almost 2 years
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Ashes of Creation
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16s | and Welcome to our glorious February development update for ashes of creation we hope that |
22s | you've been having a wonderful and lovely month if you haven't been following us we |
27s | did release a really cute calendar with lots of lovelies oh yeah that was that was so cool |
34s | yeah I loved a little calendar Peter uh came up with the concept and um I think Mike Vecchio |
41s | was the one who put it together so social media and Graphics team like we always say |
47s | we have like a different team that handles like Community stuff versus um the lovely |
52s | development team that's rocking and rolling on the dev side um because I didn't notice |
57s | some comments that were like why are you guys working on this when you should be working |
60s | on the game like they're different people |
61s | yes there's a lot of that a lot of people contributing absolutely yeah and our team |
70s | is always trying to make sure that you guys have cool stuff and you get to see all the |
73s | things on this social media and things of that sort if you you know you aren't able |
78s | to keep up with us at every moment it was the it was the month of love with the Valentine's |
83s | Day we had a little uh a little guess um a thing that Margaret did with the studio you |
91s | put a bunch of candies in this like heart-shaped um Voss and then you told everyone to uh to |
99s | kind of guess and we had a bunch of winners didn't we yeah we um I tried to like use like |
105s | heart-shaped jelly beans because this is how nerdy our Engineers are they're like like |
110s | well I know how how much a jelly bean weighs and they're like trying to math it out to |
114s | guess it was really funny and there were some artists that wanted to render actually the |
118s | size of the heart-shaped in a 3D model I think as well I heard too fun um but yeah I had |
127s | like four three different colors of jelly beans and so they guessed the overall and |
131s | then each of the different colored jelly beans and the two closest to each of them Price |
136s | is Right style so you can't go over at the guess I know I can announce them if you um |
143s | actually afterwards when I found out um you know kind of the prize and whatnot I I suggested |
150s | that the studio should have collaborated on all guessing one so that everyone would have |
153s | tied for first place and it would have just been a studio-wide pizza party oh see next |
158s | time you guys uh he's letting us game aside don't you gonna get yourself into trouble |
163s | I can't they're not letting it's a game Studio I'm surprised no designer said hey we should |
168s | do this but yeah Cody um Yamamoto because we have multiple Cody's uh Trad Roy and Kyle |
176s | Grossman and Cameron and Jason Glenn and Mitch Evans and Matthew Lim so those were our winners |
182s | the closest guessers and the only person who guessed like spot on I believe was uh let |
187s | me double check because I've wrote it because only one for the guest spot on spot on number |
193s | wow that was Cameron Cameron got like the red candies exactly the amount which was 154 |
199s | and then Kyle was the closest to getting almost all of them right because he was very close |
204s | on all the guesses except for the red ones I was like dang he he was pretty good at like |
208s | guessing how many were in the jar um but yeah it was kind of fun just fun it was fun internal |
215s | stuff and then we had little candy you know like little candy treat bags for everybody |
218s | as well oh that was cool we celebrated a little bit with the month of love for funsies and |
224s | made a little game out of it because you know we're game designers game folks game developers |
228s | um but with that of course we do have a lovely stream for you all today which is going to |
233s | be uh just to if you've never been here before uh down below you can see kind of what the |
238s | Run of show will be which uh we'll be going over reminders quick we have a UI update well |
243s | we actually had a chat with Colby who's our UI ux lead or lead UI ux designer I think |
249s | is the actual title um and Stephen and I had a lovely chat with them and we will be playing |
255s | that because yeah we noticed some people don't want to do this last recordings right well |
260s | we noticed that last um uh last month when we were showcasing uh the tank that there |
267s | was a lot of positivity around the direction of the UI styling and the UI windows that |
274s | you guys got to get a little sneak peek of and so for this month we thought it would |
278s | be a really great idea to kind of walk through what updates have are now existing in the |
284s | UI lands uh for ashes of creation and it is it is a pretty in-depth process um and I think |
291s | you guys are going to be tickled to kind of learn more about it so anyways we had a good |
297s | conversation we've shown the process of how we create other things in the past but we |
300s | haven't gone over necessarily the nitty-gritty when it comes to UI so we hope that you guys |
305s | like seeing that and you know we won't do all all of things like this but you know yes |
310s | and then one thing that's nice one thing I want to make sure though as you guys are seeing |
315s | some of these windows so so the beginning of the the kind of um uh discussion is going |
320s | to be more about the modularity and the elements of the um of the UI and then near the end |
326s | of the conversation we show some full-on um uh system Windows some of those are going |
331s | to be crafting some are going to be a few other things remember it is very important |
336s | to remember that the we are still in active development and what you see on those windows |
341s | because I know everyone out there is going to start inspecting and zooming and talking |
346s | about all the little numbers and and details that live on these system Windows that everything |
353s | is subject to change uh through development so um take that with a grain of salt yeah |
359s | and we will also be going over some character art and there's a little bit of a concept |
364s | our environment that's part of that as well and then we'll do our studio update and questions |
369s | and answers and then we have a little outro that a little teaser about what's to come |
374s | so definitely stay all the way till the end um but uh with that we'll just get right into |
381s | the quick updates and first and foremost we have our YouTube subscriber comment um so |
387s | if you'd like your uh your comments spotlighted all you have to do is follow our YouTube channel |
393s | or subscribe to our YouTube channel and comment on our development updates so whenever we |
396s | put this video up we will be looking to see who folks who are subscribed to us and this |
402s | comment today is from fish toes8901 maybe they're a tolnar uh but they asked |
412s | what are your plans for rewarding exploration for instance will there be hidden secret quest |
417s | lines or possibly secret doors zones that give no hints to being to being there but |
424s | if you have a specific class group composition you can use your synergies to open them up |
429s | and then be rewarded with either rare items or even better unique items that are limited |
434s | to either only one or very few per server we do have artifacts yeah absolutely um boy |
441s | their exploration is a huge part of the game and there are a lot of systems that are dedicated |
449s | to rewarding exploration I don't know for many of you who have been following for a |
455s | while now um Circa 2018-2019 we gave a few pre-alpha demonstrations around some utility |
464s | spells the ability kind of to discover hidden tracks or doorways that can only be revealed |
470s | through a Mages utility spell of Arcane eye or something and those can reveal passageways |
476s | that might contain hidden quests they definitely Grant exploration experience there are relics |
485s | in the world that can only be discovered if you're in a certain location at a certain |
489s | time there are constellations that can only be seen at a certain time at a certain location |
495s | so you know it it's it's it's kind of um uh widespread how exploration can affect many |
505s | different progression paths within the game um and and it's not just about kind of visiting |
510s | an area once and never coming back because timing matters as well um so you know it's |
517s | it's part of what makes an MMO and MMO is that immersive feeling being able to go out |
521s | into the world and discover things and have those discoveries impact your gameplay to |
526s | a degree um you know that's part of creating a holistic world uh that feels immersive so |
533s | exploration is a very big part of of Ashes of creation it intersects with a lot of different |
538s | systems yeah explore click things look around interact with people and NPCs who you don't |
545s | you know normally see there will be things absolutely for sure for you to to do I remember |
551s | in a um one of uh one game I played um they had these unique achievement a unique Achievement |
559s | System where they granted you items for kind of reaching um uh unique locations within |
565s | the world like if you got to the top of a mountain for the first time you would unlock |
568s | yeah you'd unlock like a a a unique achievement and that would Grant you an item that you |
573s | could then use economically in some way shape or form um and we don't necessarily do that |
579s | for just reaching certain Vistas however there are also Treasures that can exist out in the |
584s | world and maps that you can find that take you and and kind of encourage that that exploration |
592s | where you can reap a reward that is uh economic and gain so that's also another episode one |
599s | we had a couple little jumping puzzles and people who got there oh yeah the treasure |
603s | chests that were there that had leaving them so don't worry we'll we'll have stuff for |
607s | y'all trusted love making those jumping puzzles I'm certain they do and of course just a quick |
613s | reminder of our monthly cosmetic swap over for songs of the Goddess that is scheduled |
618s | for March 8th and we'll have our next set are ready for you as well and reminder that |
622s | these are things that we're going to be using for NPCs creatures buildings and stuff like |
627s | that in the world so our goal is to kind of utilize them for design oriented things and |
635s | by the way I noticed there's a few comments I apologize I'm not in the studio uh this |
638s | week I'm actually in Las Vegas again there is a yes there is a convention here for the |
644s | gaming industry for executives and and kind of the business side of things uh in Vegas |
651s | and so I'm here for that but I'll be returning back to the studio today I was just a quick |
654s | trip I was here just a couple very quick trip because you just left I know like last night |
659s | right in the news yes coming back today um but yeah we you may see a few of us every |
665s | once in a while at some of these events for for this year primarily for Biz Dev stuff |
669s | so but if you see us say hi you know yeah and if you're a developer and if you know |
673s | what developers and you want to recommend them to the studio we will be at I will be |
678s | at gdce and perhaps a couple more in the studio will be at GDC next month as well which is |
683s | the game developer conference up in San Francisco so um just to keep thoughts of that and I'll |
688s | be at PAX East and Gen Con this year so definitely come say hi if you're you're looking to chat |
693s | with us yeah yeah and with that I think we are ready to move on to our UI update I think |
700s | we'll just toss it over there and we'll see you when we return back yeah and I know you |
704s | mentioned this real quick this was recorded a couple of days ago um so you're gonna see |
710s | the discrepancy in the time of day it's night time but yeah we had a lot of fun |
723s | and welcome a new face to our lovely development update we have Colby how are you doing hello |
