almost 2 years ago - Strange Loop Games - Direct link
almost 2 years ago - Strange Loop Games - Direct link

Transcript (by Youtube)


0s foreign
2s major in Colombia today we are going to
5s talk about avatars with our lead artist
8s Toby and our director milink so Milenko
12s do you want to introduce yourself
15s yeah uh good morning people
18s it's what is it like 7 A.M in Australia
22s had a little bit of sleep and now we
24s want to talk about avatars
27s um my name is Milenko and I'm the
30s director of strange Loop games
33s um so for this for this occasion I guess
36s we want to talk about the avatars use my
39s screen shared
40s I I'm I'm not showing you the screen yet
43s uh first we want to introduce and then
45s I'll go to to your screen on my
48s okay so Toby do you want to introduce
51s yourself
52s yeah hi I'm Toby uh the leader of the
56s app team um
57s I live like 20 minutes away from malenko
60s just coincidentally but I mean you can
62s see on that map that everyone's pretty
64s spread out but for some reason
66s we're like right next door to each other
67s so
68s that's fun it's like a little cluster of
72s Strange Love Game people in Brisbane
73s yeah
75s it is nice we've we've been working
78s together for a while but we've only met
80s up I think I've met up with malenko once
82s and then we've met up as like a Brisbane
84s crew once as well so we should do it
87s more but it was kind of hard during
88s lockdown and everything so
90s yeah
91s awesome okay so we now have um
94s screenshot
95s feel free to to go to start
99s so the the screen is on yeah
102s okay yeah so
105s this is what you see on the screen at
107s the moment is Eco Avatar
111s first one we ever did I think this was
114s actually done before the game even
115s existed we were kind of throwing stuff
118s around and just showing it to show you
120s the history of like Avatar development
123s for eco
125s so this little Cayman doodle was done by
129s Rob
129s it was first time that we started
132s thinking about what the avatars for Eco
134s would look like
135s obviously they didn't end up looking
137s like this
139s um so after that in December 2014 we
145s built a little demo
148s first time ever we got some visuals for
151s eco
152s and
154s first avatars really look like this
158s nobody's ever seen them I think I I
161s think that's fortunate but because we
164s had very little time to put stuff
166s together we just threw these two in
168s to uh have some characters moving around
172s um pretty quickly
173s like it was obvious this is not going to
176s work so
178s but Eco was a different game at the time
180s I guess so um you know it was fine and
184s after that we started thinking about
187s proper
189s like visual style for the characters in
191s the game
192s and we started designing and thinking
195s about stuff
197s um next stage was basically a bunch of
200s sketches
201s that we did
203s and you know like one of the ideas was
207s this
209s and
210s you know like so this was done
213s the it's interval the hairstyles can
216s change
218s color like you're considering clothing
220s styles that you can do
222s for the character
224s like different beards different kind of
228s outfits and then showing how they would
230s work with each other
232s there's some thoughts that were put
234s together in regards you know how we deal
237s with male and female characters how do
240s we
241s keep them kind of equally powerful
245s and how do we you know like use the
247s animation systems to to distinguish
250s between the two
252s so we had a few ideas there
255s and then you know
257s what what came out
260s was something like this I'll show you
263s uh
265s yeah I guess
267s I didn't prepare much for this
269s presentation I apologize but it should
271s be fine so yeah first 3D model of the
275s avatar look like this
278s reason like reasoning behind it was
282s basically we were doing like a qb-ish
285s game
286s so we wanted avatars to kind of fit in
288s the world
290s but at the end of the day
293s you know like we moved a step away from
296s this
297s for the first
299s you know I can connect incarnation of
301s the avatars
303s and yeah sorry I've got before that
305s there are some concept sketches where
308s we're trying basic idea was to try and
312s keep faces generic
314s so there's not much you know like
316s happening in the face and then keep the
319s outfits interesting
323s um so after that
326s this was this was first polished version
330s that we did
332s never made it to the game because once
335s again
337s we were not we were not sure it will fit
339s the rest of the game style
341s but there was a there was like a part of
344s the process
346s so we they really I apologize like the
348s animations were done by me and I'm not
351s an animator so this
353s didn't look that great
355s but it was nice test to have at the time
359s after that
361s um we did second revision on the avatars
364s and
366s well yeah sorry I'll show a bit more
368s concept art just the other one we we're
371s like we completely ignored the faces
373s just have like basic
375s faces for the characters
379s and yeah again like we decided to move
382s on from that and not use it
386s yeah some early backpack tests
392s um
394s I haven't actually seen a lot of these
395s Milenko
397s that's cool
