over 2 years ago - Ashes of Creation - Direct link

Transcript (by Youtube)


1s [Music]
21s hello and welcome
24s salutations everyone welcome to our
26s ashes of creation july development
28s update we hope everyone has been well
30s and safe over the month
32s as always it's exciting months for us
35s a lot we blink and the month goes by uh
38s but we always have
40s so much excitement in the office and
42s hubbub as we're uh you know
46s prepared to showcase all the cool stuff
48s for you guys very exciting it's been hot
51s actually in san diego this july yeah my
54s plants uh oh no having the struggle bust
57s but it's okay plants are struggle
59s busting
60s it's okay i'm giving them a lot of water
63s and nutrients
64s um
65s minus the birds trying to eat them which
67s i didn't even know birds birds eat
69s plants they are attacking my tomato
72s plant leaves
74s but oh no yeah so i bought a little
76s greenhouse and put them in it that's odd
79s and i wonder what kind of bird bird is
80s attacking the tomato tomato plant yeah
82s man yeah the tullnar attacking
85s [Laughter]
88s but
89s you know as always we'll just go through
91s all of our quick reminders today we are
93s going to be showing off some more techie
95s stuff you all said you want to see more
96s so
97s we're going to be showing off a tech art
99s tool and we have a few different people
101s joining from our team who will be
102s discussing that with stephen and so
104s we'll be playing a video for you all on
106s that
107s yes very exciting stuff and by the way
110s you know we uh in the past we've we've
113s seen as the community responded
114s positively to any technical discussions
116s and you guys have asked for us to kind
118s of do a little more of that in the
120s future and so today's that day we're
121s going to have a very technical
123s discussion
124s and if you have questions and stuff pop
126s them in chat
127s i know we'll try to answer what we can
130s i usually try to pull questions as well
133s if they're pertinent to what we're
134s discussing um but yeah it's going to be
137s exciting and then of course we have a
139s character art update which includes a
142s race that you haven't really seen much
143s of so i'm sure you guys will enjoy that
147s and it's one that people have been
148s discussing a lot lately um bachner and i
151s were chatting about that so i think it
153s would be exciting for you guys to see
154s where we're
157s and then of course we have our studio
158s update which will be pretty quick and
160s then we'll do our q a which will try to
162s answer as many as we can from the forums
165s that were new questions but as always if
168s you ask a question that we've already
169s answered vechnar is amazing and goes
172s through and answers all of them for you
174s so or it gives you the direction of
176s where you can find the answer as well so
178s yeah very cool so to kick things off we
181s have our reminders
183s first and foremost
185s we have our spotlight question from
187s youtube and we do this every stream so
189s all you have to do is subscribe to us
191s over on youtube and leave a comment on
193s the video that is our development update
196s and you can do that for this one it's
198s too uh as well whenever we upload it but
201s today's highlight is from wyatt parks
204s and they're they actually have a
205s question this time they said here's a
206s question as a crafter
209s artisan etc well i be able to give my
214s goods to someone else and pay them to
216s transport it via caravan system or
219s something to market or will i have to be
222s one
223s or will i have to be the one to
225s do the caravan myself that's a very good
228s question actually and i don't think we
231s have
232s talked about since that system has had a
235s little bit of a redesign um several
238s months ago
240s but yes there is a
243s um system driven way for players to
246s co-op um caravan
249s trips and essentially you have the
252s driver or the owner of the caravan
254s preps the caravan for launch at the
256s caravan series which is the node
258s building
260s that launches the caravans
262s and he can make a selection to allow
265s designated players or members of his
268s party
270s excuse me
272s to
272s uh
273s to reserve space within the caravan and
276s they may then upload their goods into
278s the caravan at the carabantry by
280s interfacing with the ui there
283s and there can even be an agreement for
285s insurance should the caravan be
287s destroyed let's say you find a driver
290s who's run many successful missions and
293s you're confident in their ability to
295s deliver you may not ask for insurance
297s but if this is a new person who doesn't
299s have an established reputation on the
301s server for being a successful caravan
303s driver um then you can request insurance
306s and that's an option that the uh that
308s the owner of the caravan has to enable
311s uh and when you interface with that ui
313s window
314s um there will be the amount of insurance
317s that will be uh placed in escrow and
319s given to you should the caravan not make
320s it to its destination or or should the
323s caravan's goods be lost um so there is
326s there is mechanical systems in place uh
328s to provide that type of interaction we
330s feel that interaction is good it's fun
332s it helps encourage um um the social
335s interaction that's important to an
336s mmorpg but also it provides an outlet
339s for players who may not wish to actually
341s drive a caravan or launch a caravan or
343s own a good caravan to transport their
344s goods to kind of piggyback with other
346s players as they do those things as well
349s so steven um
351s have you paid your caravan insurance
353s because i wanted to collect
356s i didn't lose a caravan i don't have to
357s make pay i don't have to make good on
359s that payment
361s i'm good
362s i'm just imagining
363s all the
365s memes um of course and that is from
368s wyatt parks thank you wyatt for being a
370s subscriber over on our youtube channel
372s we super duper appreciate it and we look
375s forward to the next questions that will
377s or comments that will be coming our way
379s from this update
380s and of course we have our reminder that
383s our thunder at the gate cosmetics will
386s be swapping over august 10th at 11 a.m
388s pacific
389s little turtle dude i like his tail and
392s his little
393s mouth look at that
394s it looks like a baby turtle but actually
396s it's big yeah it's it's a mount uh so
400s yeah
401s it would be interesting if it was a
402s little baby turtle um
405s and a reminder that all of these
406s variants all the variants that are made
408s from these you'll see in-game as npcs
410s creatures buildings etc which is really
413s very exciting for us
414s you're helping us build the world of
416s vera
417s and we also have our latest dev
419s discussion up which is about world map
422s discovery we'd like to know would you
424s like to see a traditional map
426s world or mmo world map that once
429s explored updates with the ever-changing
430s state of the world or would you prefer
432s to see more innovative ways of keeping
434s maps up to date and you all have already
437s provided a ton of feedback but we would
439s love to see some more so if you haven't
441s headed over on over to our forums please
443s do so and of course our next topic will
446s be regarding tank participation and i'm
449s sure y'all will have tons of feedback
451s for us on that uh so prepare yourself it
454s has been a lively discussion in the on
456s the design team as well actually that's
458s why we have it as a dev discussion i
460s know yeah it's going to be exciting to
461s see what people think about that
463s stephen's like let's see if you guys
465s agree with me no no no we cannot load we
468s just have to load the question nobody
469s knows who stands where
472s i know i'm not saying i'm not saying how
474s what you think i'm just saying like
476s it'll be interesting to see if people's
478s ideas or thoughts uh coincide with what
482s you guys as a development team think
484s and of course for those of you who are
486s content creators you're always asking us
488s you know where you can apply we haven't
490s started invitation phase yet but we are
493s accepting applications so if you head on
496s over to
497s our website and or even our support page
500s and you type in you know content creator
502s program it'll come up with a link where
503s you can apply
505s for
506s a part of that which will be very
507s exciting
508s and without further ado
511s uh we are ready to
513s head into our tech art tool discussion
516s do you want to preface this first video
518s and then we'll
519s i would love to so
521s what we're going to see first here is a
523s very brief preview a sneak peek
527s at the
529s desert zones in alpha 2.