731s | welcome welcome Colby I'm doing really well yeah excited to be on the live stream yeah |
736s | I know this is the first time this is the first time we've ever actually had an in-depth |
739s | focus on UI in the game and and uh I think it's gonna be a pretty interesting topic a |
744s | lot of people are going to get some insight yeah tell us a little bit about yourself yeah |
748s | well let's see um where to start I guess I've been a gamer for my entire life as long as |
755s | I've known um what was the first game that you remember playing he came out of the room |
760s | with an Atari yeah um let's see NES playing some Mario yeah dying a lot um but yeah so |
772s | been a gamer my whole life got into gaming after going to school for you know 3D art |
778s | and being a concept artist and then eventually found my way into UI and I've been doing that |
783s | for seven or eight years now so yes awesome when it comes to UI what's like your favorite |
789s | part about it like what what kind of inspires you yeah it's kind of a mixture of things |
795s | I mean I love being able to use all my artistic skills that I've built up over the years but |
799s | then it's kind of a cool logical puzzle right we're like looking into how people react psychologically |
805s | too yeah you know different information Pure Element of design that always intrigues me |
811s | too there's a lot of that when it comes to Communications as well which is like you know |
816s | a lot of Behavioral stuff um whenever you're creating UI it's not just you you've got some |
822s | homies as well do you want to talk a little bit about your team I know that was something |
826s | you really wanted to do be careful once you start naming names like Steven does you gotta |
830s | name it gotta get all of them yeah um no we've been super fortunate here I came in and joined |
837s | the team about a year ago and was joining the scene with grat and Tim who are to our |
842s | two of our UI engineers yeah um and then we grew the team pretty quickly on the UI Art |
848s | and Design side so we've got Jeff we've got Natalie and we have drew who are all helping |
854s | make this all happen so everything you'll see is going to be yeah you guys have you |
859s | have built actually a great team and you know for the longest time um many of you guys out |
864s | in the audience will know as watching the project over time that there hasn't been much |
868s | love given to uh the UI front over the years but you probably now have seen especially |
875s | with our last stream a little bit of the peak under the hood for what's been going on with |
880s | the UI team and they have been doing an absolutely Stellar uh job um I think we we have found |
885s | a we found the magic uh in this team so very excited for what you're going to show today |
890s | Colby and the progress that everyone on your team has made for the game I mean it just |
896s | looks great yeah we always have worked with a lot of programmer UI and then it comes into |
899s | the beautification happens and we're we're now there yeah because because before you |
904s | get to the point where you are really understanding and cognizant of the nitty-gritty details |
909s | that a particular system might have some of that UI work can be wasted when it gets reauthored |
914s | or it gets refactored right and now we're at a place where are a lot of these gdds and |
919s | these systems are shut up or stood up or should have are stood up and ready to kind of have |
924s | complementary UI associated with it and that's what we I think are are really excited about |
928s | seeing that come to life seeing the style and seeing everything you guys are doing is |
933s | it looks great yeah yeah that's a great transition into you know the style element of it before |
939s | we even get too crazy into showing you like the end goal there's a lot of elements that |
945s | are the steps prior to that so I don't know if you want to first kind of walk us through |
950s | what goes into creating like a style guide for UI and if you want me to bring up anything |
955s | on the screen just let me know as well yeah I mean uh there's a lot of work that goes |
960s | into building UI it's not just you know coming up with a bunch of things and throwing it |
965s | onto screens and um you know we we put a lot of thought into this and we wanted to take |
970s | our time to build a real good style guide so we can you know make sure our windows are |
975s | consistent and uh yeah we can start showing some of the stuff we can show you guys the |
980s | process we went through so um so we'll first bring that you guys are going to be seeing |
986s | and Colby if you want to talk just a little bit about because a lot of people probably |
990s | aren't accustomed to that modular approach and how you kind of Define these borders and |
993s | whatnot give them a little bit of context to what they're about to see they're going |
997s | to see some of these elements and be like what is this yeah I guess we'll show you a |
1001s | lot of little pieces that are going to be part of a bigger picture eventually so um |
1007s | we really start with like shape language and all these little components and you know we |
1012s | start designing out what are the what are the motifs these like you know simple the |
1018s | graphic elements that'll help sell you know what is the ashes of creation UI what is it |
1022s | all going to look like um and so we start with a lot of Explorations like this is just |
1027s | a small chunk of what we've worked through um and we're using those to start building |
1031s | up and building up and make what you know a cohesive style that you'll see so like these |
1036s | will be like the corners of your friend your window frames um and these will be what determines |
1041s | what the line breaks look like and I know it's all very subtle and a lot of people may |
1045s | not notice it all the time in games but we wanted to get a really nice subtle but still |
1051s | fantasy style uh going through here right and there's a lot of different directions |
1055s | that UI can take I mean many of us who have played a lot of games can see the Spectrum |
1061s | from really bulky invasive heavy kind of elements that you're accustomed to from the late 90s |
1067s | to the early 2000s and where the directions gone for UI a little bit with more modern |
1072s | games and more minimalistic approach talk to us a little bit about kind of the differences |
1077s | in those philosophies yeah totally and it's it's definitely a flavor approach right so |
1082s | um people choose between one of those things and so one of the first things we always do |
1087s | is We Gather tons of reference and so we're all sitting down in a room and we're saying |
1091s | oh what do we what do we see as the ashes of creation UI and we you know start picking |
1096s | from these different more complex and artistic or more subtle and minimalistic or you know |
1102s | a balance of the mix um right and I remember some of the first conversations that you and |
1108s | I had um with the broader team is with those reference boards kind of dialing in what that |
1114s | visual you know looks like for ashes of creation and we saw modern takes on it we saw older |
1122s | takes on a traditional takes on it bulkier takes on it um and even the filigree down |
1127s | to the very minute details of these borders and these and these Corners like there's just |
1132s | so many examples that live there and you guys did a great job kind of condensing that feedback |
1137s | down into a very cool cohesive approach for the style talk to us about a little bit about |
1142s | like you know how you utilize these corners and edges to kind of populate in a more modular |
1147s | fashion the broader design of the UI yeah so a big portion of what we do is kind of |
1155s | creating this like tool kit basically so rather than having every time you go to a screen |
1160s | we have something new it's here are all of these different things that we'll use to build |
1166s | a set of windows that are all going to look like they're built the same way they're going |
1170s | to have a similar theme throughout and yeah we build in engine we'll build a bunch of |
1176s | these things as like components so when we go in like the first screens we built always |
1181s | take the longest because it's going to be you know we're building all the little parts |
1185s | that we put in and then once we do a button it's like oh hey here's the button and then |
1188s | we'll keep populating those buttons throughout and then like we're trying to build as smart |
1193s | as possible because we have a pretty big game ahead of us um and so everything we're doing |
1198s | is built modular so that we can update in one place and it'll go throughout the whole |
1203s | game so if we decide hey we want our buttons to be you know 10 brighter here you go it's |
1208s | quick um absolutely yeah and as you can see some of these along the way oh go ahead sorry |
1214s | I didn't mean oh yeah no it's okay um yeah as you can see on screen I mean there's a |
1218s | there are a ton of different Explorations that we went through here that um you know |
1223s | we started with that really rough just shape exploration and we picked our favorites from |
1227s | it after we kind of had like settled on a more you know smaller narrow uh set of styles |
1233s | and then we just explored what does that look like on a screen what does it look like you |
1238s | know with Corner elements and line elements and breaks and then you can see we start putting |
1243s | them into windows so that we can share and get you know feedback um and that this process |
1249s | takes a while but it's totally worth it in the end so we have a really good foundation |
1253s | to keep moving forward from I think the next group we had here was the inventory process |
1261s | and this is kind of showing the process like the walkthrough of like when you first start |
1265s | designing stuff into what it looks like once it's in game correct and so we'll start with |
1270s | the gray box if you want to talk a little bit about how that works yeah so this is giving |
1275s | people a little bit of insight on how we approach different screens so the whole UI process |
1281s | usually starts with something like this which is called ux so user experience Focus design |
1286s | and so what we're doing is we're you know these are just a couple of small mocks based |
1290s | like the document for the inventory is actually probably like four or five pages long and |
1296s | it goes over all the little details of how you interact with things um and so actually |
1300s | that's a good part of the able to click an icon and drag it from one box to another like |
1305s | it's a lot of those little things that designs are designing and and that's actually a a |
1310s | good um uh point to bring up as part of that initial ideation or that pipeline flow you're |
1315s | reviewing these GG DS and understanding kind of what are the system requirements that you |
1320s | from ux perspective have to incorporate as part of these wireframes or as part of these |
1324s | mocks yeah so we work with designers constantly here we're talking with them about how to |
1329s | make their designs more user friendly and how to you know accommodate what we want to |
1335s | what we want to make and make it the best version of it so we work back and forth we'll |
1340s | create these gray boxes which can go over like uh Margaret said literally like how what |
1345s | does it look like when you're dragging an item and it goes over all these little interactions |
1349s | because we will build these things and then we'll pass them off to Engineers we'll hook |
1354s | it all up and make all the functions work and those guys are you know trying to get |
1359s | every little detail working just right so it plays really great and the next step after |
1363s | the gray box is like approved we go to an art Mock and so we take that style and if |
1368s | there's anything new we start applying those things and showing what filters look like |
1372s | and uh other things in the in that nature and when you're talking about filters can |
1378s | you go a little into more detail regarding what that is oh yeah so this one specifically |
