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Ashes of Creation
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2s | [Music] |
---|---|
12s | do |
29s | hello everyone and welcome to another |
33s | live stream day for ashes of creation |
35s | super excited to be with everybody today |
37s | we have a pretty awesome showcase i |
39s | think it's something that the community |
41s | has been asking for for a little while |
44s | actually i think the last time we |
46s | showcased uh some combat gameplay was a |
49s | year ago |
51s | roughly almost um but i am very excited |
54s | to show you guys what we have in the |
55s | works today um |
57s | i have joining us with me today two of |
61s | our extraordinary engineers |
64s | adam and kenan how you guys doing hello |
67s | stephen |
68s | doing well how are you i am doing very |
71s | good running around like a chicken with |
73s | its head cut off but otherwise very good |
77s | keenan how you doing buddy |
79s | i'm doing good glad to be here awesome |
82s | i'm excited to have you this is your |
83s | first stream i believe correct this is |
85s | my first stream very cool adam you've |
87s | been on a couple ones before this yeah |
89s | yeah yeah it's good to be back |
92s | very cool and then i also have |
94s | joining us today one of our senior game |
97s | designers mr trad how you doing buddy |
101s | i'm doing great i'm glad to be back on |
102s | stream welcome back very excited to show |
105s | what you guys have been working on what |
107s | the team has been working on |
109s | i know i probably already said this on |
112s | the stream but i'm going to reiterate it |
115s | here |
116s | that this what you're about to see is |
118s | not the final combat in ashes |
121s | this is a portion of the combat systems |
124s | obviously a lot goes into making combat |
127s | right |
127s | from a visual effects perspective from |
130s | mechanics and functionality on the |
131s | engineering side |
133s | the design elements and how it |
134s | synergizes with our class kits and |
136s | ability systems the |
138s | you know balance of these things the |
140s | audio component the ui there's a lot |
143s | that goes into making |
144s | combat |
146s | for an mmorpg and the combat you're |
148s | going to see today is very focused on |
151s | one component actually two components |
153s | i'm sorry |
154s | um the first of which is |
156s | our |
156s | basic melee weapon |
159s | attacks |
161s | in addition to our floating text ui |
164s | so keeping that in mind that is the |
167s | context of today's presentation |
169s | previously |
171s | i had decided that i wanted to wait to |
173s | showcase combat until |
176s | excuse me until we had um |
179s | pretty much everything done and ready to |
181s | show |
182s | and as |
185s | time grew i decided what i wanted to do |
187s | instead was showcase little portions of |
191s | each uh component of the combat system |
193s | starting with the |
195s | basic melee weapon attacks and then |
197s | we'll move into in a later live stream |
200s | the ability systems and the class kits |
202s | and of course we're not going to show |
203s | every class kit and you know everything |
205s | that's going to be in alpha 2 we want |
206s | some of that to be a surprise right but |
209s | we do want to showcase |
211s | the work that's been done |
213s | and the direction that's been taken so |
215s | that we get player feedback and |
218s | personally you know playing this i think |
220s | it feels |
221s | amazing i think it looks great i'm super |
224s | impressed continually by our team's |
227s | talents um as i know a lot in the |
230s | community are after having seen the |
231s | character creator and the |
234s | weather systems and season systems um |
237s | you know there's a there's a very high |
238s | quality bar that we're we're setting |
240s | ourselves up for uh with ashes of |
242s | creation and i i think it is it is what |
245s | you know the community wants um but it's |
247s | great to have these touch points where |
249s | we get um where we get your feedback so |
252s | focus today is going to be on basic |
253s | melee weapon attacks um it's going to be |
255s | on root motion versus split body the |
258s | types of agency that's provided to the |
259s | player while also respecting the |
262s | weightedness we want from certain weapon |
264s | groups and also talking about the ui |
266s | element and showcasing floating text and |
268s | the types of customization options that |
270s | players are going to have so keep that |