532s and um
534s you know they're
535s we don't want to obviously give away all
536s the secrets and show you know everything
539s that's that is intended there for alpha
541s 2. uh but you will likely see some
544s interesting um uh
547s buildings that might be indicative of
549s some points of interest of some dungeons
552s you might see a little glimpse at a raid
555s boss that lives in the desert
558s um it's really kind of uh you know
561s tristan snodgrass our lead environment
563s artist did an uh an outstanding job uh
566s putting together this this little um uh
569s video showing you guys what the
571s environment team and the tech art teams
573s have been have been working on and
575s building as part of the alpha 2 world um
578s so big big hearts in chat for tristan he
580s spent a lot of time on this he was up
581s late last night getting the final
583s touches
584s uh put on it and everybody who
586s participated in it um but i think you
588s guys are going to enjoy it it's going to
590s be a brief showcase and then after that
593s we will show
594s a technical discussion uh about one of
597s our internally created tools from some
600s of our very talented
602s senior technical artists and how
605s we are developing these internal tools
607s to really help build a giant mmo world
610s like ashes of creation
612s and
613s um you know create better efficiency in
616s our workflow processes right in the in
618s the pipeline of what goes into making
621s these beautiful environments and and
623s these beautiful places in the world um
626s so you know incredibly impressed always
628s with with the
629s talent that our team has
632s and is constantly showing and i think
634s you guys are going to be impressed as
635s well they are amazing i mean
638s we all talk about it every day but uh
640s even in the office when you're like
641s eating lunch with someone it's just
643s great to work with people who are super
644s passionate because
646s you know every time you talk to somebody
647s or ask them for something it's not you
648s know like a chore it's like everyone's
650s excited to do it which i think is you
653s know great
654s absolutely no and it's always so fun to
656s to really just see
658s you know these these dreams that we've
660s talked about um you know for years now
663s starting to come to a a quality level
666s that's indicative of what players yeah i
668s want to play
669s students
671s what do you want me to do you need to
672s see me everyone
678s i know i'm just saying from like just so
680s the players realize like we also want
684s this just as badly as you guys we want
686s to create the game that we all want to
688s play so just
689s just we're bearing with you all as well
692s um but with that i'm going to play a
694s cinematic video and then we'll return
697s and we'll chat a little bit and we'll
699s head into the tool discussion keep an
701s eye out for some interesting things you
703s might discover in this video what are
705s these structures
708s all right we'll see in a moment
712s [Music]
722s so
749s [Music]
768s [Music]
776s [Music]
808s [Music]
831s [Music]
853s [Music]
856s all right well it seems like people
858s liked it also they love this the
861s whispering well the yes
864s it is the snores as the community has
866s called it oh my gosh the sounds so good
870s i love it so much cat did a great job
874s everybody did a great job kind of in
876s this in this sneak peek i i can see the
878s the absolute excitement from the
881s community just
882s dying to get into this zone um but you
886s know just to give you guys context next
888s video we're going to show is about 20
889s minutes long and it's going to talk
891s about some of the tech that's been
894s internally developed uh to work in
896s concert with unreal engine and helps
899s remove some of
900s the workflow barriers that typically
903s exist as part of the process of making
906s these virtual worlds
908s and our tech our team has done a
910s phenomenal job um in in
914s in helping create
916s um tools that our artists can use um to
921s to essentially keep that creative
922s process within the engine as much as
925s possible um so you're going to hear a
927s lot of technical jargon and and
930s words perhaps that that might be a
932s little foreign we'll do our best to try
934s to clear some of that stuff up after the
936s video
937s but i think you guys are going to enjoy
938s watching you know what goes into making
940s such environments like this you know
942s what what goes into making the world of
944s vera
946s all right
947s we'll see on the flip side
950s hello everyone and welcome to another
953s live stream day very excited to be with
955s you we have a little bit of a different
958s demonstration to show you all today we
960s you know we've in the past we've shown
962s kind of um tech that we're using to help
965s build the world of vera and today i am
968s joined by three of our extremely
970s talented senior technical artists on the
973s team i am joined by john
976s bruno and alan hey guys how are you
979s doing hey good stephen
984s now you guys have been working on
986s something um for the past little while
989s that
990s um is actually is very excited and as i
993s understand it
994s um
995s alan this was something that
998s you
1000s began to think about um as a tool that
1003s our artists could use in the studio to
1005s help with the development of a world
1007s like ours as big as ours of an mmo
1010s that of course is a difficult difficult
1012s world to build amongst the games that
1014s are out there tell me a little bit about
1016s where this idea came from for our
1019s landform tool
1022s hello uh yeah sure uh so i was in the
1025s studio
1026s um
1028s just trying to
1029s figure out a way to kind of speed up
1033s my process other artist process of
1035s creating uh you know art essentially and
1038s then
1039s i know
1041s essentially how big our world is going
1042s to be
1043s so
1044s you know i really wanted to kind of
1045s think about that as well as my
1047s constraints you know
1049s and so
1051s it kind of just dawned on me as i was
1053s working through building art for us
1056s um about this idea i had which is
1059s land form which you know thankful uh you
1062s know
1063s hats off to bruno for um you know the
1065s name i think it's fantastic it's awesome
1068s i like it too it's it's perfectly app
1071s for what it does too yeah totally for
1073s sure
1074s um and so i was just trying to think of
1077s you know those ideas and so i was like
1080s just trying to think of like uh the the
1082s awesome programs or the softwares that i
1084s use
1086s and you know how can i speed up that
1088s that flow right
1090s so and tell me a little bit about the
1092s flow right um john bruno allen you guys
1095s have have been working for a long time
1097s in this industry and you've built a lot
1099s of games and you know
1101s i think you guys even have some mmo
1103s experience some of you in the past that
1104s i think alan you worked on um new world
1107s uh was your last project correct yep
1109s yeah and tell me a little bit about what
1112s that workflow actually is on other
1114s projects that you guys have worked on
1116s so
1117s with you know other projects i worked on
1119s essentially you would build your asset
1121s you know your model essentially in a
1123s third uh
1125s third-party application like my or
1127s something and then you would actually
1129s start going in and start detailing it up
1131s like in programs like zbrush
1134s or whatever programs that you want to
1136s use and then go in and start um
1138s texturing after uv and so then you could
1140s jump into like quicksilver mixer or
1142s substance painter or you know if you're
1145s even trying to do like a tileable or
1146s something like that you go into designer
1148s and
1149s make that so you're going to a lot of
1151s these different programs
1153s and um you know you're spending your
1155s time doing those processes to create
1158s your art but essentially each time and
1160s each time you kind of move to a
1162s different middleware program that's
1163s that's an interruption in the workflow
1165s right yeah yeah so like as i'm building
1168s something i'm you know artists have like
1170s this rhythm you know it's like this flow
1172s that we get into that kind of just help
1175s create a create this thing that we're
1176s making you know and
1178s for me it's like as i'm building
1179s something i'm in this flow and it's like
1181s i'm getting in this rhythm if i have to
1183s separate and go to another application
1185s i'm starting to do like really technical
1187s work i start that idea that that flow
1190s kind of like dissipates you know it kind
1192s of gets more uh softer and vague you
1194s know and then before you know it's like
1195s out in the midst and it's really hard to
1197s grab it and then bring it back into
1199s vision uh once you're going through all
1201s these applications
1203s [Music]
1205s so this workflow allows us to
1207s essentially speed that up and so that's
1209s what i was working looking through uh in
1211s my ideas and stuff about like you know
1214s how can we stay in an engine you know
1217s build a material a process as well that
1220s allows us to create art um but really
1223s get the high fidelity that we're looking
1225s for and as well
1227s speed right iteration that we just
1229s talked about for like you know hey does
1231s this look good oh no
1233s that looks great but what about this and
1234s you're like oh yeah yeah change that up
1236s and then before you know it you're like
1237s okay and then you have to go back and
1239s you're out of that application or out of
1241s you know the engine into another
1242s application and then it just goes
1244s through this big long process so if you
1245s can do that and build it inside the
1247s world that you're you're making then
1249s that flow like really that rhythm starts
1252s to come a lot easier and before you know
1254s it you know if you come to me stephen
1255s you're like hey alan i want this cliff
1257s to be
1258s you know a little bit higher you know
1260s i would have to get out of the
1261s application
1262s or the engine and into my application
1264s and do that but now with this tool that
1266s we're making in this process that we
1267s have really defined uh now we don't have
1269s to do that
1271s bruno tell talk to me a little bit about
1274s what made this possible with unreal
1276s engine 5 our migration over to ue5 as
1279s opposed to previously with ue4 yeah
1282s absolutely so um
1285s that is something that
1286s of course became available
1289s quite recently with uh with uh uh uh
1292s geometry scripting
1294s within uh uh u5 and that's basically
1296s like the two set that we're using to
1298s create landform
1300s so that's actually something that's like
1302s really really fresh and new and like
1304s like cutting edge technology kind of
1305s thing
1307s so
1308s before of course you could like like
1311s alan said we could do this uh outside of
1313s outside of unreal and
1316s go to external programs and stuff like
1318s that but of course we wanted to keep
1319s that to keep that flow going we wanted
1322s to keep the artist uh uh really
1324s connected with the
1326s the asset that they are working with
1329s so uh yeah we use this this like fresh
1332s new tools from from ue5 to to create uh
1335s live form
1336s and uh yeah you know we're
1339s it the two is here now and it's it's
1341s been amazing too to work with them yeah
1343s just having a really good time
1345s it's seeing
1346s exciting um you know kind of seeing our
1349s artists react to
1351s this tool's availability now
1353s as part of their workflow and kind of
1356s replacing as you guys described that
1358s that external sculpting software like
1360s zbrush or
1361s or maya and and creating really high
1363s resolution geometry to break it down in
1365s this
1366s in this
1367s making it usable essentially in the game