1383s | is just like the filters on the backpack so uh if we want to be able to search for just |
1387s | equipment we can click equipment and it'll you know we're going to show hey like when |
1392s | we do that we're gonna fade out the icon so that you can see just the equipment but we |
1396s | don't want to reorganize your whole inventory because we know how players are about their |
1400s | inventory storage I'm very organized I like my stuff kind of CD about it me too I'm as |
1407s | organized as the button that auto sorts my inventory Colby and I have like a love for |
1414s | organization I know whenever we're writing documents |
1419s | yeah and then oh sorry this oh no it's okay yeah and this gets put straight into the game |
1425s | um so kind of like what you've seen with our Concepts to 3D we're kind of a little bit |
1430s | more of a uh kind of Silent or not silent but we have a little small team that builds |
1437s | the stuff all together and we work with the designers we were the engineers your service |
1442s | oriented team really these requests can come in from engineering from design from you know |
1447s | art or whatever and your your guys's job is to kind of like understand where the request |
1451s | needs to service and deliver kind of that um those elements to those teams yeah and |
1458s | we're the support team we come in and we help make the design come to life and be playable |
1462s | and interactable and then we get a lot of feedback and you know we build these things |
1466s | to be easy to change and work like that's why we work so modulars because you know if |
1472s | something we play it and we're like oh that's not quite right we can go and tune that and |
1475s | move it back and get it working just right and so that's showing here the uh concept |
1481s | coming right into the game and we have a whole toolkit that lets us build these windows a |
1485s | lot faster now that we've you know assembled that yeah and a lot of players oh no no I'm |
1491s | so sorry go ahead I was gonna say and obviously we're just showing the inventory but we do |
1495s | this with like every piece of UI that we're going forward with and there's a lot of back |
1499s | and forth and um you know obviously when we're we're creating these things we're also keeping |
1504s | in mind a lot of the customization that you guys want as well um so you know there's maybe |
1509s | there may be options in the future where you can change different colors and so those automatically |
1514s | adjust to everything for those those specific elements and things of that sort especially |
1519s | for colorblind folks we know that that's something that we want to support yeah and I was just |
1523s | going to talk a little that was what I was going to comment on was um Colby share with |
1528s | our audience I think kind of your philosophy when it comes to customizing and options um |
1535s | you know as a player obviously I know you have your own desires when you play these |
1539s | games tell us how we're going to be doing things differently in ashes yeah we're gonna |
1544s | have a basically everything in the game will be customizable as much as we can support |
1549s | so all of our windows will be scalable all of our um UI we have you know a bunch of scaling |
1557s | options already exposed at this point in the game um and you know moving forward we've |
1562s | already been working on a HUD editor you'll be able to you know uniquely scale all of |
1567s | your different uh HUD elements and you know change potentially choose for different uh |
1572s | styles of those elements uh it's going to be as much customization as we can fit in |
1577s | there which because like a lot of streamers have specific UI colors or they want like |
1584s | their camera to be in a certain spot so you build like move stuff around the way that |
1588s | you kind of like it to be and I feel like every MMO player plays differently like I |
1593s | like my stuff kind of like in a specific space and I know that other people do not and some |
1598s | people who just have it all there I'm like it's so much well and it's not even it's not |
1602s | even that each player plays differently it's almost even role dependent like when I'm playing |
1608s | a cleric the positioning of my uh of my name plate for my targeting plate is very different |
1616s | than if I'm playing a DPS right like I want that front and center I want to see the the |
1621s | party uh you know list in the middle of my screen and have the target living in the center |
1625s | as well uh but I don't necessarily want that when I'm playing a different role and so I |
1629s | think you know having that as you mentioned the customization options to kind of resize |
1633s | but not just resize place in different locations and Associate different connections and having |
1639s | them hook into the side and you know there's just a lot of like um you know ideas that |
1645s | we've discussed a lot with the UI team as a whole is like where's been our greatest |
1649s | pain point as players and how can we address those in the designs that we're going to be |
1654s | emphasizing with our with our UI yeah yeah I see that kind of conversation happening |
1659s | more than just with UI I see that happening oh yeah when we're talking about web where |
1662s | we're talking about all the design oh Colby's favorite thing is to see a designer in their |
1668s | gdd try to mock up the uh the USA |
1675s | I live for those you know I'm always ashamed when I'm making graphic stuff because Colby |
1679s | and Mike are just amazing and I'm like oh look at my stuff oh we have a full team people |
1684s | they're great at that they do amazing work so yeah but but obviously the desire there |
1689s | for you know a designer incorporating that as part of their gdd is they're trying to |
1692s | communicate to Colby and the team like what are they trying to get out of a particular |
1696s | system with with UI right um and that's always a great informational piece but it's not you |
1701s | get a kick out of it sometimes yeah well and it's one of those strengths of our team too |
1705s | is people just know games right we have a bunch of we're not just developers we're all |
1710s | Gamers so everybody comes together and they're like oh well in this game it worked like this |
1714s | and that can give us a great like lead on oh you want it you want the design to kind |
1719s | of fit this world Okay cool so you know that people are going to ask this uh specifically |
1725s | because of what you brought up Steven in regards to you know different roles you want different |
1729s | types of UI layouts will people be able to save a layout and be able to like loaded up |
1735s | based on what role they're playing oh we've discussed that in the past that's absolutely |
1739s | a desire is that as you as you're sorry go ahead Kobe oh it's okay yeah we like one of |
1746s | the first things we did when we were starting to kind of block in the very base features |
1751s | of our HUD editor it was talking about saving and loading profiles we're going to have options |
1755s | for like hey when I'm in a raid automatically change my UI to this UI yeah when I'm in a |
1762s | party I can change my UI to a specific thing so it really will lend itself to customizing |
1767s | your experience and we want to have really our our kind of uh mantras really solid defaults |
1772s | so most people won't need to touch anything but then the customization for everybody who |
1777s | wants to yeah and that's all that's always you know it's funny when we kind of have um |
1782s | points of maybe contention or subjective kind of uh differences that we as players talk |
1787s | about often time it lives in the I know absolutely but it lives in the realm between well what's |
1794s | default fault and then how are we giving the players the option to change that right and |
1798s | that I think is is really the key in providing those things and as Colby said like you know |
1804s | our objective of course on the default side is to make it most applicable to a broad audience |
1809s | but give the flexibility that you can do whatever you want based on the many years you've been |
1812s | playing games and have you know developed your own idiosyncrasies or habits uh that |
1816s | you prefer yeah like I'm a weird player who plays with like I know a lot of people do |
1820s | wazda I'm like rdfg because I like having more keys around my my hand to be able to |
1825s | hit buttons versus like not so I know and I know some people are like that's so weird |
1831s | I don't know how you could do that but it's just like when you train yourself for you |
1834s | know 20 years uh you get used to it but it's not forever yeah I'm super weird as well I |
1840s | use I I really only on my left hand use the hotkeys between tilde and five and then I |
1846s | use a function uh to do the later hotkeys in the in the hot Barbara exactly I want everything |
1853s | to be easy to accept access I don't have to stretch my hand across the keyboard there's |
1860s | no button past six |
1861s | um but and then there's some people who just like clicking stuff which I know like some |
1868s | people hate that but it's it is very interesting to see how different people play um yeah and |
1872s | there's a right way and a wrong way I'm just kidding yeah but we do have some more stuff |
1877s | to go through so I want to kind of get through that and it's you had a lot of iconography |
1880s | stuff so I don't know if you want to preempt this before we head into talking a little |
1885s | bit about that yeah I mean we can just look through these slides we've done a ton of iconography |
1890s | work and kind of similar to the similarly to what we're going to be doing for like a |
1895s | style guide for the UI we're going to be building out style guides small ones for each of the |
1901s | types of icons so these are showing like you know some ideation on the class iconography |
1906s | um or the icons that go at the edge of the different um window treatments but yeah oh |
1912s | yes sorry archetypes yes there are classes too yes um but yeah but also that's a good |
1919s | point actually bringing up the differences between the r the archetype and the class |
1924s | and how perhaps an icon can be promoted uh from its archetype State up to the class State |
1931s | and still Salvage that iconography from the base archetype true so you kind of know what |
1935s | your base your primary archetype is based on like your class right icon yeah we're trying |
1941s | to get that whole idea you know locked down so when you can see someone you can tell what |
1945s | they are and you know what I'm dealing with here so yeah and that's the primary purpose |
1949s | right of these types of UI elements is communicating that information I mean you have whole purpose |
1955s | is communicating the information to the player uh but at a glance with these particular icons |
1960s | right and that's the whole you know I'm getting an understanding and I I'm familiar with that |
1965s | sword because it's the tank or something yep yeah I mean it's it's a fine line for UI of |
1970s | like making something very very like aesthetically pleasing but also also making sure you know |
1975s | satisfies that like Base information it needs to tell me so here you can see some of our |
1980s | ideation between the uh ability effects and how we go from you know quick you know sketches |
1986s | and moving them forward into ability icons um and we're going to have different like |
1991s | styles for different size of things too so you know ability icons are all going to fall |
1995s | into one style and then like if we do a class emblem it'll be more detailed if we do something |
2001s | really tiny it's got to be really simple as you can see with like these ones on the right |
2004s | here they're just going to be some of them are map oriented so they have to be able to |
2008s | you have to be able to see them and understand what they are when they're like one by one |
2013s | pixel yeah some of the graphic ones are the hardest ones to do because they're just you |
2017s | have to tell me what that is right there yeah [Music] yeah so we've done a lot of great |