271s | in mind that's the context of of today's |
273s | presentation |
275s | and when you give the commentary let's |
277s | let's focus on what you like and what |
279s | you think there could be improvements on |
281s | from that perspective so without further |
284s | ado we are in probably an area that you |
287s | guys are familiar with um |
289s | this is the riverlands biome yet again |
292s | um you saw this in the the last month's |
295s | stream |
296s | but we are in an area that is known to |
299s | harbor |
300s | um some scary things |
303s | um so i'm just gonna start kind of |
306s | walking down in this area and um adam |
309s | keenan tratt if you guys want to talk a |
310s | little bit about |
312s | how this process began |
314s | all those months ago on defining |
317s | good combat for ashes of creation |
322s | uh sure um |
325s | i would say you know it starts with |
327s | you know all of the hundreds of |
330s | thousands of hours cumulative hours of |
332s | mmo we have under our belt right we have |
334s | a lot of hours of mmo gameplay |
339s | we just got to push a couple buttons and |
340s | we're immediately like oh it feels good |
342s | or it doesn't feel good you know it's |
343s | funny keenan actually you say that um |
345s | one of the koala i mean you guys all |
347s | know this because every one of you went |
349s | through an interview with me but one of |
350s | the qualifying aspects of joining the |
352s | team is what type of mmos do you like to |
355s | play |
355s | [Laughter] |
357s | nice |
358s | yeah so it starts there uh and then from |
362s | there we sort of do our research you |
363s | know we have to take a look at the state |
365s | of the art and then we |
368s | [Music] |
369s | we study it we form hypotheses about |
372s | what exactly it is that makes things |
374s | feel good or not feel good |
378s | and then we make those things in as |
380s | controlled a manner as we can and then |
382s | we |
382s | turn the knobs we tweak things we see |
384s | what feels good what doesn't feel good |
386s | we come up with some rules some |
388s | processes and then uh we put them to the |
391s | test |
392s | and this is this is what comes out |
394s | yeah it's um it's very iterative |
397s | iterative process right like you know |
399s | none of these things are like you form |
401s | your theory on paper and then you go and |
404s | you make the thing and it comes out to |
405s | be exactly what you see now right like |
407s | it starts out the first time not super |
409s | great and then |
411s | what we have to be able to do is |
413s | engineer the designers is |
415s | identify what's |
416s | not great about those things and then |
418s | just continue to integrate on those |
420s | things |
421s | as long as you keep making it better |
423s | each time eventually you're going to end |
425s | up with something good |
426s | yeah and for uh this exercise and |
429s | finding what makes ash is great |
431s | specifically |
433s | we wanted to approach it from the ground |
435s | up uh answering individual questions |
437s | about uh our hypotheses and what we |
440s | think is good right so we we really |
443s | um |
444s | focused on individual aspects |
446s | that we think makes good combat and |
448s | answered them one at a time in a very |
451s | tightly uh |
452s | very tight iterative process |
455s | and uh we ended up at something that uh |
458s | we think feels really really good so |
461s | yeah just just playing this i am loving |
463s | the |
465s | hit reacts the visual effects all the |
467s | ancillary components that go into making |
470s | the combat but but more importantly |
472s | the pacing of this kind of heavier |
475s | weapon group |
477s | um |
477s | also as a side note uh outside of the |
479s | combat |
481s | one of the things i've not necessarily |
483s | liked about mmos traditionally in the |
486s | past is that |
488s | excuse me every portion of land is |
490s | covered by some type of monster right it |
493s | kind of gives you this |
494s | weird feel but here like this is a very |
497s | dangerous area that we're in the |
498s | environment and part of it gets |
500s | communicated by the |
502s | you know aspect of these rocks and like |
505s | the |
505s | specific types of materials that's |
507s | represented here but you don't know |
509s | exactly where the threat lies per se |
511s | right you kind of move up into an area |
514s | and if you move too far you get the |
517s | audio cue of the of the monsters like |