1369s in the actual engine itself john talk to
1371s me a little bit about um you know how
1373s how this has impacted
1376s um the team's workflow and and where
1379s it's really viable for an mmorpg like
1382s ours
1384s well so
1385s one of the things that makes it really
1387s viable for an mmorpg
1390s in this case is
1391s the
1392s performance side of it so
1395s i remember i was mentioning something
1397s earlier about how
1398s like i've been wanting to work on an mmo
1400s since i was eight years old but
1403s once i
1404s became an adult and became a 3d artist i
1406s realized i wanted to work on an mmo but
1409s i didn't want to be an artist on an mmo
1412s because of the limitations
1414s now one of the things that our tool does
1417s here is it allows us to grab that higher
1420s fidelity not just in the textures but
1423s the actual geometry so you see
1426s the
1427s silhouettes of all the details that
1431s you know you might go and play your
1433s favorite mmo that you've been playing
1434s for 15 years and everything's all flat
1438s um you know there's no bumps there's no
1441s ridges or anything like that
1443s but then now here we are trying to
1446s bring in that extra
1448s dimension
1450s essentially and uh absolutely right
1453s before
1454s you know joining intrepid i spent some
1456s time in film
1458s and doing a lot of you know that film
1462s level
1463s scenery
1465s and
1466s you know i wanted to bring that into
1469s the game and i didn't think that was
1472s possible and so we until we started
1474s really working on this and then so
1478s you know alan's got his ideas that he's
1480s putting forth and bruno is building
1481s these tools here that's actually making
1484s it possible and then one of the main
1487s things i'm doing over here is uh you
1489s know making sure that it's optimized and
1492s we're reaching that level of performance
1495s that is still going to
1497s be able to run on mmo
1499s you know i've i've got a lot of friends
1501s that want to play this mmo so badly
1506s but they're still
1508s yeah they're still running their 10
1510s series graphics cards you know they they
1512s haven't been able to uh either find
1514s their rtx's or
1516s afford them even you know because they
1518s got really expensive there and so for me
1521s it's really important that
1523s we reach that fidelity
1526s but we do it in a way where
1529s you know those people can still play it
1532s because when every time you try to
1534s increase the fidelity in a game you run
1536s the risk of alienating a part of your
1539s potential player base right and
1542s for me the most important thing you know
1544s yeah i wanted to look good but i also
1546s don't want to alienate any of these
1548s people that want to enter the world of
1550s vera absolutely part of our community
1553s yeah i mean we've all played mmos right
1555s we're all mmo gamers i remember um
1557s you know we
1558s we've talked about the kind of games
1560s that we played and and one of the
1561s biggest components of a fun experience
1564s in an mmo is having a very high
1566s population having a lot of people around
1568s you and the more that are capable of
1571s playing an mmo that's in unreal engine 5
1574s which you know this this this type of
1577s tool allows us to as you just described
1580s make this a viable application on lower
1584s end spec machines
1586s and that's and and that is really
1589s alleviating a barrier to entry that a
1591s lot of newer generation games have that
1595s that we're trying to lower
1597s um so so tell me a little bit about um
1600s you know what we're seeing here with uh
1602s with this modeling you know you guys are
1604s watching um you know some of these
1606s demonstrations of the
1608s of these uh of the manipulation of the
1610s tool actually in the in the engine
1612s itself talk to me a little bit about
1613s what we're looking at sure
1617s yeah we yeah we can jump into uh looking
1620s at the tool here and uh
1623s you know essentially what we're doing is
1625s we're taking a lot of
1627s uh if we have any 3d artists or you know
1630s game developers out there watching today
1633s we're taking a lot of that
1634s external painting aspect
1637s and bringing it into
1640s the engine you know we're
1642s we're not using painter we're not using
1644s mixer for this uh but both of those were
1646s inspirations
1648s on what we're doing here absolutely and
1651s just you know the end result is going to
1653s be that
1655s we're
1656s essentially displacing
1658s this
1660s texture into actual geometry but
1663s i'll let alan
1665s jump in and talk a little bit about what
1667s we're looking at here sure sure
1670s um
1671s so i think the one of the things that uh
1673s was big for me is is the ux part of this
1676s right is bringing the
1678s the the user experience of how these
1680s programs work within unreal so what
1682s we're looking at is essentially me
1685s painting
1686s texture sets
1687s on this model that allows us
1690s to basically duplicate
1693s how
1694s you know painter would be uh or mixer
1697s essentially but now we're able to do
1699s that within unreal and i'm able to use
1702s mega scans assets you know they're
1704s tileables essentially
1706s and i'm able to paint layers on this
1708s which are you know what we're looking at
1710s right here
1710s and then
1712s you know you have a way to blend between
1714s uh the height so in and out there's a
1717s lot of dynamic masking going on
1720s and all this is basically allows the
1722s artist to
1724s create the thing that they want to in
1726s engine which is fantastic and right now
1728s what you're looking at is i was able to
1730s sculpt inside of unreal push in the
1733s inside
1734s before i'd have to go to like zbrush you
1737s know and then you know with the tool i'm
1740s able to
1741s uh get the things i need to to bake out
1744s and i'm being a little you know
1745s descriptive there you know
1747s um
1748s so we can hide a little bit of our
1750s secrets
1753s and i'm able to displace it and then i
1755s can keep on using unreal's tools to keep
1758s on refining my process you know in the
1761s mesh and the asset you know in any time
1764s through this and the big part of this
1766s and bruno can talk about that and even
1768s john is that this is a non-destructive
1771s workflow and that was really important
1773s to us because this allows me to be free
1776s of that i don't have to worry about oh
1779s shoot did i do the wrong thing you know
1781s am i iteration is king right exactly
1785s so this just allows us to to move
1787s forward and then also move back um
1790s without any hiccups and it's just
1792s fantastic
1793s [Music]
1795s a little bit more about that yeah i can
1797s yeah i can comment on it real quick uh
1799s but basically uh what alan's saying is
1802s that you can always go back to your your
1803s original matches and to your original
1805s assets and and
1807s redo the process or create an entire new
1809s match based on that same you know
1811s starting point
1812s um and it's always going to be there for
1814s you it's not like uh
1816s basically this is what a non-destructive
1818s workflow is you can always go back and
1820s undo or or you know start again from
1822s scratch if you if you want to do another
1824s iteration of it uh it's just really
1826s powerful it gets that that that
1829s uh uh gets the artist like more relaxed
1832s about like oh i'm not gonna break
1833s anything you know
1834s and so i say like go and break things
1836s because you can always go back
1838s right and and john you were talking
1840s about you know iteration as king and and
1842s boy is that true especially on an mmorpg
1846s where let's say designers might come to
1848s you and want this cliff face to be
1851s looking a little bit different for the
1853s needs of their quest or the pathing that
1856s they might want to have a certain
1858s monster take around a particular poi or
1861s some statue like this right and you guys
1863s have with the ease of this tool the
1865s ability to make those iterations
1867s actually an engine
1869s yes absolutely so
1871s one of the things here you know going
1873s through and you know
1874s painting on something and you know
1878s sculpting on it and trying to get all
1880s those details and you know you spend a
1882s lot of time doing that and in
1884s traditional workflows where you do it in
1886s external sculpting software and things
1888s like that
1890s you know it was a headache when somebody
1892s would come to you and want some kind of
1894s iteration but that's the reality of the
1897s industry it's it's all about inter
1899s iteration you know the first version is
1901s never the version that makes it in
1903s um and if anybody tells you it is and
1905s they're lying to you
1907s absolutely you know so it's like
1910s one of the things uh i always tell my
1913s students that i mentor is that you know
1916s the key to being a 3d artist in this
1920s industry is you cannot get married to
1923s your work you have oh you know what
1925s that's so funny john
1928s at the start of every design meeting i
1931s make each of our designers go through
1933s and say i am not my design and my design
1936s is not me
1940s this is my asset there are many like it
1943s that's fine
1944s that's fantastic
1946s yeah so but but that's the thing you
1948s know there's there's the iteration side
1950s of it but then there's also
1952s uh the variation side of it one of the
1954s things that i
1956s personally wanted to
1959s use this tool to
1961s approach was variations so
1964s like one of the things we can do with it
1966s is we can take an asset that's
1968s essentially built clean
1970s and then we can go in and we can
1974s use the landform tool to essentially
1977s create a duplicate of that asset
1979s go in and start doing sculpting on it
1982s we can add these um extra details we can
1985s add damage we can add a buildup of some
1989s kind of gunk or something like that
1991s save that out and then
1994s set that aside as variant a then we can
1997s go back in
1998s grab the asset again start over paint it
2001s a completely different way create
2004s another variant of it so
2006s we could
2007s uh boy is that important for an mmo
2010s where reusability is key into in
2013s managing this giant world we have to
2016s make yeah and so let's say that you have
2020s uh you have a hall of statues like 10
2023s statues on either side in you know
2025s traditional games
2027s you walk through there and you see 10
2029s repeating statues on each side 20
2032s repeated statues
2033s now
2034s you could go in and you could sculpt in
2037s all kind of damage detail to create
2039s variants but
2041s a problem that you run into on the
2044s performance side is that now you're
2047s adding a lot of resource overhead and
2050s then that tanks things down
2052s your frames per second goes down some
2054s engineer comes screaming at you yeah or
2057s the
2059s the tech artist starts like shooting you
2061s with a nerf gun and you know giving you
2063s the
2065s but what we can do here is we can have
2068s uh an artist sculpt out something
2071s beautiful
2072s and then we get it into the engine you
2074s know they sculpt that beautiful statue
2076s and then
2077s you take that statue
2080s and you can create even 19 more variants
2083s of it right quickly
2085s and you can go through and you can use
2087s the tool to paint it in a different way
2089s to create damage in different places
2092s and then have those all lined up but
2096s every single one of those
2098s is using the same set of textures
2102s tileable textures and everything
2105s that were used to
2107s use the tool on it
2108s and so
2110s traditionally you couldn't do this
2111s because you would have to have 20
2113s different bespoke
2115s texture sets and now you have one
2118s that is used across all 20 of those
2120s statues but they still look different
2122s because of
2124s you know