2023s | work on these um Natalie and Jeff have done a ton of awesome Explorations on these Natalie's |
2029s | been doing all the painting for the uh class abilities you guys have seen in the last live |
2034s | streams and they've just been fantastic [Music] very very good yeah I love the uh the Vivid |
2042s | nature of these icons especially for the ability icons um the strong contrast that exists within |
2049s | the icon itself that you know lends to that easy communication of the ability recognition |
2055s | um is super important yeah we're hoping to have a really awesome set of icons for you |
2060s | guys yeah all right yeah and with that I think we're going to move into some like actual |
2067s | mocks that are in game right yeah it's not quite in game well some of them may be in |
2074s | game but uh yes these are just gonna be the uh art mocks for what we've built so far there's |
2080s | some extra ones that are in the works and things that are partial but these ones are |
2084s | yeah nice take a look at these we're we're going to be talking a little bit about kind |
2089s | of these are going to be inspected like crazy I know they're gonna zoom in on every little |
2095s | thing so now I would like to preface though uh for those of you who are going to zoom |
2101s | in on every little detail that as always this is a work in progress and things are subject |
2107s | to change um some things are even placeholder in these uh so take it with a grain of salt |
2116s | yeah not everything is built 100 accurate so every single system these are just mocks |
2122s | to get everything especially as people play more of the game they'll we'll be adjusting |
2128s | things and changing things and seeing what works and what doesn't so uh you know when |
2132s | Alpha 2 comes around that's when the feedback is going to be very very important so yes |
2137s | yeah oh and so this is kind of a we wanted to include this which is showing like all |
2141s | of the different buttons and uh accordions and filter buttons and drop downs that we |
2148s | use to build all these different screens so you know combined with the style guide that |
2151s | we had before we're going to use these and we're we build out all of our screens which |
2155s | you'll see why they're called accordions is because it like opens up these are things |
2158s | that like open up and kind of expand so you can see like more of your quests or more of |
2164s | whatever it is and whenever you interface with this particular UI element it actually |
2168s | plays the audio cue of an accordion in the background yeah that'd be fun don't give cat |
2173s | a heart attack she's like what are you getting me into also like our audio is amazing too |
2179s | and not only does UI interact with design and Engineering but they're also working with |
2184s | audio and visual effects like there's a lot of coordination that has to happen |
2188s | is a dialogue and I think there's a couple dialogue ones right yeah we show a couple |
2197s | different steps so this will be like when you're talking to an NPC going through your |
2201s | your uh you know potential options of what you can talk about you could ask additional |
2206s | questions or you could jump straight into a quest um hook whatever it happens to be |
2212s | so some of our base treatments here and then this is the quest delivery so if you're you |
2218s | know talking to that NPC and they have something for you to start you know a task you know |
2222s | we'll present this as a you know make your choice do you want to start this task right |
2226s | now and give you the details that you have and some some objectives may be hidden um |
2232s | depending on the quest so |
2233s | yeah okay what Stephen I was just gonna say you know it's a a lot of I've seen a lot of |
2243s | interesting iterations for how Quest gets delivered um you know from when I interface |
2249s | with an NPC I move into this kind of alternate camera mode and I have the NPC kind of talking |
2254s | to me with I have the bar underneath it but I think that um you know when you're servicing |
2259s | uh multiple dialogue trees that have many different options this approach is is is is |
2265s | really um conducive to kind of you know keeping those options front and center to the player |
2271s | letting them see that and and navigating through the dialogue tree uh with a very easy to interact |
2278s | with um uh uh Quest window that you've mentioned in our previous yes in Alpha One yeah one |
2287s | of our one of our early iterations um for UI as a placeholder was really that long bar |
2293s | at the bottom screen kind of um uh approach um I'm really liking this it'd be great to |
2298s | get feedback as you guys are kind of watching this as all always it's very important for |
2302s | you guys to give feedback on what you're seeing it's uh I know we'll talk about that at the |
2306s | end but um yeah I do I do love these these look great yeah in the backpack which people |
2313s | got a little glimpse of some of this when we were showing our live stream last uh month |
2318s | yeah everything's coming online becoming a little bit more usable and functional and |
2323s | we're just our main goal as UI is to get things in game and usable so that we can really test |
2328s | it because ultimately you can design anything on paper but really you got to get your hands |
2333s | on it in order to absolutely I like uh I think we saw a lot of commentary in regards to segmenting |
2339s | the the backpack into different uh you know like harvesting bowls and things like that |
2345s | um yeah gatherables I should say in quest items people really liked seeing that oh absolutely |
2351s | especially with the way our game is going to work with the materials being a little |
2354s | bit you know of a different interaction so definitely yeah yeah and then the quest items |
2359s | is that quality of life because as MMO players we all know searching for the you know one |
2365s | vial that's not the vials of your potions but it's the quest item absolutely and it's |
2371s | always great to have in the quest tracker that actually is living on the HUD with you |
2374s | that accessibility for the item so you don't have to go digging for an activatable per |
2379s | se oh my gosh yeah we'll be doing that too supporting that like has that support right |
2384s | there for you it's nice yeah um or something that you can drag on your to your bar easily |
2389s | things like that yeah exactly and then we've got blacksmithing |
2393s | oh my God this is the first look I think we've shown of the crafting systems and this is |
2403s | kind of our fast crafting so not necessarily what we will be end goal right Stephen yeah |
2410s | absolutely yeah talk talk to us a little bit Colby about kind of Designing uh for the kind |
2416s | of crafting needs yeah we work with designers a lot on these so we've been talking with |
2421s | them about everything they want to get done so this one is showing kind of the base needs |
2425s | that we were establishing to get this system in game and usable as soon as possible so |
2431s | right now our crafting does work in game and it's all functional and we're building out |
2436s | the functionality as we go to you know expand and based on what we test so and there's a |
2442s | lot of information you have to communicate via this window right so how do you kind of |
2447s | blend between um the idea of multiple sub pages that are required to kind of facilitate |
2453s | all the information versus how much you can show on one particular page like talk to us |
2457s | a little bit about that process yeah and this is where that game of you know understanding |
2462s | how to organize the information right so uh we're creating kind of what we like to call |
2467s | like a visual language so a lot of you our panels you'll see uh they'll have that left |
2473s | side accordion list which is like a real you know if we have a lot of dense information |
2477s | we like to use these accordions because you can you know have a shorter list and then |
2482s | expand out the parts that you're interested in um and then we kind of do that same thing |
2486s | where it's context so you start on the left and you'll move to the right so you make a |
2490s | selection and then there's like details on the right and we try to create what um what |
2494s | we call like visual hierarchy to help you know like okay I've clicked this and now I |
2499s | move over here and I'm I've got you know buttons over here that are you know the only other |
2504s | bright objects on the window so it pulls me to say like okay I can look and see if I can |
2508s | craft this or whatever it happens to be and there's going to be you know some pretty robust |
2514s | systems so we're really excited to see when we get our hands on it where you know where |
2519s | we can make it better absolutely yeah that that is a very important component of the |
2523s | test ability and the primary purpose of Alpha 2 as we've always stated is going to be to |
2528s | get player feedback to get player hands on um you know giving us Direction on on how |
2534s | these things play out it's such an important part of being a tester so um definitely it's |
2540s | very valued yeah definitely you folks did see the journal a bit last time I saw a lot |
2547s | of commentary regarding that yeah a lot of a lot of great feedback positive feedback |
2551s | about the journal both from color composition to layout design to you know a lot of different |
2557s | things Colby talk to us a little bit about kind of how you guys approached this style |
2562s | of introducing such a broad spectrum of colors feel like yeah we we actually use the journal |
2570s | as one of our test cases for the the style guide because it's a very complex screen there's |
2575s | a lot of things that are going on where we have different tiers of story arcs that might |
2579s | be available for players and so we wanted to make sure the color denote a different |
2583s | information for them we also have iconography to support that as well and we kind of have |
2590s | a little bit of a Twist on what a traditional Quest system would be like so with these story |
2596s | arcs we wanted to make sure that it was organized in a familiar way but also something that |
2601s | supported all of the designs needs and it's right we really like how it came out yeah |
2605s | and we have a little bit more in-depth slash complicated story arc system than you might |
2610s | find in most of your traditional MMORPGs and how those kind of story arcs can be updated |
2616s | in real time um and kind of how players interface with different segments of that story arc |
2623s | so you know this journal has to facilitate all of those uh designs which can make it |
2628s | as you said one of the most complicated probably windows that we utilize for characters outside |
2634s | of probably the mayoral interface but it's just going to spark more questions about like |
2639s | that what do you mean I know |
2642s | um uh but perhaps that's going to be a future thing we definitely need to have some more |
2647s | of our narrative folks on sometime and yeah talk a little bit about well I think carpin |
2652s | might be a great opportunity for that no that's true and you know if you did watch our extra |
2658s | live stream you got a little teaser of some lore there um and then next up and we're also |
2663s | later in this live stream we're going to be showcasing some teasers as well next month's |
2669s | live stream and we've got options which you know for most of us uh it's one of the first |
2676s | things that we experience in game we're like let me adjust all the things to be the way |
2680s | that I like them like I want the fov to be where I want I want the audio to be where |
2684s | I want and this requires even more elements for you guys to interact with and adjust I'm |
2690s | sure that this was probably even more complicated to put together yeah well this is where that |
2697s | like having a really strong visual language and kind of making that information really |
2701s | accessible and organized in a good way was really just very important to us so one of |