520s | arising your character gets into the |
522s | combat stance they have some really cool |
524s | aspects of |
525s | of animation the animation team did an |
527s | amazing job with the roles here i am |
530s | loving and also they're like death just |
532s | like swinging away and then flying off |
534s | that is so great |
536s | yeah i really like like the camp feel of |
538s | of this area where you know you don't |
540s | just see these guys scattered around all |
543s | over the world no matter where you go |
544s | there's like something that's going to |
545s | aggro you it's more like i'm gonna grind |
548s | here for a bit |
551s | yeah steven |
552s | you were talking about how you like |
555s | how heavy the wet the sword feels and um |
558s | that weight |
560s | impact that is one of the combat pillars |
562s | that we have been studying and honing in |
564s | on in our development process |
567s | the other side of it is um |
569s | the other side of it being |
571s | also like agency you know to what extent |
574s | does this weapon respect your intentions |
576s | and that's the part that's important to |
577s | me i'm a |
579s | i'm a classic player i come from |
580s | traditional mmos right like i i want to |
583s | be able to move and attack at the same |
585s | time right yes and that was a huge point |
587s | of feedback actually that we received |
589s | during alpha 1 |
591s | was that we started with this more root |
594s | motion approach to the basic weapon |
597s | attacks |
598s | and ultimately we |
600s | we called an audible mid test |
602s | i remember it was in that that end of |
604s | july or beginning of august month um |
607s | where we decided to implement a a |
609s | completely split body approach and get |
611s | player feedback and of course the |
612s | feedback was was very positive or |
614s | soundingly positive right um that |
616s | players prefer that agency |
619s | over that weightedness but they also |
623s | there's a little bit of a conflict there |
624s | because they also didn't like the floaty |
626s | feeling which comes along with |
629s | not having the weighted approach so how |
631s | did that play into your guys's |
634s | defining this current approach on the |
637s | weapon attacks how did you blend those |
639s | two |
640s | yes so |
641s | we kind of approached it from looking at |
644s | player agency primarily as kanan had |
647s | said and |
648s | the games that really handled uh player |
651s | agency the best are those like classic |
652s | mmos right |
654s | players really like how smooth uh the |
656s | classic mmo feel how much player agency |
659s | they get out of it and then we we took |
661s | that and we tried building this sort of |
663s | impact and weight on top of it really |
666s | making attacks feel satisfying making it |
668s | feel like the inertia of the weapon and |
671s | your movements are are accurate you know |
673s | physically accurate |
675s | and we accomplished that through a |
676s | number of ways uh really again talking |
679s | about the process we we try to identify |
681s | each individual aspect of uh |
684s | of what we got out of these you know |
686s | more |
686s | modern action games and tried |
689s | incorporating that into our classic mmo |
691s | bass um |
693s | you know i think |
694s | i think it all comes down to looking at |
697s | it not as a binary of |
699s | you know are we doing split body or are |
701s | we doing root motion combat it's looking |
703s | at everything as modular pieces and then |
706s | dialing in those numbers to |
708s | make something that |
710s | feels |
711s | high in player agency feels very |
713s | impactful like it has a lot of inertia |
716s | it feels very physical |
718s | yeah my litmus test for agency in combat |
722s | is take any moment in combat pause time |
725s | look down at your hands look at the |
726s | keyboard |
727s | the buttons that you're pressing should |
729s | be the directions that your character is |
730s | moving |
732s | so with these weapons even though there |
733s | are little uh |
734s | [Music] |
736s | like little bits of root motion here or |
738s | there they're always respecting your was |
740s | the input and i think that's what makes |
742s | them feel good |
743s | i think another thing that you guys did |
745s | that helps with that is the |
747s | timing of what that gets registered |
749s | right like it's not you know at one |
751s | point one iteration we had it where |
754s | it |
755s | detected what your input was at the |
757s | beginning of the attack and that just |