2125s the extra detail that we're adding for
2128s the variations so yeah iterations and
2131s variations i think are the key component
2133s here
2134s yeah the other thing let's go ahead
2136s sorry i was just going to see if i can
2137s add to that a little bit there's a
2139s there's a big aspect of this tool that
2141s is a you know like the procedural
2143s workflow that we're using here
2145s uh but i just wanted to comment real
2147s quick that even though yes we're using
2149s like all of this like procedural
2151s uh uh uh techniques in it it still gives
2155s the ex the the artist
2157s all of the power so there's still
2159s someone curating that
2161s that procedural workflow right so it's
2163s not like we're pressing a button
2165s generate statue there's someone still
2167s going in there and painting that detail
2169s and adding that detail where where it
2170s needs to be right there's an artist
2172s behind every part of it yeah it's
2174s observated
2175s absolutely and that's exactly what i was
2177s going to mention too is that it's
2178s basically procedural with hand-painted
2180s work so you're able to
2182s get a best of both two worlds you know
2184s get something that's done very quickly
2186s because it's procedural and then have
2188s the artist control that and paint out
2190s what they want to see
2192s absolutely phenomenal well guys i i
2195s think i speak for the community when i
2197s say
2198s that
2199s we are incredibly impressed with
2202s not just the the hard work that you're
2203s putting forth in helping make ashes of
2206s creation reality but also
2207s the way in which you're you're using
2210s your minds to create more efficient
2213s workflows so that the task of creating a
2216s world as big as ashes as big as
2219s hello and welcome back
2222s um we hope that you all enjoyed a little
2224s bit more of a tech heavy uh piece i know
2227s there weren't a ton of questions i
2229s didn't have i had a feeling that there
2231s weren't going to be a ton there are a
2232s lot of people asking who is she
2235s the sand mom statue lady
2238s yeah
2241s well we can't answer that um that's
2243s something that you will need to discover
2245s in the world
2246s [Laughter]
2247s but uh she does have significance
2250s absolutely oh my gosh sandal queen i
2252s like that one too it was it was great
2257s um but yeah i thought i would ask it
2260s even though i know we won't won't
2261s believe you to answer quite yet but
2263s you'll you'll find out i'm sure
2265s uh absolutely yeah no you know it's it's
2268s always great to have these um you know
2270s technical showcases as well i know in
2271s the past we've done
2273s developer diaries and we want to get
2275s around to doing those again but um you
2277s know there's a lot that goes in to
2279s making
2280s an mmorpg but especially in making a
2284s large
2284s open world
2287s and there are not a lot of
2290s out-of-the-box tools
2291s that help with that process so
2295s it's important that
2296s you know as a studio as a development
2298s team that we're conscientious of our
2301s workflows of the pipelines that require
2304s us to think outside the box in making
2307s um specially curated tools to improve
2311s that to make it scalable to make it
2313s possible within the amount of time we
2316s want
2317s to build the types of things that we
2318s want to do and
2320s a lot of that for especially the
2322s creative realm of game creation you know
2326s it is about keeping the consistency of
2329s that creative workflow in place and
2332s oftentimes some you know
2334s the middleware software that's available
2336s out there is amazing it is incredibly
2338s versatile there's never going to be a
2340s way that you will entirely remove that
2342s from i think the process elite at least
2344s not for some time but
2347s where we can mitigate that at least on
2349s an iterative level
2351s that's where it's very fruitful to an
2354s artist or to the development team to be
2357s able to stay within the engine for those
2360s iterative processes right um and and the
2364s landform tool is is really useful and in
2367s fact you know this is and i know it was
2369s said in the in the discussion but this
2371s is just
2373s the early application of that landform
2376s tool um there's a lot more that's
2378s planned to make that tool very versatile
2382s in its capabilities within the engine
2386s and it's going to be exciting to see
2388s it incorporated further in our pipelines
2392s so very impressed by
2395s the incredible work that
2396s uh our technical art teams as well as
2399s our teams in general are doing to bring
2401s ashes of creation the world of vera to
2403s life um and i know you guys appreciate
2406s kind of getting insight under the hood
2408s especially those of you who are amateur
2410s developers or who are just getting
2412s started in the industry or who might be
2414s at other studios this is also an
2416s incredible recruitment tool so that you
2419s know one thing that is the lifeblood i
2422s think of any project out there in game
2424s development is the tools
2426s the tools that you have access to to
2428s help ease uh to help scale to help uh
2432s inform
2433s what it is that you're developing and
2437s you know here at this studio we we put
2439s tools on a pedestal right we we want to
2442s make sure that um we are providing our
2444s developers with the tools that they need
2446s and that's why we have a very we're very
2448s technical teams that are that are
2449s conscientious of how we can apply the
2452s the the technical art knowledge or the
2454s engineering knowledge um to facilitate
2456s that tools development um and we also
2459s want that to be uh
2461s a high point when we prospect new
2463s developers to join our team that they
2465s get to see the types of tools that are
2467s available when working not only with
2469s unreal engine 5 which is an incredible
2471s engine created by epic but also within
2474s the
2475s the tool sets that we're creating
2476s internally as well to interface with
2478s unreal engine 5. um and that's a very
2481s important aspect so
2483s um happy to share that stuff with you
2484s guys and i hope you guys are excited to
2486s to see that and learn about it and and
2488s it's it's a fun aspect of making games
2491s and i think one of the main things that
2493s we've been trying to show you guys is
2494s like
2495s the journey of creating a product
2498s creating an uh a game you know i don't
2500s think a lot of people get to experience
2502s that um and you're getting to see not
2504s only
2506s you know the outcome of what is the
2508s creation but the process of creation um
2511s and also
2512s if you want to see more of those things
2513s do let us know um
2515s we all know this because we're all
2516s gamers but yeah
2518s games are the future i mean
2521s the gaming market today is larger than
2523s any other form of entertainment combined
2526s um and it's only going to continue to
2528s grow as
2530s you know more and more people get access
2532s and familiarity with computers and
2534s consoles and whatnot so um you know it's
2537s kind of like being on the cutting edge
2538s of
2539s you know the advent of the internet or
2541s of computers gaming is in and of itself
2544s something that is the future and we're
2546s going to see more and more development
2548s teams continue to
2549s to become uh
2552s you know
2552s worthwhile investments on the gaming
2554s side um for us to participate in the
2557s development and the journey of
2559s and it's it's great that you guys i
2561s think it's great that
2563s one of the things i love about ashes is
2565s the ability to interface with the
2566s community and being having that open and
2567s transparent development process because
2570s i just think about how you know 15 20
2573s years ago when i was playing games you
2575s know at 18 years old
2577s that i didn't you know get this type of
2579s insight right i just i just grabbed the
2581s title when it released now there's an
2583s opportunity to kind of watch the
2585s progress to watch the development to
2586s learn and understand um and i think
2589s that's a really cool aspect not for
2590s everyone of course um but it is
2593s something that those of us who are
2594s interested in have the opportunity to do
2596s so now more and more today than we ever
2598s did in the past
2600s and i think from a developer standpoint
2603s as like a person working at a company
2605s i've worked you know at quite a few and
2608s when you don't have the right tools it
2610s can be very frustrating so you know
2612s praise stephen for allowing developers
2615s to have the opportunity to spend time to
2617s create tools i think a lot of the times
2620s were
2621s you know
2621s they're like okay well access is your
2623s tool you have to use that and you're
2625s basically just like pasting spreadsheet
2627s data and then like you're crossing your
2629s fingers hoping stuff doesn't break right
2631s and that's that's the age that i've come
2633s from is you know you know 16 years ago
2636s it was not this way uh having tools that
2639s we can utilize and make processes faster
2641s i think you mentioned being scalable you
2643s know as we pull more people on or not
2645s needing as many people because you have
2647s great tools that do things faster i
2650s think it's just trying to like you know
2651s explain that to folks who you know maybe
2653s don't get to
2655s you know be in the day-to-day of
2657s creating a pro like a game or any
2660s product
2661s absolutely all right with that
2663s uh unless you have anything else you
2664s want to add stephen
2667s we shall move on to our character art
2670s update which
2672s to preface first we will be showcasing
2675s a new
2676s race that we haven't really well
2678s we've shown
2680s some things
2681s on the interior in the past no we're not
2684s showing the toilet oh okay oh the tool
2686s noir we're gonna show you like a toe to
2689s start with
2695s so
2696s cool my team is just like losing their
2698s mind but not today not today
2702s i know maybe we can just show them the
2704s the concepts let's just maybe we can
2705s just show them the concepts can you pull
2707s that in like live maybe do you have that
2710s i don't have it
2712s i can i can send it to you right now if
2714s you want me to
2715s uh i feel like that we could do
2716s something cooler yeah i don't know i
2719s feel like
2720s maybe dispersing parts to conte creators
2723s and they have to like put the puzzle
2724s together or something
2726s do you want to do that or do we want to
2728s show them the concepts
2730s it's i'm going to leave it in your hands
2731s what do you want oh my gosh that way i'm
2733s not the bad guy no no if i choose not to
2735s i'm not the bag it's all you now
2738s okay well let's start with what we've
2740s got and then we can decide at the end uh
2743s and i'll let um
2745s maybe bacnar can dm me and tell me he's
2747s like i wasn't prepared for this uh what
2750s he thinks um in a dm do it live
2753s so
2754s first and foremost let's show off the
2756s imperium i'm gonna be having so much
2758s trouble after this you guys if you don't
2760s see me for a week call for help no i'm
2762s just kidding
2764s i mean i work for you man you tell me
2767s what you want
2769s so here's a look at the empyrean we've
2772s had a lot of questions about the
2773s mirroring i've heard a lot of people
2775s asking about them
2777s people want to have that more high elf
2780s elven look
2782s there were some questions in regards to
2783s whether the headpiece part is
2786s part of them but i think margaret
2788s someone just screamed give us the toe
2791s just the toe
2792s all right
2793s wagner get me an image of the toe i
2796s would love to showcase the tower now but
2798s guys so remember the important part here
2800s is
2801s we've always said this that that art is
2804s is always improving it's always a work