2707s | the other screens that we hit first not exactly the uh thing everybody's like oh let me see |
2712s | the options but very important when we uh do get them out there in your hands so I think |
2717s | people will be happy because last uh an apple one we had like one slider and they were like |
2724s | we're constantly getting folks asking for more options there will be a few more sliders |
2729s | yeah you'd be surprised you don't I don't find myself as a player interfacing with the |
2733s | options menu in many games very often I do like you said kind of at the start of my game |
2738s | experience but when I'm in the middle of a game and there's some option that I've newly |
2742s | discovered that I was like oh God I need to change this and I need to change it fast and |
2746s | I open that options menu and it is just an absolute cluster I'm like oh this is terrible |
2752s | I need to now spend so much time here so easy intuitive navigation is definitely an important |
2757s | aspect of this of the options menu for sure yeah definitely we'll be testing that a lot |
2763s | yes yeah and definitely toss us your thoughts on that or what options you like obviously |
2769s | this doesn't have everything in there but it's giving you kind of a glimpse into the |
2773s | future and our character screen which you know we have shown various different versions |
2780s | of this throughout the the lifespan of Ashes |
2786s | many many iterations and I know there's been a couple that people haven't liked a few that |
2792s | people have liked um I know that this is a there's always a lot that you have to display |
2797s | here and so I don't know if you want to talk a little bit about that Colby yeah we were |
2802s | building this out and we wanted to kind of create something that would handle a couple |
2806s | of different roles with obviously your equipment slots for what we call a paper doll which |
2812s | is that display of your character eventually it won't just be a image of your character |
2816s | we hope to have the 3D character and be able to rotate around look at what you're wearing |
2822s | and then we wanted to support a couple of different features here with some base stats |
2827s | the equipment which will show you know what equipment you have available to Quick swap |
2831s | so you don't have to have your inventory and the screen open uh detailed stats for those |
2836s | people who want to get into all of the details oh yeah and then of course gear sets so this |
2841s | is going to be able to to you know swaps your sets of gear quickly and being able to save |
2846s | different loadouts and you know we know all the players who have two sets and there's |
2851s | players who have hundreds of sets so yeah I gotta have all my costumes too you know |
2856s | of course of course |
2858s | yeah so this has been a lot of the stuff that we've worked on over the past you know year |
2864s | we've built out the style guide while supporting all these live streams and it's just been |
2868s | you know awesome to see this team get up and running in such a short time and get a ton |
2873s | of work in yeah and you have definitely been supporting a lot of teams but um I know a |
2878s | lot of the things that we're showcasing each month you know you guys have some semblance |
2882s | of little bits and pieces that you're kind of showcasing in there so like Steven said |
2887s | this is the first time we're like just focusing on you I think is kind of exciting talk to |
2894s | us a little bit about kind of the types of feedback you like to see from a demonstration |
2899s | like this of of the UI yeah I mean just general like people's feeling of these things the |
2905s | best feedback will of course be when you guys are able to get your hands on it but if you |
2909s | guys have real strong opinions on hey I want to see these kind of things in my journal |
2914s | and you know UI yeah we have a lot of you know features planned and we have a lot of |
2920s | good you know options available and there's going to be things that you haven't seen you |
2924s | know like maybe uh your Journal ties into an archive that has a little bit more of that |
2930s | lore background in it and it keeps track of what maybe stories you've participated in |
2934s | um so we've really you know we're building this out oh sorry I'm sorry but yeah we're |
2941s | just building this out you know part by part and we're going to be supporting the team |
2945s | so if you guys see stuff that you really like you know make sure to throw a thumbs up out |
2950s | there make a make a post or comments um because we do you know we do read all of this stuff |
2956s | and we try to make sure that we're you know seeing the feedback people are giving um especially |
2961s | I'll go ahead go ahead um we'll be putting up a thread it'll probably be up right right |
2967s | now right now um we're on our forums forums.ashes of creation.com uh check it out over there |
2973s | definitely leave us some thoughts on our UI we'll have a few questions that are good like |
2977s | starters for you um but definitely tell us what you'd like to see some features that |
2982s | you'd like to see what features you liked from the displays that we showed today uh |
2986s | and then we'll be creating a report for the UI team and providing that Roshan and vacner |
2993s | are always so great about putting those together and they're super in-depth they read through |
2996s | everything which makes it very easy for the design team and development team to be able |
3001s | to quickly read through those and get a good overview of kind of your guys's thoughts and |
3007s | and feelings and suggestions you guys always some great ideas as well and always always |
3012s | make sure to incorporate as part of your feedback you know the examples and inspiration for |
3018s | you that you've experienced that did things well from a UI what stands out about a game |
3023s | that you think had great UI what was it about that game that you felt was great uh with |
3028s | regards to their UI and what were some examples of games that had bad UI and why did you feel |
3033s | that it had bad UI those are those are great like Cornerstone touch points on how to give |
3038s | good feedback is always using those references right because it's there that we can find |
3042s | better detail-oriented kind of uh uh inspection um so yeah definitely yeah give us give us |
3049s | your feedback and with that I do want to give you a chance Colby to kind of do a little |
3054s | plug I know you have one of course and then anything else you want to say at the end of |
3058s | year before we head on over to our character art segment uh yeah so well our UI team has |
3064s | grown quickly over the past year but we are looking for one more uh UI artist or ux designer |
3070s | we're looking for someone to help join the team and kind of build this out with us um |
3075s | so if you guys are you know if you have some experience please you know send us your resume |
3080s | absolutely apply get out there and help us raise awareness yeah and the other thing is |
3086s | you know I just want to give thanks to our team because our team is awesome we work really |
3091s | hard and we have a really like nice diverse set of people who are able to accomplish all |
3097s | of these different tasks while we're able to you know help this game come to life so |
3102s | we're just very fortunate we got a great team over here all right well uh definitely head |
3106s | on over intrepidstudios.com careers if you are interested or if you know somebody forward |
3112s | along that position we'd love to fill it with someone who's amazing to join our Intrepid |
3117s | family and with that we're going to say thank you Colby we're gonna head on over to our |
3122s | next segment which is our character art update so we will see you momentarily bye Colby thank |
3128s | you see you guys welcome back we hope that was an in that was an in-depth exploration |
3136s | of the UI process very much so and it seemed like you all really really enjoyed that um |
3142s | we hope that you did it seems like y'all did um and obviously like Stephen mentioned there |
3148s | a lot of its work in progress It's not final but we will have a lot of customization a |
3152s | lot of options I can't wait to go on the Reddit later and just see all the speculation and |
3161s | hypotheses and Theory crafting about these windows um and of course there will will you |
3170s | guys will be able to see some more of them we usually share a lot of the um pieces throughout |
3175s | the month so definitely keep an eye on our social for those things but I did want to |
3180s | cover a couple different questions that Vagner and Roshan tossed my way um these were kind |
3186s | of side things which is people are wondering if they'll be able to share UI layouts so |
3190s | let's say I have a UI layout that I really like is that something that we may have options |
3195s | to share or is that something we could explore in the future that can be um that can be a |
3200s | little bit difficult um we've talked about it in the past but there are unique elements |
3206s | that um would be exposed for certain classes and or characters that might not be for others |
3212s | um and that data might be difficult to have a transferable or shareable but it's something |
3220s | that we're not shying away from looking into so no definitive answer yet on that and I |
3224s | know we did say that UI will be customizable you'll be able to move stuff around scale |
3229s | things the way you'd like in most games you always are able to add extra action bars or |
3234s | ability bars and they're curious if that's going to be something because we didn't say |
3238s | it's explicitly yes yes absolutely yeah there is no shortage of customization that we want |
3245s | to provide each player because some people like to have a very minimalistic number of |
3249s | hot bars they don't need necessarily to have you know three four five hot bars that are |
3253s | available but some people do like that they want to have all their items listed on their |
3256s | Hotbar as well as their abilities as well as as their Mounds as well as anything that |
3261s | they can essentially interact with as a as an icon they want to place it somewhere on |
3266s | a hot bar that's visible so you know the breadth of customization should Encompass those desires |
3272s | from the more minimal to the heavier uh player type and when we're in our betas and we have |
3278s | a lot more of that stuff accessible to you all if you have any feedback along the way |
3282s | you know we're all ears you you've seen our journey along the way we're constantly taking |
3287s | y'all's feedback and you know maybe we won't be able to implement stuff immediately but |
3291s | we'll definitely be taking your feedback and um you know communicating with you all along |
3296s | the way um and then the last one here was will there be weight capacity there's been |
3300s | a lot of questions in regards to that that's not really no they're not related but yeah |
3304s | there's there's not weight capacity um you know weight management in my opinion and this |
3309s | is of course you know subjective but weight management is not a compelling mechanic um |
3316s | for players to have to deal with in an m setting it can be for sure in a survival game type |
3322s | mode or you know in other types of games but really we want to focus on spacing and we |
3329s | want to focus on stack size you know those kind of supplement where weight would be relevant |
3336s | this is more about like how much capacity do I have what are the shapes and sizes of |
3341s | the different types of materials and or gatherables that I might acquire and how does that fit |
3346s | into my um gatherable bags and what are my stack limits and how can those stack limits |
3353s | be kind of augmented or changed based on the bag type or quality that I purchased from |
3358s | a crafter or my expertise within a particular profession when I'm gathering resources out |
3363s | in the wild that's where we want to kind of make those choices be more relevant and and |
3370s | compelling all right and with that I think we're ready to move on to our character art |