400s it's sitting in my old folders I was
402s doing digging for them last night
406s it was it was surprised for me as well
409s as early designs like that there's I
413s think we have
414s had similar to this one somewhere in the
417s game
418s we'll see that down the line
420s then
421s we ended up with avatars we've been
424s using for last few years
427s and some outfits tests for them
432s I hope one day we still get this
434s happening the
437s the version I think cape and sash were
440s actually like in the game for these guys
443s but we
445s we wanted the the originally made to
448s test the clock physics so when Avatar
451s runs around they kind of clap nicely and
453s look nicely
455s we still haven't haven't you know I
458s didn't get to the point where we can use
460s slot physics but one day I truly hope we
464s will
465s uh yeah so the the current version of
468s the avatars is
471s basically what we've got there
474s it's looking it was looking okay for the
477s period of time at the time when we kind
480s of designed and plugged them in
482s they served the purpose and the game was
485s in the spot where
488s they they would they're kind of fit for
491s the environment they're existing in
493s however
495s um they were a bit you know like we
497s still did a pretty dead pan and they're
500s pretty wooden so
502s we thought we can do better and last
505s thing we did was I'm trying to get some
508s expressions
510s on them and I think some of this is
513s working in the game at the moment but
515s it's not expressive enough
518s so we decided to have another stab
522s at the avatars and
525s you know
527s try to come up with the plan
530s and decide what is it that we want
535s and basically we wanted to give more
538s variety to the players and give them
540s more more chances to to deal with
547s more variety in shapes more variety and
549s body proportions more variety in clothes
552s um more expression in the face
555s so
556s we came up with the plan and I
560s for some reason it's easy for me to work
563s things out on the paper like this
565s instead of typing them in the
568s Word documents and things so I did a
570s bunch of sketches a bunch of
572s explanations where we want to go with
574s the hairstyles what do we want to do
576s with you know like accessories caps face
578s masks you know like full all these
581s things so uh
584s we wrote pretty comprehensive thing and
587s then we kind of got scared because
591s um at the time technology we were using
594s to create our avatars was completely
596s in-house and it was years old at the
600s time
601s the decision had to be made what do we
604s do
605s because the other thing that the the the
608s current avatars in Eco ahead was their
611s very uh mother and friendly
614s so it was like if anybody was to add
617s their own characters or they were to add
620s their own outfits or anything anything
622s customizable on the character the
624s process of getting it from model onto
626s the character in the game was very
629s tedious
630s so we're looking for ways to
633s kind of like
635s clean the the process clean the path
638s make it easier for people and then we
640s started looking at technology that we
643s can utilize that would help us
645s bring that variety to the player and but
649s that's that's the part I think Toby will
650s be talking about so I won't go too deep
653s into it you can you can
655s yeah I can show you the the next video
658s you can explain
660s and just one last thing is the I don't
665s know like I think I showed this once to
668s someone at some point
671s so this this is basically
673s some of the concept sketches for the new
676s avatars and in this case I was trying to
679s work out uh because we have backpacks
681s and we have tool sets I was trying to
684s work out the tool placement and I was
686s thinking
687s at the moment everything is placed on
689s the backpack but does it have to be so
692s I'm at the moment this is work in
694s progress we can't show this yet but it's
697s something we're thinking about
699s and I'm talking about
701s um gear that uh Avatar kind of
705s we can kill him out with to to apply the
708s tools better than what we have now it's
711s still it's just concept stage so the end
714s product also yeah like this clients
716s disclaimer anything you see today is
718s work in progress It's prone to be
720s changed and fixed and improved
723s so what we're showing now is partially
725s what we got done and partially hopes and
728s dreams that we have for the future so
731s this is about tool placements uh
735s one thing we're thinking about problem
738s replacing things
740s on the backpack is that they have
742s different you know different scale and
744s proportion like a shovel is much bigger
746s than the this you know like a sickle and
749s all these like you know axes bigger than
751s the hammer so we're trying to figure out
753s the way how to make it feel more organic
755s when we kind of putting the tools on so
758s one of the ideas we're kind of throwing
760s around at the moment is foldable tools
762s that can kind of be compacted in place
767s um so we here we have basic outfit
771s then we have a harness
774s which would help us for some tools and
777s you know like make more sense when
779s you're carrying things around