759s | felt like if i decided to change my mind |
761s | and go left instead of right |
763s | in the middle of that attack |
765s | it's too bad it already kind of cued |
767s | that and so i think now what you guys |
769s | are doing is |
770s | having it happen at like swing time |
772s | right |
775s | yup it's constantly looking at your |
777s | input and adjusting now i've equipped |
779s | these these daggers |
781s | this dual wielding uh |
784s | these dual daggers talk to me a little |
786s | bit about the differences between the |
788s | heavier um weapon group and the light |
791s | weapon group |
793s | yeah um so initially in our uh |
796s | investigation we wanted to start with |
798s | the the light weapons to figure out |
802s | how to really blend |
804s | uh |
805s | the the weight of an attack um |
808s | and and |
809s | introduce or start with player agency |
811s | and then introduce that weight of the |
813s | attack into it we figured the least |
815s | risky plot bin to start with would be |
816s | the lightest weapon possible you know |
818s | little daggers that move very fast very |
820s | high player agency and uh not |
823s | necessarily focused on |
825s | big weight much like a heavy sword so |
829s | um we started with that and tried |
830s | introducing little bits and pieces here |
832s | and there uh like small bits of root |
834s | motion to get that nice like dashy feel |
836s | in when you're when you're attacking and |
839s | uh play into that inertia um i know kena |
843s | might want to talk more about the |
846s | animation timing sheets we introduced |
848s | for figuring out these uh timings that |
851s | feel good |
852s | yeah that's part of our process for |
855s | communicating cross department is using |
857s | frame timing diagrams and being specific |
860s | about how we not only want to animate |
862s | but also how we want to move during |
864s | different frames of the animation |
866s | and we found that to be very successful |
869s | but one of the things that makes the |
871s | daggers different than the sword is that |
874s | the daggers never really slow you down |
876s | they're both respecting your directions |
878s | but the swords will actually slow you |
880s | down at certain times like leading up |
881s | into the strike your split body movement |
884s | is sort of uh |
886s | blending down towards zero and then you |
888s | strike and then it blends back up toward |
890s | the one the daggers are are not doing |
893s | any blending like that you're just split |
895s | body and then you're striking and then |
896s | you're back into split body and it's |
898s | sick of seeing this process |
901s | yeah i'm just playing with the |
902s | directionals here i mean on the |
903s | animation team they did a a phenomenal |
906s | job i'm loving |
908s | the kind of foot placement and movement |
910s | the |
911s | strafing feeling on the body there i |
913s | know alexi did a lot of work on the ik |
915s | as well that we can see like when you're |
917s | you know kind of stepping up different |
918s | portions um |
920s | that's it feels really good to to play |
924s | oh yeah considering how uh physically |
927s | based we are and animation driven our |
929s | combat system is |
930s | uh it was super important that the |
932s | animators you know get all of that right |
934s | and they absolutely knocked it out of |
936s | the park i mean one of the biggest |
938s | things i think |
939s | uh to making good feeling attacks is |
942s | getting |
942s | all of the departments involved in what |
944s | feels good and on the same page right |
947s | getting everyone iterating so you know |
949s | like in the process we started with |
951s | chopping up animations to build an |
952s | ability that we thought felt good and |
954s | then we wanted to pass that off to |
955s | animation to finalize those animations |
958s | by chopping up our abilities and making |
960s | animations that feel good and then we |
962s | can all loop everyone back together and |
964s | finalize that ability you know vfx has |
966s | the same process too so you know it's |
969s | it's a bunch of different departments |
970s | iterating on a very micro scale to build |
973s | something that is just awesome |
976s | yeah the animation team definitely had |
978s | to take a deep breath when we went to |
980s | them like hey |
981s | you know those three-part weapon combos |
983s | that we like so much uh we want |
985s | different ones for each direction that |
987s | you can move in |
989s | oh and also you need to be able to weave |