3375s | update so we'll be doing that um let's show all the things there's so many cool things |
3382s | and like I said stay till the end we've got the guy I have a little video teaser you gotta |
3389s | stay for that um so with that we will first kick things off with we've got you guys did |
3395s | see some Cyclops weapons before but now there's even more Cyclops weapons which these are |
3401s | looking very very awesome |
3405s | I I'm sad actually because I don't have my um a little extra monitors so you can't see |
3412s | I know I can't see what are we like in the Run of show I usually always have all of the |
3416s | images |
3417s | um but these are the Cyclops weapons there's uh mace bow wand um I'm looking I'm looking |
3428s | on my phone I apologize uh to the audience if I'm looking on the phone yeah you know |
3432s | um to give you guys an idea um the Cyclops which you'll be seeing at some point here |
3437s | in the very near future is um and you guys have seen the model for it already in the |
3441s | past right um some parts it is a very large like 45 or 50 foot I think it's like over |
3449s | he's carrying a tree in one of the images yeah it's like a 50 foot tall giant uh raid |
3456s | boss and um he has a lot of like natural oriented weapons um that are available that he uses |
3464s | um and I think the character team just did a great job with these um they really kind |
3470s | of I think reflect the nature of that particular creature which is always cool to have because |
3476s | it ties you into that story it ties |
3478s | you gotta have some cool Cyclops Luke um and also you know we're going to talk a little |
3486s | bit more about Carfin here because we're gonna show some cool car friend weapons but look |
3490s | at these weapons they're so sick and uh I heard that y'all got your bingo card the community |
3495s | puts together like a little bingo card of things that they think we're gonna talk about |
3500s | in the live stream and I always love seeing how oh did they get a bingo bingo yeah when |
3505s | you said Carpenter segment oh they got their bingo which was cute um but yeah these are |
3513s | looking awesome and these are achievable uh items very very yeah again I apologize I just |
3520s | want to watch it on my phone because I don't have another screen here so I'm not I'm not |
3527s | distracted yeah he's he's not looking at his phone for other reason he's watching the thing |
3531s | and then we've got some NPCs that have been created so this first one is an uh ambitious |
3538s | academic there's a couple different versions with um you know the Petticoat vibes yeah |
3546s | these are pretty cool |
3547s | and um I don't know if we want to tease a little bit about the academic aspect of it |
3554s | what for Carfin but oh yeah absolutely I mean I think the you're talking about the story |
3560s | and yeah yeah you know you guys those of you who probably tuned in during the live stream |
3566s | for uh extra life last November um got a little bit of history and story around Carfin Carfin |
3572s | is a very large dungeon complex it's both um an urban area at the base and then a huge |
3579s | dungeon with lots of different levels I had a lot of fun in other games as inspiration |
3585s | uh with like those of you played Lineage 2 with Tower of insolence and the crew of tower |
3590s | I thought were really cool um and if the story behind um the tower at Carfin is that it is |
3597s | actually a part of the University complex that was initially brought to the Ayla humans |
3606s | by uh the um the elves appearing elves and they kind of helped establish and taught the |
3613s | humans how to master the essence and how to master magic and this was one of the great |
3618s | universities of the island Empire so a lot of the a lot of the experience and encounters |
3624s | there are going to be Arcane in nature they're going to be representative of that Essence |
3629s | magic and and um it's going to have some powerful foes and also I was just told thank you Jeremy |
3635s | for dming me uh that this is a dropped I uh set so this is not a MPC outfit this is like |
3642s | a thing that you will achieve in game yes so apologies um sometimes I don't have all |
3649s | the contacts uh but yeah um this is the river stalker which I already saw y'all I'm showing |
3656s | it while Stephen was talking but it's very very cool um and then I don't know if you |
3661s | want to say who this is I love that fur yeah I know the fur looks so good the fur looks |
3666s | so good do the boots have is it boots with the fur it is there are some boots there are |
3671s | boots with the fur we have a lot of boots with the fur I think people like boots with |
3676s | the fur |
3679s | this next one is do we want to say who she is I have her name but I didn't know if you |
3684s | wanted to share that yet oh that's a question um there have been people who have been wondering |
3690s | who this lady is but we haven't I think we saved that I I don't know you know I I think |
3695s | next month when we do the Tower of garfin kind of walk through we can uh expand it okay |
3702s | are you talking about I don't know if I'm looking at the right thing I'm looking at |
3704s | a statue this is this is a different this is not the person the other person we have |
3708s | talked about during that right no I'm not talking about um The Raid boss I I'm yeah |
3713s | I'm talking about the influence of the uh previous deans of the college yes I will not |
3719s | say her name then uh and then we've got Laria Lamont which we have talked about before yes |
3728s | she was the primary uh protagonist become antagonist um in the story from last November's |
3737s | live uh live stream with extra life um and now you can see her character model and um |
3743s | she is a very powerful uh wizard who unfortunately in her desire to to save as many as possible |
3753s | went down a path that was um unfortunately recoverable for her and uh I think we'll talk |
3758s | a little bit more about that also next month I feel like this is this is what you would |
3763s | hear from her just like it's just a good morning yeah absolutely |
3772s | um and then we've got some concept art that we will show um and someone said Pizza Drew |
3782s | said I can fix her I just imagine players saying that as they're rushing to the top |
3787s | of the tower and then we've got the aylin city kind of see a little bit here oh yeah |
3795s | you get to see a little bit of the of the grandiose nature of the starting um city in |
3804s | the Inland Empire so this was the former uh capital of the island Empire and this is where |
3810s | players are returning to uh if you choose that particular Divine Gateway it's huge uh |
3817s | the QA team is kind of running through it because we were trying to see like the space |
3821s | and it's just massive it is a massive area and into and again the reason why it's so |
3828s | large and why this might be very atypical for us as players to experience in such a |
3834s | starting area something so big is because this this place changes based on what you |
3841s | do in the world and different areas of this city become accessible as the world develops |
3848s | further and and there's reasons for you to come back at later levels and kind of experience |
3853s | that because again part of what makes I think the system design around these nodes and World |
3860s | building so compelling from an MMORPG specific perspective is that many MMOs we play we go |
3867s | through progression and we leave areas and we never go back to those areas they become |
3871s | essentially you know content that gets lost and that's such a sad concept to have because |
3880s | a lot of time goes into making those areas compelling and beautiful and you know something |
3885s | that's iconic in your experience within the game but the way that our world progresses |
3891s | and that our points of interest progress as well those areas are constantly being updated |
3897s | they're constantly changing and you're maintaining that traditional experience of of character |
3902s | progression and leveling for new players that are coming joining later but now they're immersed |
3907s | in the social environment as well because the player population hasn't moved past that |
3911s | area like we see in many other MMORPGs you have an opportunity to actually graduate into |
3917s | that social environment because this area has opportunity for late game players to come |
3923s | back and explore and experience things yeah the persistence in our world is a little bit |
3928s | different so you know what my experience as a new player is might be different from someone |
3932s | else's especially especially if we both start playing it at a different time frame which |
3936s | is really nice and this is concept because I know some people were asking this is concept |
3941s | but I'm all you know like if we've already seen the oh our Concepts to yeah they look |
3947s | petition are very one-to-one if you've seen some of our other Concepts and then our in-game |
3951s | they're pretty great because our artists are just phenomenal but um I've already seen some |
3957s | of this being gray boxed in the world like I said we were running around it it's massive |
3961s | and then there's also the starting the all are the alien portal area which we've already |
3967s | started seeing in game as well the model of it and you can see like the little people |
3971s | for the scale how big this thing is it's huge said |
3979s | the Stargate it's a defined Gateway there's a difference I do love Stargate though so |
3986s | I know there's an RPG for Stargate which I've gotten to play it's really fun oh that's cool |
3992s | but yes uh no Stargate uh with that we're gonna head into our q a segment I'll have |
4002s | some images up in the background while we do q a um |
4007s | love it um it's so good with that we have our first question from rufian they want to |
4015s | know about ranged weapons uh with it which is what will be the differences between a |
4020s | crossbow and a regular bow and I think we've talked about short bow versus a Long Boat |
4025s | yeah we don't have we don't have crossbows um however uh bows of different types will |
4031s | vary across many different stats um between the damage that's done the damage window that's |
4038s | possible the attack speed stats that are associated with those particular types of weapons and |
4045s | not only that but very important is the weapon skill progression so each weapon group or |
4052s | weapon type has a Associated skill progression where you can unlock the ability to proc certain |
4060s | types of effects and they also have associated with them different combos that can be utilized |
4067s | sorry and you know what the chat is right I got excited to get into the Q a that I missed |
4073s | the studio update again and normally I have normally I'm like looking at the run to show |
4077s | but uh I just kind of passed it yeah do you have anything any updates for us for the studio |
4082s | I know we talked a little bit about the fun stuff we were doing for February but yeah |
4088s | you know we talked a little bit about that uh we are now moving into um well we have |
4094s | moved into as of last month and this month um another round of significant hiring um |
4099s | you can see that on our intrepidstudios.com website um it is of course important and and |
4106s | you know just a side comment um I'm sure many of you as we are aware of the kind of um turbulent |
4114s | times that the tech industry is seeing right now with the uh layoffs from different Studios |
4121s | and companies and that's always a hard thing um to watch because the gaming industry is |
4128s | a gaming is an industry a passion um and you know it is an industry of of creatives who |
4135s | deserve an opportunity um to excel in their work and feel confident and secure in their |
4140s | position and the in the jobs that they have and it's a sad thing to see when when those |
4145s | things kind of happen but at intrep Studios we Endeavor to be different and I think we've |
4151s | done a great and sustainable uh way to kind of proceed with this game's development um |