2806s in progress um and and part of the art
2811s that
2812s excuse me manny and the character team
2814s have been doing has been
2816s taking a doing an audit of our character
2819s races and you guys saw this
2821s first with the um with the pi i think
2824s was was it first with the pirate or
2826s first no first was the dwarves yeah
2837s um now you're seeing the empyrean and
2839s these are these are updates to to give
2842s some more character
2844s unique character to each of the
2846s individual races um and also to to bring
2849s them up to a quality level um that is
2853s that is um respective of the of the
2856s world we're creating um so you guys see
2858s this concept these concept pieces right
2860s here which is the reimagining that that
2862s manny's done kind of of the empyrean um
2865s uh elves uh and you guys will recall
2868s when you saw the pirate concept to the
2872s pirate model it is very similar it is
2875s almost one to one between concept and
2878s model
2879s so this gives you a very good idea
2883s what these what these models are going
2885s to look like which we will show you soon
2887s they're they're almost done not quite
2889s yet as a matter of fact
2891s margaret you threw them on the uh run of
2893s show but i think i
2894s took them off
2896s uh because they have a little just a few
2898s other things
2899s the um empyrean
2901s models
2903s oh yeah
2904s the models yeah i had the actual models
2906s but you yeah you had me pull them
2908s they're almost almost done almost done
2912s um
2912s i always like showing you guys the
2913s concept and then what the what the ink
2915s name looks like because it's like they
2917s look so similar it's so good
2919s um next
2921s we have shown the renkai before you all
2924s gave us a lot of feedback on it um
2927s we are making a lot of changes to all of
2929s the races to make them more unique um
2933s each of them having their like i mean
2934s you've seen like the building culture
2936s and how different each of those are and
2938s steven's really driving the direction
2939s for the art now so this is kind of the
2942s new direction of the renkai
2945s um it's not finished but yes
2948s and yes you will be able to still have
2950s red skin too
2952s um but this is just the green skin
2954s showing you that yeah you know there's
2956s going to obviously be
2957s a lot of customization options where
2960s uh you know you will have some direction
2962s on skin pigmentation for uh the
2965s different races you're not just going to
2966s be delegated to green orcs you're going
2968s to have options there where you can
2970s where you can customize those things
2973s and
2974s but this is the
2977s recently work in progress touched up
2980s concepts for the renkai and i i love it
2983s i think they're i love it matches kind
2985s of the vibe they have with all their
2987s architecture like the very swampy like
2989s pagoda style like i feel like it just
2993s this feels more like what they should be
2995s like absolutely absolutely
3000s that's cool
3001s all right and of course we will have
3003s threads going up for both of these as
3005s well as for
3006s our um
3009s desert biome goodness so if you do have
3011s thoughts on any of these things please
3013s please uh feel free to pop over to our
3016s forums and give us some feedback
3019s next just in case just in case you
3020s choose to pull that trigger um on the
3023s telner i've added it to uh yours mine
3026s and rise um
3028s dm and slack so you have it there oh
3031s ryan's out today he's oh okay sorry here
3034s let me i'll send it i'll send it
3035s directly to you okay
3037s there we go
3041s i will download that
3043s um okay so
3044s this is the guys of the negotiator
3049s set very very cool
3054s i love this set who worked on this one
3056s by the way um i believe this was jeremy
3062s jeremy
3063s no
3065s for design uh but eli worked on it for
3067s the arts eli nice
3069s yes
3070s jeremy on the design side and eli on the
3072s modeling side so this i love this set
3074s it's it's just so and it's and it's
3076s appropriate that it actually
3078s lined up with the desert bio it did it's
3081s perfect
3082s yeah
3083s um
3085s yeah and i got to see my whispering
3087s whelk that i designed
3089s [Music]
3090s i thought you were gonna say no the
3091s first time i was putting that together
3093s because i was like is he gonna think i'm
3094s crazy i'm putting a horse and a snail
3096s together i didn't know that you love
3098s snails until after like i like
3100s kickbashing real animals together into a
3102s fantasy uh you know that's where the
3105s bagora they brought it to life and it's
3107s just like it's when you design something
3109s and then when you see the art and then
3111s the like the concept and then the art
3112s and then you get to see it like
3114s working and oh my gosh
3116s makes you cry
3118s i like the little shoes on this guy by
3120s the way yeah the little
3122s like pearl
3127s it's very good eli you killed it nailed
3129s it
3130s um and then of course the lovely desert
3132s statue that you've all seen in the video
3135s but here's the model of it desert
3139s the sand mama yeah the sand mama who is
3142s this yeah i don't know and jincy worked
3144s on this one
3146s yes jinzy modeled this one
3149s and then we've got
3151s our lightfoot leverage i'll give i'll
3153s give a hint there is some importance to
3157s the
3158s um
3159s iconography on her circlet on her um oh
3164s sorry i didn't mean to
3165s no i just hit the wrong button there we
3167s go so there there is some there is a
3169s symbol that is present on the front of
3171s her of her circlet and there is a
3174s there's something relevant there
3175s everyone's gonna be zooming in and
3177s looking i know
3181s all right all right
3182s uh and then this is the light but uh
3185s leverage
3186s which is actually i don't know if i'm
3188s saying i cannot wait for the animations
3190s but i don't i can't wait for the
3192s animations for this one
3195s oh i know it's gotta have
3197s it's gotta hop it's gotta hop and be a
3200s fast little little rabbit oh i'm so
3202s excited i love the ears
3205s yeah they are great it'd be cool if you
3207s could grab the ears as part of the
3208s writer's isolation like when you sprint
3211s you grab them and pull it and it's just
3212s like you're holding on for dinner
3214s instead of having rains you grab the
3215s ears that'd be cute
3219s next up we've got a little farm
3222s ducklings
3224s they're so cute
3226s this reminds me of the ducklings that
3228s john and i had over last summer that all
3230s got eaten by those falcons stephen
3234s well
3238s short but sweet lives
3240s it's a circle of life you know that kind
3242s of stuff happens you know we looked it
3244s up actually afterwards only 10 percent
3246s of ducklings born in the wild survived
3248s to adulthood
3249s doesn't surprise me i see lots of like
3252s peregrine falcons in my backyard and
3254s they just like take babies or oh yeah
3257s mama birds it's crazy we walked outside
3259s like the day they were born there were
3261s falcons just circling above
3263s and i and i totally tried to like steal
3266s the ducklings to raise on our own but
3268s john did not allow me to do that he was
3270s like you're never at home you're always
3273s at the office there's no way we're going
3274s to be able to care for these things you
3277s just have to let them be eaten and and
3279s it was really difficult it was hard for
3281s me but it was
3282s what it was
3283s um
3284s and stephen did kind of give you a
3286s little teaser of the shade duckling
3290s um
3291s on twitter
3292s if you saw that oh look at him and his
3295s flower
3296s i like that when you teased it someone
3298s replied and tagged me and was like this
3300s seems like something margaret would have
3302s gotten i was like yeah i did
3304s i love the blue i love the blue the blue
3307s i think it's purple
3308s it's like a yeah it's like a purple
3310s purple
3312s something
3313s it is it is very soft it is nice it's
3316s watery
3318s and i love the animation for it yeah
3320s here you go oh
3324s ginseng did such a good job it's so cute
3326s i think i need to get my screen checked
3328s on the
3329s to your monitor if it's showing blue for
3330s you having problems it's like a a
3333s purpley blue so i could see that if if
3335s your monitor is a little more blue
3338s yeah
3340s it's very cute
3341s um and that is that
3344s i'm just kidding
3346s give me a second and we will be showing
3349s are you guys ready for this i don't know
3351s sorry we're ready i don't think they're
3353s ready fechner you're gonna have to
3356s put another thread together can we just
3357s breathe together first before yeah we
3359s can breathe together let's just breathe
3361s for a second okay so i want to talk
3363s about the tallner before we show this
3365s okay
3366s or the toenail
3371s okay
3372s so
3373s now remember
3375s the
3376s had to suffer
3378s you know
3379s some
3380s significant amount of time
3383s left to their themselves as they were
3386s essentially left behind during the
3388s exodus from from vera
3391s and it wasn't a pretty existence for the
3393s first
3395s several
3396s hundred years um
3398s and there was a culmination remember the
3400s background for the culinary there's a
3402s number of minor races and major races
3405s that all sought refuge
3407s within the underrealm
3409s and
3411s um
3412s we talked about how this particular
3415s player character race was going to have
3417s a a pretty unique approach when it comes
3420s to character customization because
3422s with that background
3424s there comes different
3426s species influence
3429s in the race itself
3431s and we want players to be able to dial
3434s up or down those influences as they see
3437s fit between
3438s the
3439s uh
3440s you know the humanoid the
3442s simian or mammalian and the reptilian
3446s influences
3447s and as you dial those things up your
3450s base body
3452s if it if it exceeds
3454s a certain percentage threshold threshold
3457s will assume the form and stance
3460s of one of three primary types of
3462s influences that exist for the tulnar
3465s and now what you're going to see is
3468s those three distinct
3472s influences and you can be of course a
3475s hundred percent in one if you wish and
3478s you'll be very similar to what you're
3479s going to see
3481s um
3482s you'll be very similar what you're going
3483s to see here from the concepts uh or you
3486s can mix and match and you can blend
3488s between the different influences
3490s um so you guys are about to see and it's
3492s been how many years and we've never
3494s actually shown
3496s the tolnar
3497s so
3498s wow
3499s i had a big plan for this for the toner
3502s well hold on now we can do that we can
3503s do that for the model this is just okay
3505s all right so the when the models are
3507s ready and we do the character
3509s customization that's the big pomp and
3511s circumstance we can show them
3513s um and whatnot but here this is just i'm
3516s showing you more than a toe i'm going to
3518s show you an entire face
3520s three faces so
3522s and this is not
3523s the limited edition yeah necessarily
3526s uh all right you ready are you prepared
3528s take a deep breath
3530s i can't believe you're making this
3531s decision that's crazy
3534s here we go
3537s there we go
3539s i'm waiting oh my god there they are
3544s they have arrived
3546s they are so cool
3549s welcome
3550s to the talnar
3552s a proud
3554s noble
3555s underground dwelling race
3560s they bring with them the history and
3562s background
3563s of those who came before their ancestors
3566s all from different walks of life
3569s and you get to carry those footsteps
3571s forward
3573s maybe now all the hate for the telner
3575s will stop yeah i think that i think i
3577s think people are going to be changing
3580s 180 yeah
3581s i think we're going to see a little bit
3582s of a 180.