991s | between the directionals at any time |
995s | that is pretty funny um one of the |
997s | things that's uh interesting and is |
1000s | always a point of contention for those |
1002s | of us who have perhaps played different |
1004s | games and have become accustomed to a |
1007s | specific |
1009s | visual representation of these |
1010s | these damage |
1012s | floating text right |
1014s | and i want to showcase a little bit |
1016s | i'm going to let them hit on me for a |
1017s | little bit just so you can kind of see |
1019s | directionally damage you take which is |
1021s | indicated in this red number floats |
1023s | towards your left hand side and when you |
1026s | do damage to a target they float to your |
1030s | right hand side |
1031s | now |
1032s | one of the very important aspects of |
1034s | these floating texts |
1036s | is providing the player with |
1039s | customization options that they can |
1041s | adjust the size of the floating text |
1043s | they can adjust the color composition on |
1046s | how these texts are represented they can |
1048s | also include damage icons to indicate |
1052s | the ability that's used for those |
1054s | floating texts um and importantly |
1057s | excuse me |
1059s | we also call out the um uh the crits |
1062s | that you do in a separate way how they |
1064s | pop in they're slightly above those um |
1067s | the other numbers um and then more so we |
1069s | also have additional functionality for |
1071s | cumulative damage uh value so i'm going |
1073s | to kind of go through that you'll see |
1075s | here as i press |
1077s | uh |
1078s | you know different option now we've |
1079s | changed the colors |
1081s | um whoops hold on let me see make sure |
1085s | is that color going off differently or |
1087s | am i just do i not have my |
1090s | hold on |
1092s | is it okay let me try this |
1095s | quick |
1101s | oh maybe that's not |
1104s | oh let me find a different monster i |
1106s | hope that's working if it's not we can |
1107s | show that a little bit later |
1111s | let me press this button oh here we go |
1114s | okay so you see the color is changing |
1116s | now and that's something that the player |
1118s | has agency over right you can assign |
1120s | different types of colors that you want |
1123s | um |
1124s | that was changing i think the one i was |
1126s | pressing actually was changing the size |
1128s | so let me try to change that size again |
1131s | there you go you can see that size now |
1132s | is larger you can showcase xp if you |
1135s | want you can bold it um |
1137s | the numbers a little bit as well but |
1139s | providing kind of maximum flexibility |
1141s | and character customization um excuse me |
1143s | player customization options for these |
1145s | floating text i think is super important |
1147s | but i love the way that they feel that |
1148s | kind of classic um very almost um |
1153s | uh what are we saying canon very vanilla |
1154s | vibe |
1155s | oh yeah sometimes the best flavor is |
1158s | just vanilla absolutely totally heavy |
1163s | yeah but the ui team's done a great job |
1165s | on the functionality for that i think |
1167s | it's feeling pretty good |
1171s | yeah that's very cool so |
1172s | where are we |
1173s | now when it comes to kind of the the |
1176s | spectrum of light to heavy attack |
1179s | options on these basic weapon |
1181s | attacks |
1182s | um what's kind of next for this as we |
1185s | showcase it to the players |
1188s | well i think we've sort of defined our |
1190s | spectrum with the light and the heavy |
1192s | when it comes to |
1193s | agency versus weight versus impact |
1196s | when you look at the heavy i think we're |
1199s | we're close to saying that this is sort |
1201s | of the most we want to compromise agency |
1204s | for |
1205s | weight and impact and once we have that |
1208s | upper bound we can sort of play with all |
1210s | of the different uh |
1212s | intermediate points right as we start to |
1213s | build out other weapons |
1215s | but we have interesting explorations as |
1217s | well and how all of this translates into |
1219s | ranged and um also ultimates we might we |
1223s | might take the limiters off for |
1224s | ultimates and just see what the coolest |
1226s | things we can make are yeah that that's |
1228s | going to be pretty interesting another |
1230s | component by the way of defining um |
1233s | kind of this weapon attacks is also the |
1235s | visual effects side um and weapon |
1238s | trailings the intensity of those weapon |