4159s | and you know we I want to kind of shout out the fact that we have opportunities at the |
4163s | studio yes we are very selective and the um the recruitment process can be a bit difficult |
4171s | but um you know I just I just want to say to those people out there who are affected |
4177s | you can send your applications uh into intrapstudios.com go on there take a look at the uh jobs that |
4182s | are available if you don't see one that pertains to you necessarily you can still provide your |
4186s | resume um and we will consider those so that that hiring process is moving forward um additionally |
4194s | we've had some on that front I just want to mention that in on the careers page there |
4198s | is an uncategorized section that says don't see your position uh you can still apply and |
4204s | apply through that one right there absolutely um and then in addition to that um we've been |
4209s | changing up a little bit uh some of our production practices um over the course since the start |
4215s | of this new year we are now seeing in the month of February of the fruits of those uh |
4220s | changes uh which are Bountiful and we're very happy with I think some of these production |
4226s | changes that well we've seen uh Jacob spearheading that charge um has been doing a great job |
4231s | in that sense um so Studio update is very strong in February um very strong indeed yeah |
4239s | it's been pretty exciting for me too |
4242s | um and uh moving back to the Q a segment I do want to ask a follow-up question in regards |
4250s | to you because you stated there aren't crossbows but we have sold crossbow looking items are |
4256s | those considered short bows uh or yes those would be those would be considered those would |
4261s | be considered skins um and they um so we that's a good question let me check into that actually |
4271s | because I don't know specifically what you're in reference to um and I would want to make |
4275s | sure I'm giving an accurate answer so I will look into what that was it's likely that that |
4280s | would be a skin that's applied to a different weapon category that's not a crossbow category |
4285s | [Music] |
4286s | yes and then we'll post that uh answer on the forums or uh Cody will yeah that sounds |
4295s | great we can post that as a response in the live stream uh thread is that is that a thing |
4300s | on the bingo card that Stephen got stumped on a question no but I think derailing is |
4304s | on there oh okay perfect which you've done uh did I ever tell you about the time that |
4309s | I fired a crossbow like real IRL yeah yeah I've actually very difficult to pull that |
4317s | straight those in general are hard to pull back if you've oh one time out of like my |
4321s | initial like thing in archery like I think I pulled it back and I shot the arrow up and |
4326s | it went over the shooting range and I could have sworn I heard somebody scream but um |
4332s | I'm just kidding uh I was trying to derail so whoever had that bingo card oh |
4345s | digital Daydream wants to know about player corruption our corrupted players able to enter |
4351s | a freehold's boundaries or access its content and if so what's stopping freeholds from being |
4357s | corrupted players safe havens I actually kind of love this idea where like you're on the |
4362s | run and you're like can I stay in your house |
4365s | um so corrupted players can access their freeholds uh however people's freeholds uh well freeholds |
4373s | are in the open world so you can move into those freeholds the protection area is in |
4378s | the house um but what they what corrupted players can't do is they cannot interface |
4382s | with storage uh nor can they interface with player trading um either while corrupt um |
4388s | so if they had storage uh uh items that were on their Freehold they wouldn't have the opportunity |
4393s | to deposit or withdraw all right hopefully that answers the question there and then we |
4400s | have eth love who wants it about class specific actions what kind and how many special or |
4406s | unique activities can we expect classes to perform outside of combat such as rogue's |
4412s | opening locks tracking enemies as a ranger or removing corrupt corruption from the ground |
4418s | as a cleric yeah absolutely um so that's funny that this question exists because just 30 |
4426s | minutes ago I was talking about those utility abilities um like finding tracks or cleansing |
4431s | poisons um arcani to reveal secret passages um you know the idea is how do we blend the |
4439s | traditional tabletop RPG role of utility and or skill checks uh into the setting of a graphical |
4448s | MMORPG um and I think that um it's both a complement of the um of the skill kit that's |
4456s | available and how it interacts with the world for those curated or or special designs Within |
4462s | These locations so to answer that question that is intended we've shown a little bit |
4468s | of that in the past and it is something that we want to make feel compelling and rewarding |
4474s | and viable as a use case scenario in many different settings that you might find yourself |
4478s | in within the world and um not a question that's on here but I will add it as a bonus |
4484s | one because the range weapon one didn't get answered but we are moving to 5.1 I know a |
4490s | lot of people were asking about that we're constantly uh keeping an eye on you know the |
4495s | latest uh actually that's been a that's been a big Endeavor um over the course of the last |
4500s | I would say about six weeks um and uh you know just to give you guys a bit of context |
4506s | if you're unfamiliar kind of with the develop game development process um engine upgrades |
4510s | can be a very uh taxing process um it especially becomes so given how many custom changes that |
4518s | a project makes to the engine making those merges over can be kind of a bit of a headache |
4525s | and we have a great team our networking team's been doing great job Zach has been spiriting |
4531s | that process for the network changes along with Mitch and it took a little bit longer |
4536s | for us to make that move over because we initially started moving over to Five Point one and |
4541s | then the 5.1.1 update dropped with a lot of great additions from epic and we decided to |
4548s | bite the bullet and and just take it a step further to 0.1.1 um so um I think that actually |
4554s | uh Margaret you would know this QA has their hands on that now today uh so last night we |
4560s | did our build lock like Steven said for the last like six weeks we've been working towards |
4564s | this the next Sprint is for that team is going to be focusing on bug fixing so yesterday |
4570s | we locked the build we got a good Dev build that we wanted to use as our basis and then |
4576s | we will be merging that all up to our Dev engine and hopefully everything will go well |
4581s | and we'll be able to move things we're locked today and then we should be unlocking again |
4585s | on Monday so people can check things in I know designers are like wow one day guys um |
4594s | and we're doing a lot of testing um we'll probably have a little and just so you guys |
4597s | throughout the first couple weeks but we'll work out those results and just so you guys |
4601s | know that what Margaret's referring to when she says check-ins and locking uh essentially |
4606s | our source control method utilizing perforce is how kind of um developers make things and |
4612s | they they submit those things into perforce and right now locking that down means that |
4618s | we're not allowing any additional changes so that we can solidify um that point 1.1 |
4623s | update otherwise you're merging into stuff that's like not exactly the same and it can |
4627s | cause other issues so we just want to make sure that works yeah we know what the what |
4631s | the basis is and then as we merge in we'll be okay um but yeah the testing I haven't |
4637s | looked at what the test results have been for that full regression test yet I'll probably |
4641s | see that by the end of the today and then if everything goes well Monday we should be |
4645s | rocking and rolling and we'll just be doing a lot of bug fixing for the next couple weeks |
4650s | a lot of artists that are very excited to get their hands on the 0.1.1 update yes I |
4655s | think all the Departments we're getting uh there were things that were blocking them |
4660s | I think Tech art was literally like knocking down the doors but we had like our intrepidnet |
4667s | stuff and things so like there was just a lot of things that we were trying to resolve |
4670s | before we pushed uh that up so but we're good now we're moving up and we know there's a |
4675s | little bit of a studio update by the way yeah there you go that should have been part of |
4679s | the studio Jay there's a lot going on all the time so we're constantly working towards |
4684s | things homies um but go back to the Q a here we do have a question from uh rushi's who |
4692s | wants to know about racial abilities will any of your race or class choices affect your |
4697s | Artisan skills |
4700s | um that is something that is still up in the air a little bit we haven't touched too heavily |
4705s | on the racial ability side of things um it is entirely possible that it might the concern |
4712s | there though would be that we want equitability across race types with at least the benefits |
4718s | that not the benefit types but at least that you're having some benefits um so that when |
4723s | we talk about like you know a crafter being pigeonholed into a specific type of race that |
4728s | might not align with what they want to do elsewhere they aren't forced to do that because |
4733s | of a specific racial ability that only that race has access to so you know one thing we've |
4738s | talked about in the past is replacing the racial abilities with more of a background |
4745s | style where you get to select your background regardless of race and so those two aren't |
4750s | tied intrinsically but instead it's like you know I'm an orphan who was raised in the temple |
4755s | therefore I have this racial trait right um exactly um I think I think that's probably |
4763s | the direction that we're going to to go in um but uh yeah hopefully that answers your |
4768s | question perfect and then we've got Halcyon Days who wants to know about the threat meters |
4776s | will there be a threat meter of any kind such as a tank only ability or Aura within a certain |
4783s | range well I know that this is a highly contentious topic um there's DPS meter tank meter I I'm |
4790s | gonna I'm gonna they like meters Stephen I'm going to give you my subjective perspective |
4795s | here um is that meters in my opinion are a removal from the the game immersion um and |
4809s | what I mean by that isn't necessarily even the fact that having the meter kind of takes |
4813s | you out of the game per se but it is there's a lot of diegetic kind of approach that you |
4818s | can take that doesn't rely on UI elements like a meter to kind of indicate how you should |
4823s | do a thing and when you're not utilizing those types of meters you can do different types |
4829s | of strategies and encounter design right you can have things that can be more subtle and |
4833s | aren't going to be immediately given away by a meter indicating something um and that's |
4839s | the type of gameplay that we think that that I believe we want to emphasize and for that |
4845s | reason we're not going to be including threat meters what we will be including however are |
4851s | animation indicators we're going to be including ability indicators to kind of show the tank |
4859s | like hey I might be losing aggro here like I I'm observing in the world these immersive |
4867s | elements that are not tied to any specific type of UI but indicate to me that this monster |
4871s | might be moving off to attack somebody else in a very immediate future and now I should |
4876s | be using the abilities that I'm saving to kind of regain that aggro or to lock them |
4880s | down with a taunt or something right that to me is a bit more representative of the |
4886s | type of gameplay we want to to bring in our encounter design and for that reason that's |