3584s yeah the toner are really cool so
3587s uh
3588s and that's this is
3590s this is just concept so far so um just
3593s wait till you see the models it's
3595s madness
3596s and again those of you who want to see
3598s what the what the transition from
3600s concept to model is going to look like a
3602s great reference is to take a look at the
3604s pi ray concept and what became the pi
3606s ray model because you have those
3608s available and you can see how similar uh
3611s you can do that with the dwarf for the
3612s junior and the nikuen and those are
3615s getting some updates as well which we'll
3617s showcase once uh steven approved the
3619s approve those uh obviously empyrean as
3622s we go forward with those the pirate
3625s and you know we do have the klr and the
3626s value as well so
3628s uh yes and wait until you see how the
3632s blend occurs between these three very
3635s distinct and unique racial influences
3638s within one race the tulnar
3641s i think it's going to be exciting
3642s yeah i'm very excited
3644s all right with that
3646s we're going to move over to our q a
3649s where we're going to try to power
3650s through as many of these forum questions
3652s as we can uh so if you submitted a forum
3655s question thank you so much we always
3657s appreciate you guys doing that
3659s we try to get to as many as we can
3662s first and foremost our first one here is
3664s from george black and they want to know
3666s about mounts will mobs knock back people
3670s off their mounts or will mounted players
3672s bypass all mobs easily
3675s no no
3676s there is danger to traversing areas with
3679s enemies nearby
3681s and there are
3682s specific abilities uh that uh knock a
3686s rider off of their mount um should they
3689s venture too close to enemies
3692s oh yeah good point someone in chat was
3693s like studio update oh yeah do you have
3696s any updates for on the studio front i'm
3699s i got too excited after the tournament
3701s i just got last question mind frame yeah
3704s i went into question mind frame after
3705s the the tool nar sorry um studio updates
3708s is relatively short i mean um we've been
3711s of course continuing uh to have
3713s incredible results from our recruitment
3715s processes uh again cameron stacy and the
3718s hr team in general have been doing an
3720s incredible job in in sourcing talent um
3723s we have
3724s you know several hundred natural
3725s applicants that come in each month
3727s i believe in july we've hired so far
3730s about eight people a little bit slower
3732s than the beginning of the year at the
3733s end of the year of course that's natural
3734s when it comes to job searches i do
3736s however want to take this moment to note
3738s um those of you who are watching and can
3740s help spread this word we did put out a
3742s psa announcement a few days ago on our
3744s aoc support twitter if you're not uh-oh
3748s my light just went out oh
3750s i thought you lost power i'm like and
3751s there goes the stream
3755s being weird and these are like wi-fi
3757s lights oh interesting um
3760s to to once again uh state we did put out
3762s a a psa on this there are some very
3765s unfortunate people in this world who
3769s take it upon themselves to attempt and
3771s scam others we all sometimes get those
3774s spam calls that are pretending to be
3776s people they're not
3777s but now it's begun to encroach in on the
3779s territory of job recruitments and there
3782s are some people out there on linkedin
3783s and other platforms that are pretending
3785s to be intrepid studios recruiters and
3788s they are asking for information that
3789s intrepid studios would never ask for as
3791s part of the job application process so i
3793s want to make sure that those of you who
3795s are out there who are looking for jobs
3796s not just you know within this industry
3798s but any industry always be cognizant of
3800s the information that you share with
3801s others um it is it should never be
3803s appropriate that um you pay a fee or
3806s you're requested to pay for equipment um
3809s or provide social security numbers or
3811s identification or copies of passport in
3813s order to apply for a job um and and one
3816s other thing that's very unique to our
3818s studio um i think is that no one ever
3821s gets an offer from intrepid studios
3823s unless you've had either a video chat or
3824s an in-person uh interview with myself um
3827s so these people have been pretending to
3829s do actual interviews as well full-on
3831s interviews which is just crazy madness
3834s it is crazy
3836s yes so so help us spread that word um it
3839s it breaks my heart when i see you know
3841s we've we've had a few couple dozen
3843s people who've been affected by this uh
3844s we did put out that announcement on our
3846s twitter we are updating our
3847s intrepidstudios.com website to reflect
3849s some um
3850s also that psa and it is a part of our um
3853s knowledge base article uh yeah we put it
3855s on our knowledge base article it's up on
3857s twitter pinned on our support we
3858s retweeted it we have it pinned on our
3860s linkedin
3861s um and it is on our intrepid site but
3864s we're having a little problem with the
3866s hyperlinks that the web team is fixing
3868s but it is on there and links to it so
3870s and and i am going to say i i you know
3872s i'll just take this very brief
3874s opportunity to to say something if you
3876s are one of the people who perpetrates
3877s this whether for you know our industry
3880s or any other industry or you're part of
3881s anything along those lines just try to
3883s remember we all have families we all
3884s have moms who all have you know children
3886s or brothers or whatever and and now is a
3888s very difficult time in our economy um
3891s there's other stuff you can be doing
3892s with your life on this so
3895s let's think about that
3898s that is the studio update yes
3900s um
3901s all right we'll get back to the other
3903s questions robert said we all have toes
3905s including toner taller
3907s well some people don't have toes so now
3909s they're going to be called tonar i'm
3910s sorry
3912s i'm just kidding
3914s i was joking i was like we just show
3915s mattel or something you know cheese give
3917s them a tease
3919s we give you more than a tease
3921s next up we have a question from uh zivan
3924s and magic man about combat abilities
3926s considering the recent update we've seen
3928s to combat has the team decided on if
3931s there will be a global cooldown or not
3934s that's a very good question was a hot
3935s topic several months ago um as we've
3937s been refactoring um
3940s yes i think that um you know we've we've
3943s kind of gone back and forth of this it's
3944s something that we're going to be testing
3945s as part of alpha 2 and and combat in
3948s general
3949s is how we surface these these global
3951s cooldowns um and whether or not we
3953s categorize um these um
3957s uh gcds across essentially uh different
3961s types of abilities so i would look
3963s forward to more of our combat
3965s demonstrations in alpha 2 to understand
3966s you know what approaches we're going to
3967s take and then offering feedback as part
3970s of those approaches
3971s from our testers is going to be very
3973s important in in that decision
3975s all right
3976s and our next question is regarding
3978s animal husbandry from ultra red and they
3981s want to know will there be a cap on how
3983s many times an animal can be bred in
3985s animal husbandry
3987s um yes there will be a cap absolutely
3990s that cap is going to be defined by both
3992s the type of animal the quality of that
3993s animal
3994s and for what purposes it's being used in
3997s the animal husbandry system
4000s and then we have unknown one who wants
4002s to know about naval content
4004s will we be able to fly flags on ships
4007s such as coats of arms indicating
4009s association to guilds nodes or other
4011s groups such as pirates
4014s that is a very interesting question um
4016s we actually uh are not likely going to
4019s have it be a flag based system
4022s but i believe there will be within our
4024s sales the opportunity to um utilize
4028s unique emblems
4029s and custom images potentially
4032s for players to designate as well as
4034s potentially some locations on the hull
4037s for names and emblems as well
4041s as a decal all right and then nick would
4043s like to know about combat corruption we
4046s know that party raid guild ally maids
4048s can't flag against each other but what
4051s about if one of them is a pk or in other
4053s words can your guild mate help you
4056s remove corruption by killing you
4059s you're like can i exploit
4061s this that is
4062s that's a very good question um we've
4065s also gone back and forth on that in the
4066s past as well um as it stands currently
4069s yes the uh the affiliation uh between
4072s guilds or citizenships um is is trumped
4076s by the uh uh status condition of your um
4080s uh corruption and anybody can kill a
4082s corrupt player um
4084s but again that's that's something that
4086s we're going to be testing as part of
4087s alpha 2 um as well uh there are some
4090s different approaches that we can think
4092s about for that system um and how it
4094s interfaces with our uh uh affiliation
4096s system um but it's important to note
4099s that you know even if you are capable of
4101s let's say killing your friends we have
4104s very unique systems in place with
4106s regards to the bounty hunter systems
4107s that locate individuals where they are
4111s on the map and there is always going to
4113s be that that tense that anxiety even as
4118s you're facilitating the kill from from
4120s other players
4122s that someone can drop in on you and pick
4124s up the items you may drop or kill you
4126s themselves
4128s all right
4129s and then our next question here is from
4132s lineker asking about alpha 2 primarily
4135s because i think a lot of content
4136s creators have been talking about this
4139s will alpha 2 be feature complete before
4142s betas or launch
4145s before beta yes the game will be feature
4147s complete before beta um
4149s that is something that is necessary uh
4152s beta really is intended to to
4155s identify last minute bugs
4158s to
4159s kind of make sure that everything is
4161s ready for launch um and it's important
4163s that all features are complete by beta
4165s one yes but we'll be making updates to
4167s alpha two while as it's live
4170s to get to that two will not be alpha two
4172s will not be feature complete at the
4173s start of alpha 2. um there are going to
4175s be updates that are going to be
4176s incorporated as part of the alpha 2
4178s process um and there are going to be
4180s additional features that come online
4181s that get fleshed out between that time
4183s and and beta 1. um there's going to be
4185s regions of the maps that aren't going to
4186s be accessible of course during alpha 2.