1239s | trailings how they scale based on the |
1241s | type of weapon the level of weapon that |
1243s | you have uh but not just the trailing on |
1245s | the weapon per se but also the grand |
1247s | ground decals like for this heavy weapon |
1249s | that first strike you see that kind of |
1251s | that decal in the ground is i love that |
1254s | look and even on the back swing like |
1256s | when i hit the ground behind me |
1258s | it's causing that decal |
1262s | yeah a lot of that stuff gets down into |
1264s | the really low level systems details |
1266s | like we want to pass |
1268s | the artists as much information as we |
1271s | can about actual combat ongoings so that |
1274s | they can inform the effects as precisely |
1276s | as they can |
1277s | or as precisely as they need to rather |
1280s | yeah and |
1282s | we really wanted to um |
1284s | build the on a technical side we really |
1286s | wanted to build the combat system to |
1289s | like like i said earlier be as physical |
1291s | as possible so we have it very animation |
1293s | driven um everything is handled |
1296s | uh based on a reference of animation as |
1298s | opposed to uh like |
1301s | nebulous timings right which allows it |
1303s | to feel very impactful and very |
1306s | responsive so when you hit the ground |
1308s | the ground decal actually |
1310s | appears on the ground when it should uh |
1312s | you know that's |
1314s | something that may not be seen in other |
1316s | mmos so we really wanted to make a big |
1318s | focus on that and and focus on the |
1320s | responsiveness |
1322s | yeah one thing i failed to mention by |
1324s | the way apologize for that is actually |
1326s | um you guys are seeing |
1328s | the pirate male for the first time in |
1332s | game i know we've showed him on this on |
1333s | the stream before |
1335s | um as these character races get further |
1337s | fleshed out but here you're seeing him |
1339s | in full flesh and blood so to speak |
1341s | virtual flesh and blood i guess um |
1344s | in the game that's that's pretty cool to |
1345s | see i can't wait for players to kind of |
1347s | get a look at the customization options |
1349s | and the character creator for this |
1351s | for this race um uh also another thing |
1354s | that's um |
1355s | you know |
1356s | really important i think is uh the audio |
1361s | component and cat has done a phenomenal |
1364s | job |
1366s | in both the sound design |
1368s | for creatures as well as for the |
1371s | the weapon and actually |
1373s | you guys haven't seen anything yet |
1374s | because we have a lot in store on that |
1376s | front that i think is going to be is |
1378s | going to be pretty cool and it and it's |
1380s | all part of the presentation right it's |
1382s | all part of what makes |
1383s | combat feel good is also the auditory |
1387s | component um in that talk to me a little |
1390s | bit about the capabilities that that the |
1392s | audio team has |
1395s | when it comes to accessing combat and |
1398s | the abilities |
1399s | yeah similar to vfx we plan on piping in |
1402s | a lot of information you know that's |
1404s | something we've been working a lot on |
1405s | recently |
1406s | is tooling for vfx and sound effects |
1409s | right it's a super important part as you |
1411s | said of the package in order to sell |
1413s | that weight and that immersion in the |
1414s | game |
1415s | and there's going to be a lot coming |
1417s | online |
1418s | so i'm you know really excited to see |
1422s | what we have in store for for that so |
1424s | yeah |
1425s | yeah i don't know if we'll ever show it |
1427s | on stream but we've we're we're building |
1429s | a sort of a |
1430s | singular tool that all of the teams can |
1432s | use to build abilities and tweak them uh |
1436s | sound of their |
1437s | sound effects visual effects animation |
1440s | design engineering all using the same |
1443s | tool grip |
1445s | grounded in animation |
1446s | you know to build these abilities |
1450s | yeah absolutely another component um |
1453s | adam which um |
1455s | you guys worked on is camera controls |
1457s | and adding |
1458s | um talk to me a little bit about the |
1462s | the kind of visuals that are provided |
1463s | through these cam additional camera |
1465s | controls for abilities and combat |
1467s | yeah so |
1468s | i mean the word of the day has been |
1470s | impact and weight right and a lot of |
1472s | that is sold through what the the player |
1475s | sees you know we didn't want anything to |
