flies their ship in.
Personally, I'm most excited about the water. The shear saddness I experienced when I first stepped foot on earthlike and tried to jump in the lake, only to find out it was solid, was unimaginable.
That and more planets, maybe different systems too. So we finally have a good reason for jump drives.
1. I NEED THE NEW GRID SYSTEM NOW
2. I can see the new destruction stuff being VERY useful in crash landing scenarios.
That new grid system is gonna eat so much time for dedicated builders, its gonna be able to add so much fricking detail its insane
The unified grid, that is so big... No more mods that weld them together, no more friggin cockpit rotor... No more not placing an LCD screen because there's a lamp TWO and a HALF meters away but are in the same block. That was my biggest gripe.
AcTuaLly, I'm an architectural engineer. We search for the sand layer underground because it's very solid to build on (cuz we don't have a lot of rocky surfaces). Unless you hit the sand at a big angle so it will spat up it shouldn't penetrate the ground that much. Sand will compress when loads are put on them and it turns very solid. The voxels that should be compressing are loose clay and peat like substances.
They are adding layered voxel materials in VRAGE3👀