4189s um so so that is absolutely an important
4191s distinction yeah and alpha 2 is kind of
4194s like our persis the start of our
4196s persistent world where you're gonna the
4198s servers will be up
4199s day and night until and the other thing
4201s is that we go to launch but we'll have
4202s some down times in between for patches
4204s and stuff right yeah and the other thing
4206s that's important to note is that alpha 2
4207s will remain even post launch as our
4210s public test server um and that's an
4213s important thing to note as well
4216s just wanted to clear things up on that
4218s front because there was some extra
4219s additional content or context um and
4222s then we have our next question from
4223s schwann36 who wants to know about naval
4225s ships
4226s will larger ships both frigates and
4229s galleons have a minimum capacity
4231s requirement in order to be mobile
4235s um
4237s in order to be mobile no you need a you
4239s need a captain to drive the ship um in
4241s order to be effective there is a scaling
4243s amount of additional personnel that are
4245s required on each ship type or class
4250s in order to be most effective
4253s and that scales of course based on the
4254s size of the ship
4256s yes and we don't have an alpha 2 day yet
4258s yet when we are ready we will let you
4260s know but i i see all the albuquerque
4263s yeah i see all the alpha 2 wins uh trust
4266s us when we are ready to tell you we will
4268s tell you we've we made a commitment uh
4271s several years ago
4272s not to mention dates until we are we're
4275s as close to certain as we can be with
4276s those dates actually being hit um and we
4279s want to make it that way also we don't
4281s want to be rushed in this process we are
4284s we are a quality first game studio not a
4288s dates first game studio and what that
4290s means is we will take the time that's
4292s necessary to ensure the product is ready
4293s for those release cadences um and alpha
4296s 2 is a big one and we need to make sure
4298s that that alpha 2 hits all the marks we
4301s want it to hit both from an internal
4303s testing perspective
4304s but is also representative of the
4306s promises we've made to the community and
4308s as a result of that we are going to
4309s continue working on the product until we
4311s feel it is ready and when we do that's
4313s when you guys will hear it especially
4315s since alpha 2 is when basically we're up
4318s for you all right
4320s our game for a long time so uh we just
4323s want to make sure we're fully ready and
4324s we're going to it's going to be a great
4325s experience for you all um absolutely
4328s this is a marathon not a race yeah
4331s our next question is from fatal
4332s syndicate asking about castle events
4335s um when it comes to castle nodes and
4338s castle sieges are the weekly node events
4340s and or monthly castle sieges a guarantee
4343s or is it possibly that a castle siege
4346s slash castle note event uh i think they
4349s mean siege event uh could have no
4352s challenger and therefore not take place
4354s at
4355s all um so castle sieges are on a monthly
4360s um schedule and those sieges will
4363s will always occur on the monthly
4365s schedule um events and node-based events
4370s those are predicated upon certain world
4372s state conditions right certain world
4374s conditions being met
4376s so it's not always guaranteed that a
4378s node is going to suffer some type of
4379s event
4380s unless a predicate for that particular
4382s event or story arc is met within the
4384s world
4386s but castle sieges aren't a regular cycle
4389s all right
4390s and then uh our next question is from
4392s warth asking about node leveling when it
4394s comes to mayoral construction projects
4397s that players can bolster how long would
4399s you say it will take players on average
4402s to fill slash build up a node completely
4404s so that's you know
4407s from
4408s wilderness to metropolis
4411s oh so the question is uh
4413s uh node level advancement or within the
4416s level building all the buildings that
4418s they have i mean i'm sure people will
4419s want answers to both of those stephen if
4421s you're willing oh i just want to make
4422s sure i'm giving the right answer um okay
4425s so
4425s we've we've already discussed in you
4427s guys great resource to utilize as the
4429s ashes of creation wiki um you should go
4431s take a look at that for some of these
4433s questions because there's a lot of
4434s content there even if not all of it is
4436s still up to date um it is constantly
4440s kept up to date by lex and his team so
4442s uh amazing job to dem a little shout out
4444s to lex yes go check out the wiki it's
4446s amazing yeah so when we talk about
4449s what's the expected time range for node
4451s advancement um
4453s you know it ranges from from hours from
4455s a crossroads perspective to to several
4458s weeks from a
4461s city excuse me a city to metropolis
4464s perspective um and the reason for that
4466s is of course you know these are the
4468s dials in which the worlds advances um so
4472s we want it to be something that is both
4474s gradual but also uh reflects the effort
4477s that players have to incorporate as part
4479s of of of getting nodes to those next
4481s stages when we talk about what it takes
4484s to actually develop a node at a certain
4486s stage and the available
4489s uh progression points that that node has
4491s access to whether it's establishing
4493s embassies or relationships with the
4495s castles or
4497s reputation with other nodes so that
4499s alliances can form or trade agreements
4501s can be utilized and mayoral caravans can
4503s be kicked off or building up certain
4505s types of player buildings so that new
4507s services can be unlocked
4509s or developing the story arcs out so that
4511s there's hooks into the relevant pois and
4514s dungeons nearby you know that is a big
4517s process it's one thing to get a node to
4519s a certain level it's another thing to
4521s develop the node and i can't really give
4523s you an on average expectation because
4526s there's a lot of variables at play there
4528s there's how many citizens does the node
4529s have attracted to it what's the type of
4532s traffic that the node is um is
4534s attracting to it based on like things
4536s like it's uh it's uh tax rates or the
4539s specialization that it's chose to spec
4541s into based on the building types it's
4543s chosen to build all of those things are
4545s variables that that that can affect the
4548s average quote-unquote average um build
4551s out time of a particular node so it's
4553s kind of difficult to give you an average
4555s when there's so many variables along
4556s those lines um but the idea is that if
4559s there is a particular project that
4560s players are interested in in developing
4562s based on the node stage
4564s that they would have the ability to
4565s complete several of those projects as
4568s projects within a single term of a mayor
4570s and a term of a mayor is one month
4573s and that's an important heartbeat for
4574s the node's progression internally
4580s all right it's cool hopefully that
4582s answered your questions
4585s i mean
4586s i think people will experience it in
4588s game and obviously as we go into alphas
4590s and betas we'll be adjusting those
4591s timelines
4593s you know and making sure that we test
4594s them and getting a lot of feedback on on
4596s that stuff as well so things are subject
4598s to change too
4600s uh from classes or from
4603s about classes sonic explosion's asking
4606s if a martial dps archetype takes a
4609s magical dps secondary archetype for
4611s example a knight spell which is a rogue
4613s plus a mage will its scale off of the
4617s physical stats magical stats or both
4620s when it comes to damage and ability and
4622s abilities
4625s and i want to reserve the answer for
4627s that when we do our deeper dive into
4629s combat
4630s because that is a particular point of
4632s contact or particular point of
4633s information um that's related to some
4636s future demonstrations we have regarding
4638s combat um that i think is going to be
4639s important people going to be very
4640s interested in so
4642s look forward to to when we do deeper
4645s dives into the into the combat and
4646s that'll be we'll be showing class kids
4648s stuff yeah in the next few months which
4650s is exciting
4652s um and then we have kraken who wants to
4654s know about inventory management will
4656s there be an in-game tool for keeping
4658s track of where you store your items so
4661s for instance like if i have items in my
4662s stash or in my freehold versus like in a
4666s bag or at a bank like is there a one
4668s place i can look and be like
4670s search to find where i can where i have
4672s the item so i know where to find it yeah
4674s absolutely i mean that is just a user
4676s experience that we don't want to make
4678s cumbersome right we want you to know
4680s where the things are and then the
4682s meaningful aspect of that thing is
4683s traveling to those locations
4685s to access some of those things
4688s particularly as it relates to materials
4691s and raw gatherables that's the important
4693s thing one thing that we are absolutely
4695s including is when you're within a a node
4699s or an economic region when you're within
4701s the node you are at let's say you go to
4704s a crafting station you have access at
4706s that crafting station to pull from your
4708s personal storage and warehouse storage
4710s at the node um and you don't have to do
4712s the run back and forth constantly that
4714s all of us are accustomed to in games
4716s where ah damn i forgot the four pedal
4719s leaves that i needed to make this you
4720s know oil or something i need to run back
4722s to the warehouse grab the thing run back
4724s to the workbench and start the thing um
4727s that is something that is a just a uh uh
4730s um what's the word
4733s cumbersome no what is that time
4736s constraint yeah yeah but um
4739s my mind is tedious this morning yeah
4741s it's tedious but it's an ease of
4744s ease of like quality of life thank you
4746s it is a quality of life feature that i
4748s think is important say words out of him
4750s and tell you it's the one but that's
4752s where i was going my mind is like i said
4754s it's been a long week oh yeah for sure
4757s i'm not uh doubting that
4760s um
4761s and i think that on the inventory
4764s management side just in general we're