1476s | be uh nauseating or over the top and you |
1479s | know certainly people can adjust it in |
1481s | option settings but we wanted something |
1483s | that would uh that would sell a lot of |
1485s | the weight |
1487s | without you know being too over the top |
1489s | and too sort of cartoonish right |
1492s | and so we implemented a few different |
1494s | camera effects you know things like |
1496s | camera shake radio blur and a few other |
1498s | things involved |
1500s | and |
1501s | really tried to |
1502s | maximize uh |
1504s | you know our bang for the buck with |
1506s | those to to sell the weight of these |
1508s | attacks and it really adds a lot uh |
1510s | especially um i've noticed a lot of how |
1513s | your peripheral |
1515s | interprets the way that the attack |
1517s | really sells it for me as a player |
1519s | so that's something we've been focusing |
1521s | on and it's it's made huge improvements |
1524s | to the feeling of these attacks |
1527s | yeah absolutely |
1529s | i love it |
1530s | um |
1532s | so |
1533s | looking forward |
1535s | as we |
1537s | continue to flesh out both the medium |
1539s | melee weapons and we'll be showcasing |
1541s | our ranged weapons in combat |
1544s | in a future stream we're also going to |
1546s | be talking a little bit about and |
1548s | showcasing |
1550s | uh which you guys got a little sneak |
1551s | peek on a few abilities um some class |
1553s | kits and the ability systems as a whole |
1556s | um and what we're able to accomplish for |
1559s | alpha 2. um of course you know we |
1561s | promised at the beginning of this year |
1562s | that you guys would be getting some |
1564s | pretty exciting |
1566s | showcases of all the work that's being |
1568s | done on the project towards alpha 2 you |
1570s | got that with the character creator you |
1572s | got that with the seasons and weather |
1573s | systems now you're starting to get a |
1575s | little bit of touch on the combat side |
1578s | and i know that there's a lot of stuff |
1580s | that design has been prepping |
1582s | around you know the work that's been |
1583s | done on these class kits and and the the |
1585s | different archetypes that are going to |
1587s | be playable across alpha 2. um but |
1590s | there's a lot in store and there's a lot |
1591s | of functionality that the engineering |
1593s | team has provided our designers when it |
1595s | comes to |
1596s | both the functionality of certain types |
1598s | of abilities as well as the |
1600s | synergies possible between them you want |
1602s | to talk a little bit adam keenan and |
1604s | trout about um what's possible given our |
1607s | ability toolkit |
1611s | definitely man um i mean we've |
1613s | so this whole you know prototype process |
1616s | has been kind of you know two steps one |
1618s | of those steps was what you know adam |
1620s | and keenan were talking about a bit |
1622s | there with you know their |
1624s | hypotheses on you know what makes good |
1627s | feeling combat and they've done a great |
1628s | job on that but the other side of that |
1630s | was also just you know |
1633s | coming up with these almost mock class |
1635s | kits um and you know |
1637s | the idea was this might not be the final |
1640s | class but there will be things that we |
1641s | can take from it that would like and |
1642s | then get rid of that we don't like |
1644s | unless we make something |
1646s | and you guys have kind of seen |
1648s | some sneak peeks of that already from |
1649s | the assassin in the |
1651s | previous stream and now you're seeing |
1653s | something from weapon master uh that was |
1655s | the other one that we took to |
1658s | experiment with and contrast these |
1660s | different |
1661s | types of combat and um |
1663s | what i was kind of going for here |
1666s | was you know getting fast energies in |
1668s | place where you know |
1670s | maybe you know for example you've got a |
1672s | thing that if you kill someone with one |
1674s | of your other abilities it'll reset the |
1676s | cooldown on one of these abilities and |
1677s | there was a lot of that kind of stuff |
1679s | going on |
1680s | in this kit whereas there wasn't so much |
1682s | of that interaction in the kits and you |
1684s | know the previous outfit it was an area |
1686s | that we felt could really improve |
1688s | and the good thing about that um whole |
1691s | exercise that we did is we came up with |
1693s | a lot of cool abilities you're not |
1694s | seeing them all here but um |
1697s | they you know |
1699s | what it really did for us is it |