4892s | why we're not including thread meters now that's different than a DPS meter right the |
4897s | DPS meter to me was more about kind of what role DPS meters provide in online communities |
4904s | that I've noticed in the past my experiences they can be a bit toxic they can be a bit |
4908s | exclusive exclusionary excuse me um and that's why we don't want the DPS meters the threat |
4915s | meters is we want to indicate threat we want to tell you hey you might be losing threat |
4920s | we just don't want to do that through a meter all right and our next question is from armored |
4927s | cell and it's about making friends well All Creatures be hostile and if not could I for |
4933s | example give gifts to goblins to try and make them more friendly to me um not all creatures |
4939s | will be hostile um I think we've talked about this a little bit in the past when um talking |
4945s | about like taming and or certain types of like creature gatherable resources there are |
4952s | herds that exist out there there are big game that exist out there where they're not going |
4957s | to aggro and attack you per se also lower level uh monsters and and certain type of |
4963s | like social monsters may not attack you off the bat so not every creature is is aggro |
4969s | we toyed with the idea um early on of having kind of faction-based reputation that could |
4976s | change that dynamic between you and certain NPC factions while that exists in the non-monster |
4984s | NPCs that that live within nodes in our Merchant guilds or whatever we haven't extended that |
4990s | out to the monster population and I don't know that we will in the first iteration or |
4995s | the first um uh in the initial launch for ashes of creation that might be something |
5000s | that we delegate to a future patch I'm not opposed the idea I think it's a cool idea |
5003s | I think it's interesting I think it can be compelling and it plays into player agency |
5007s | um but um yeah not not for the first go around it's it's an Endeavor and then a drunk ninja |
5015s | wants to know about tanks and boats how will tanks hold threat on Monsters while on a boat |
5020s | that's a good question um so uh there's a few ways that you can do that um one is uh |
5031s | boats have um attachments that live on them those could be potion launchers they could |
5037s | be other types of damage dealing um um attachments and users who are on the boat and utilizing |
5046s | those types of attachments will have the damage assigned as a threat essentially as hate to |
5052s | them so if I'm shooting the potion launcher and I shoot a Target the damage I do gets |
5057s | assigned to me as as threat essentially but in addition I don't think I'm excited about |
5061s | potion launchers again I know I know well I love potion lunches sorry in addition you |
5066s | might have unique ammunition that can be used which amplify that threat but that doesn't |
5072s | discount the fact that your skill sets can still be used on boats and or in water so |
5078s | as a tank I'll have ranges on my taunts and on my um on my hate generation abilities and |
5087s | I'm going to be expected to use those rotations in a nautical setting or on land so I think |
5094s | that that's acceptable um you know outside of that I would say it's going to be relatively |
5099s | normal mechanic when it comes to threat generation and utilizing your skill sets and rotations |
5105s | all right and then we've got a question here from Nick about detargeting will there be |
5111s | detargeting abilities in ashes of creation yes there will be detargeting abilities uh |
5118s | in ashes of creation um I think that uh one of the main applications for the ability to |
5125s | kind of detarget um excuse me there's in my opinion there's two types of detargeting um |
5131s | there's the ability to remove hate or aggro from myself which might Transit an enemy Target |
5139s | or pacify them but then in addition if we think about PVP settings and the role of taunt |
5149s | or hate a lot of times for tanks and the MMOs that I've played they're where where you have |
5156s | a PVE and PVP scenario those types of hate generation abilities don't really have cross |
5162s | application into the PVP realm and that can feel kind of bad because typically a tank |
5169s | build out can be delegated around how I generate hate and if it has no cross application into |
5175s | PVP then effectively you're creating a class composition that just is not relevant in half |
5180s | of the game or or in that area of the game so when we talk about how we're going to apply |
5186s | hate to player targets or taunt to player targets sometimes that can move into the realm |
5192s | of uh Target switching or the ability to demand that Target on the tank in a PVP scenario |
5199s | as well that's something that we need to get player feedback on because there's a lot of |
5204s | strong emotions around that type of mechanic I for one am a big proponent of that I think |
5211s | it's interesting I think that it plays into the role of the tank and that it it it hits |
5217s | a class fantasy that most tank players want to feel and I think however on the flip side |
5223s | of that it is a source of control and anytime you're under the effects of some source of |
5227s | control it's going to be a feel bad moment for the Target that's being controlled so |
5231s | that's why I think it generates a lot of you know a lot of feelings on both sides of the |
5235s | aisle there but yeah you should I still Pine on that give us your thoughts how you feel |
5239s | about those types of mechanics all right and then we've got a question about the Summoner |
5245s | from the pepper how will the Summoner interact with threat management for example would each |
5252s | summon have their own Threat Level yeah so that that's a that's a very good question |
5258s | so summons exists within uh kind of a mini um uh uh Trinity um in the sense that I can |
5267s | summon certain types of pets that Excel either as DPS as supporter as um as a tank essentially |
5273s | um and the ones that uh serve the role of the tank they will have their own taunt and |
5278s | hate generation ability rotations as well uh that's the role of the Summoner that's |
5282s | what's that's what's fun about Summoner in my opinion but in addition to that there will |
5287s | be other mechanisms that are available for the Summoner themselves that don't live on |
5292s | the pet some of those things might be the ability to transfer pain which is essentially |
5297s | if the Summoner takes damage then the summon takes a portion of that damage um the same |
5302s | might be true for hate if the Summoner takes hate they can transfer a portion of that hate |
5307s | over to the summit as well and then in addition to that um |
5311s | [Β __Β ] I lost my train of thought excuse me shoot I lost my train of thought I don't |
5318s | know where I was going with that one um it was a long night last night I think I went |
5323s | to bed at about 4 a.m oh my gosh I know some people were saying you look kind of tired |
5329s | and that makes sense I'm sorry I don't I so I don't come to Vegas too often and I I came |
5335s | and I do like to play uh poker and I was playing poke I I my last meeting ended last night |
5340s | at like 11 30 and I was walking past the poker room and I was like oh there's like some poker |
5345s | games I'm gonna go try poker and I ended up staying there till like four in the morning |
5349s | oh really okay during dice is fun it gets a little bit uh a little hectic sometimes |
5354s | at this table um sorry anyways uh where I was going with the uh the summer Summoner |
5358s | there's different yeah depending on the type of some uh yeah depending on the type of summon |
5362s | you'll have access to those types of abilities so yes that is intended as a mechanic for |
5366s | the summons okay the answer to your guys's question basically I think the main thing |
5373s | was which each summon have their own Threat Level versus like me as a Summoner having |
5379s | like no the summon will have its own hate yeah there you go yeah that's the answer um |
5384s | and Esra was wondering about death in war and by the way that's not just for summons |
5390s | that's also for combat pets as well which is for agnostic class um that those those |
5395s | are considered uh its own entity on the hate list uh and this question is are the death |
5402s | penalties for losing to guild war opponents in PvP equivalent to the combatant ones or |
5408s | the non-combatant ones or something else altogether and I think this stems from because in sieges |
5414s | we stated that you wouldn't drop things the same way and death penalties wouldn't be the |
5419s | same as in the open world correct yeah that's correct so again we have to think about those |
5424s | penalties applied in um two different Realms in a sanctioned event sanction meaning that |
5433s | this is something you have the option to opt out of that's a castle Siege that's a node |
5439s | Siege that's a caravan that's a guild war that's a node War like you can drop your citizenship |
5444s | you can drop your guild tag you can drop uh participating in one of those things in any |
5449s | of those types of opt-in and opt-out events the death penalties do not exist these are |
5455s | sanctioned they're they're intended to to you know allow people to engage in PvP right |
5461s | now if I die to an NPC while I'm out hunting or if I die to another player through the |
5467s | flagging system um those those are uh are where death penalties come into play and that's |
5475s | where debt experience can be earned and that's where um you know corruption can be had so |
5482s | it's important to kind of separate those two realms and that is our final question we are |
5488s | going to wrap things up but stay around for the End video got a little are we going to |
5494s | sign off with the teaser yeah sign off okay what do you think yeah I think so too okay |
5501s | it's fun everybody in chat's like teaser now Jesus all right with that we just want to |
5508s | remind you uh to check out over on our forums forums.ashes of creation.com we'd love you |
5513s | for your feedback especially on the UI stuff that you saw today we will have our songs |
5518s | of the Goddess cosmetic swapping over on March 8th we also have a really cool calendar if |
5524s | you want to check that out over on ashesofcration.com news um you can download it and you can have |
5530s | a full year calendar for yourself with some really cool ashes of creation art very lovely |
5535s | art I would say and of course we want to say thank you to all of you for tuning in and |
5539s | watching we really appreciate your support and your continued support following along |
5544s | with our journey through develop women we know you know not a lot of companies do this |
5548s | so sharing our development progress is definitely a long term Journey making games is not an |
5554s | easy feat as much as people think it may be and we will launch when we are ready we assure |
5559s | you that our focus is making a great quality game and we hope that you will have fun whenever |
5564s | we are able to get your hands on it in Alpha 2. and we also want to say thank you to Colby |
5569s | for joining us and sharing all the good UI stuff and his lovely team and of course Steven |
5574s | thank you for your time I know you're very busy but we appreciate it um we hope that |
5579s | you all stay safe and healthy the VOD will be up on Twitch right away after we are done |
5584s | here and then we'll also upload it to our YouTube channel and if you leave us a comment |
5588s | on our next on the development update and you subscribe to our Channel you may be spotlighted |
5593s | as one of our winners to be spotlighted in our next Dev update next month and of course |
5597s | follow us in all the places Twitter Facebook Instagram Snapchat all the places where everywhere |
5602s | we constantly are posting almost every day for you guys so we hope that you enjoy that |
5607s | and with that we hope you enjoy a little teaser of what's to come in our next stream bye guys |
5614s | enjoy |
5615s | foreign [Music] |
5636s | [Music] |
5646s | [Music] |
5657s | thank you |
5678s | [Music] |
5688s | [Music] |