4765s going to have a lot of ui
4767s customization options for you all so i
4769s know that that
4770s is a question
4771s we don't want to allow add-ons so if
4774s there's things you want and features you
4775s want our goal is to implement those
4777s features absolutely yeah especially when
4780s you know we were talking a little bit
4781s about user experience and ui
4784s a second ago and and part of that is is
4786s really coming to life with what the ui
4788s team has been doing at the studio and
4790s boy is our ui team kicking butt i can't
4792s wait to show you guys what they have in
4794s store for you um here with the with the
4797s new ui rollout um but
4799s you know
4801s part of that is of course
4804s providing as much customization option
4806s as possible um
4808s to the user i know that that leads a
4809s little bit into the into the add-on
4811s world um but i i think it's it's you
4814s guys are going to be pleasantly
4815s surprised with that yeah i just wanted
4817s to make it clear because people were
4818s like uh talking about it in chat uh
4820s there's a lot of new people joining us
4821s so welcome new folks um next up we have
4824s for noni
4826s pony who wants to know about monster
4827s coins during monster coin events will
4830s the hate list for npcs restrict or
4833s affect the buildings players can target
4836s and disable
4838s this is very specific i hate lists i'm
4841s sorry say one more time
4843s will the hate list
4845s for npcs restrict or affect the
4847s buildings players can target and disable
4850s for monster coin events
4852s interesting it's a very specific
4854s question that i'm uncertain
4856s i'm not sure the i'm not sure the
4857s correlation between the hate list of the
4858s npcs and the objectives of the event but
4862s it is important to note that when events
4863s occur there are very prescribed and
4866s specific
4867s uh number of objectives that can be
4870s targeted right you aren't streamlined
4872s into one particular you have an option
4874s in front of you
4876s to select from
4878s but those aren't affected by any type of
4880s hate list that might be
4881s incurred from npcs
4884s so when you're playing as a as a monster
4887s from the monster coin uh use as part of
4890s an npc event that might be targeting a
4892s node um or other some other open world
4896s objective or poi or dungeon
4899s you get to participate as a monster and
4901s your your focus is is completing
4904s objectives that have already been
4905s prescribed as part of the event um and
4908s that so for instance like if you
4910s are part of a monster coin event that is
4912s attacking a node and you're specifically
4915s to take down a specific building
4917s yeah like let's just let's just workshop
4919s it let's say for example you have an
4920s event that is um you know the predicate
4923s for this event kicking off was that a a
4926s raid boss was killed in a nearby dungeon
4928s and it was killed for the you know 50th
4930s time or it was killed by uh some
4932s particular storyline end or whatever
4934s whatever the predicate system is in the
4936s world state to say hey kick this event
4939s off well when that event kicks off a
4941s number of spawners activate around the
4943s node and npcs start uh moving towards a
4946s node the node is notified like hey
4948s there's something happening here you
4949s guys should put up your defenses focus
4951s on this thing and those with monster
4953s coins who are within the area and are
4954s not a citizen of the node or an
4955s affiliated node
4957s can choose to activate the monster coin
4959s to become one of the monster types that
4961s exist within that event and that event
4964s has a number of targets and let's say
4965s for this particular story arc um the
4967s thing was we need to find you know
4969s artifacts and better weapons in order to
4971s defeat these bosses at the bottom of
4972s this dungeon and a lot of players went
4974s through that process they found those
4975s weapons and whatnot well those things
4976s might be stored in three buildings that
4978s exist within the node they might be
4980s stored within the armory they might be
4981s stored within the barracks and they
4982s might be stored at a workshop that has
4984s access to a workbench that they've
4985s chosen to build and that could also
4987s potentially serve as a predicate and
4989s when you become the monster those are
4991s your three objectives and you don't need
4992s to destroy all three you potentially
4994s just need to destroy one or you destroy
4996s as many as you can if it's a time
4998s selected event
4999s and you might have targets that are npc
5001s related as well such as the uh
5004s blacksmith that's at the workbench or
5006s the captain of the guard who's at the
5008s barracks or whatever who's at the armory
5009s right and you get to go in and you get
5012s to kill other players potentially during
5013s this who are helping to defend the city
5015s and you can also make it to the
5017s objectives and potentially help in
5018s destroying the building or killing the
5020s npcs that is the type of objectives that
5023s would exist within a monster coin system
5024s for an event
5027s all right all right so there will be
5029s some semblance of restriction to answer
5031s their question incorrect depending on
5033s what the event is yes uh
5036s the next question is from lashing and
5038s they want to know about ai behavior will
5040s mobs be able to buff each
5043s buff each other up when grouped up like
5045s an npc bard buffing its allies
5048s oh yeah absolutely there are social ai
5050s systems they want to
5052s yeah it's important to note that our
5053s that our ai system that
5055s russ and and chong have been working on
5057s is extremely versatile um and it also
5061s provides the capability of having a
5063s scoring system when it when it comes to
5065s the behaviors that the monster is going
5067s to utilize
5069s and it can do some of those behaviors in
5071s parallel depending on how that scoring
5073s system comes out
5076s and part of the interaction that we want
5077s to have existing between
5079s groups of of ai or groups of monsters is
5082s the ability to support other monster
5085s types or classes that might be a part of
5087s that social group not just from a social
5089s agro perspective but from a social
5091s support perspective as well um that is
5094s an important component of the ai system
5095s absolutely
5097s and our final question
5099s is regarding leveling up and this is
5101s from min 0
5103s with with leveling set to take a while
5106s will each level have a reward attached
5108s to it such as learning an ability a
5110s talent point or perhaps class quest etc
5113s or
5114s will there be levels where you don't get
5116s something
5117s no i think um
5120s i mean
5122s they're gonna you're gonna get something
5124s for each level um there are going to be
5126s some levels that are more monumentous in
5128s your progression than other levels um
5131s but i don't like the drought between
5134s leveling process where you get nothing
5135s for a level um i think that's
5137s anticlimactic climactic i think it is um
5140s it is not indicative of a of a good
5142s reward system or a good progression
5144s system um i think you can emphasize some
5147s levels more than others and that's a
5148s great way to do progression um but i
5150s think ultimately that you should see a
5153s reward for your progress or effort spent
5156s um at a granular level um and that's
5159s something that's that's quantitative and
5161s compels you to continue progressing
5164s yeah
5164s of course
5166s we want to keep you wanting to level up
5168s yep um and of course uh that is going to
5171s wrap things up for our july development
5174s update we hope that you all
5176s enjoyed it you got a little ex something
5178s a little extra than what we had
5180s originally planned but
5182s of course we will have some feedback
5184s threads up please head on over to our
5186s world map discovery dev discussion we
5188s would like to kind of start putting that
5190s report together so if you have thoughts
5192s please go over there and pop them over
5194s there and of course we'll have a
5195s feedback thread up for the desert biome
5197s empyrion rankai and now the newly
5200s revealed tulnar as well so please
5203s provide your feedback and we'll be
5205s putting those reports together for our
5206s teams um and as a reminder the thunder
5209s at the gate cosmetics will be swapping
5211s over on august 10th at 11am and
5214s we will see you all next month for
5216s another dev update and
5218s thank you for tuning in
5220s thank you to stephen for his time it's
5222s very valuable uh and of course be you
5226s know stay
5227s safe and healthy and if
5229s you are watching this live we will have
5230s this video over on our um youtube
5233s channel so you can relive the action and
5236s of course if you're following us here on
5237s twitch it will be up immediately once we
5239s close this down and don't forget for the
5242s youtube video if you go over to a dev
5244s discussion and you subscribe to our
5246s youtube channel and leave a comment your
5248s comment could be spotlighted and
5251s answered or
5252s mentioned uh if you leave us a question
5255s or comment
5256s and of course follow us on twitter
5258s facebook instagram snapchat all the
5260s things we're there we post almost daily
5262s for you uh we love interacting with you
5265s all we always ask you a lot of feedback
5267s and thoughts over there so if you have
5268s any please uh head on over there and
5271s interact with us and have fun we also
5273s have a discord where we chat all the
5275s time factor and roshan are always in
5277s there interacting with folks our forums
5279s as well so come hang out with us we're
5281s excited for you to join our journey and
5283s we will see you next month as we show
5285s some more progression for ashes of
5287s creation yay have an awesome weekend
5289s everyone
5293s [Music]
5298s so
5301s [Music]
5331s you
over 2 years ago - /u/IntrepidStudios - Direct link

https://preview.redd.it/mvc8q7wapqe91.png?width=1920&format=png&auto=webp&s=7fbc6498421d8c0ee936e833c8dd13c42ed45915

🌵 👀 Check out our July Development Update to catch up on the latest news, including BTS environment tech tool discussion, updated art for Empyrean and Ren’Kai, and the reveal of the Tulnar! https://youtu.be/23GSdvV1dB0

🤔 What was your favorite part of this month’s stream?

External link →