1700s | developed our tools because we realized |
1702s | oh we can't do this or we can't do that |
1704s | and so like the designers and adam and |
1707s | keenan |
1708s | here would |
1709s | kind of go back and forth and say like |
1710s | you know |
1712s | designers need to be able to do this |
1713s | particular thing that we can't currently |
1715s | do and then they would take that and |
1716s | make it possible |
1718s | so we're really putting our method |
1720s | forward here now we're |
1722s | going into like the full class design |
1723s | we're gonna have a lot of stuff that we |
1725s | can get the crowd running absolutely |
1727s | oh go ahead kevin |
1729s | oh i was just gonna sort of build on |
1731s | tracks point like all of these exercises |
1734s | or throughout all of these exercises |
1736s | we're very careful |
1737s | on the |
1738s | ability system side to make sure that |
1741s | when we're adding something new we make |
1743s | it as modular as possible we really want |
1745s | to think of these abilities as being |
1747s | made out of like lego pieces |
1750s | not being sort of like molded from a |
1752s | single block of clay so whenever we're |
1755s | trying something and we build something |
1756s | new that's a new piece that we can have |
1758s | that we have to explore and combine with |
1760s | all of the other pieces that we've |
1762s | already made |
1763s | absolutely um the other thing that's |
1765s | important and is important probably for |
1767s | players to understand with regards to |
1768s | alpha 2 is that this is another testing |
1771s | ground right alpha 2 is a test and |
1773s | in alpha 2 we're going to represent |
1776s | components of the class kits and the |
1778s | ability system that may not make it to |
1780s | launch but it is a perfect area for us |
1783s | to kind of get both player feedback as |
1786s | well as |
1787s | for us to log data |
1789s | around its usage its impact its um you |
1791s | know feasibility as essentially a |
1793s | component of our class kits right we're |
1795s | going to be experimenting a lot |
1797s | with regards to that for alpha 2. |
1801s | so |
1802s | it's very exciting um definitely we're |
1804s | just getting started yes absolutely well |
1807s | guys this has been a |
1809s | fun stream i think um |
1812s | i really enjoy |
1813s | obviously talking about this stuff and |
1815s | showcasing the hard work that you guys |
1816s | are doing everybody on the team is doing |
1818s | across um everyone that makes combat a a |
1821s | fun and tactile thing for us to play |
1823s | with um there's a lot that goes into it |
1825s | but |
1826s | i think the team is hitting it out of |
1828s | the park with these showcases as we show |
1830s | you know essentially what our quality |
1832s | bar is for |
1833s | ashes of creation so i want to thank |
1835s | everybody for tuning in and watching |
1838s | please make sure it's very important |
1839s | that you guys give feedback uh with |
1841s | regards to kind of what you saw today |
1843s | um you know it is always something that |
1846s | we are iterating upon uh but |
1849s | generally based on |
1851s | what feedback we already received out of |
1852s | alpha one and the pursuits that our |
1855s | engineering side as well as our design |
1857s | side have been |
1858s | have been examining and and and playing |
1860s | around with we feel really confident in |
1862s | this approach for the basic weapon melee |
1865s | attacks um but we want to hear your |
1867s | guys's feedback what you thought of |
1868s | today so make sure to comment both in |
1870s | the youtube section |
1871s | as well as on stream on our forums on |
1873s | our discord connect everywhere we value |
1875s | your feedback very much it is an |
1877s | important part of creating ashes of |
1878s | creation and remember this is a work in |
1881s | progress this is something that we are |
1882s | still expanding upon something that we |
1885s | are still improving um it is never truly |
1887s | finished but of course uh it is getting |
1890s | close to to alpha 2 ready um thank you |
1893s | guys again for tuning in uh adam keenan |
1896s | trad thank you guys for being a part of |
1898s | it always appreciate the insight and the |
1900s | talents you guys bring to ashes of |
1901s | creation as a as a game um we're very |
1904s | happy to have you guys so everybody in |
1906s | chat give a give hearts for our awesome |
1909s | guests today and i will see you guys |
1911s | back on stream |
1920s | [Music] |
1955s | you |