781s so on the harness like we can place the
784s ax of the hip
786s you can place the hammer on the other
788s hip
789s bow and arrows can be like strapped in
794s hinged across the back all this is being
797s done with consideration for the
799s animation movement visual you know like
801s visual appeal and everything else
803s so then you're like machete can go up
806s you know like up to the front across the
809s chest
810s then we have a backpack
813s then on backpack we start equipping
815s tools so this is uh what is it called
818s PSI
819s I guess it's sight
821s then chainsaw attached to the side of
824s the backpack
826s pickaxe across the backpack
829s um water bottle
831s cooking pan or whatever it is it looks
834s heavy
836s yeah
837s yeah yeah
838s fortunately it's a game yeah so our
842s avatars are strong they can carry stuff
845s the more tools you carry the more
847s calories you burn yeah but yeah I think
850s you should burn a little a little less
852s calories maybe burn at the moment so um
855s that will come they'll be fine so yeah
858s the shuttle is folded and and placed
860s across and then other tools are kind of
863s you're like
864s place together with the shovel
867s so yeah it's been a lot of work and a
872s lot of people worked on this stuff over
874s the last
875s couple of months I would say and some
877s people worked even longer to bring this
879s new new version up
882s and on that note Toby are you happy and
886s being to take over
889s yep I might just hand over to Jerry for
891s a second I think Geo's got something he
893s wants to
894s that's fine
896s yeah yeah uh thank you uh and thank you
900s Milan cook so for for those of that that
903s are not familiar with the pipeline of of
905s a video game it is really based in a lot
909s of iterations so we have as Maliko
912s showed uh already show us we had have
915s had a lot of iterations for the
917s characters and we are about to show you
919s is what we think is the right next
922s iteration that we have for for the
924s avatars as you may imagine is a work in
926s progress It's an iteration it may have
929s some modifications
930s and of course in order to to go in the
934s right duration we are always happy to
937s listen to the community so as always we
939s have on the top of the stream uh link
942s survey dot play Echo uh those that can
946s check the forms and give us opinion
948s about the authors would be really
950s appreciated as does like our our goal is
953s to to keep the community really happy
957s um so so that's it we can go ahead with
959s Tavi
961s um Tavi your screen is ready now
964s okay cool
966s yeah so we've got the um when you log in
969s here we'll go straight into the new
971s Avatar screen
975s yep there we go this is as Geo mentioned
978s it's still work in progress so we've
981s been kind of furiously working on it
982s this this week to get it all kind of
984s polished but
986s um
987s I'm not sure if my stream's like
990s still lagging very much or
993s Geo is it yeah it has a little bit of
996s lag uh we are sorry about that I mean it
998s runs really smooth on the top is
1000s computer but the internet is not helping
1002s us
1003s yeah we've got Australian internet so
1005s it's not not the best
1006s I'm plugged in and everything I'm using
1008s the best possible setup but
1011s yeah yeah we've paid money for this
1013s stuff yeah I know more than other
1016s countries as well but it is what it is
1019s so I'll try not to move my um my camera
1021s around too quickly so it gets let's try
1024s and keep it as smooth as possible but
1027s okay so just starting at the top here
1029s we've got like the the male and female
1032s options
1033s I'll just start with the basic ones for
1035s those
1038s and then
1040s I got these different categories for
1042s body head and then sort of accessories
1045s and miscellaneous sort of stuff so like
1047s tattoos and makeup and things like that
1050s um
1052s we'll go through
1054s so the left side's kind of where you
1055s select what you want to edit and the
1058s right side is the edits that you can
1059s make to it
1061s um
1062s got a bunch of skin colors here
1067s so some of the colors you'll be able to
1068s freely pick and other ones we've got
1070s kind of
1071s lockdown colors for
1077s yeah at this at this point in time I
1079s guess like purple characters are not an
1081s option yeah although I did like doing
1083s that when we were playing around with it
1084s it was fun to like try and recreate
1086s Avatar
1088s yeah
1090s that's
1092s yeah so I'll jump through a couple of
1094s these clothing options the we've got
1096s more a few more options in the female at
1097s the moment but we're still kind of
1098s adding things
1099s um the really cool thing with the system
1101s that we're using like we're moving away
1103s from our own one to using Uma which is
1106s like a
1107s a Community Driven sort of
1111s um Avatar Creator which is it's got a
1114s lot of nice features it's been a bit of
1116s work like learning it but
1118s it means that
1120s not only us but like the like Community
1123s if they want to start modding in
1126s um clothes and accessories and sort of
1129s stuff
1130s yeah it's um the the previous well
1133s technically current one that's still in
1135s the game yeah is very very painful if
1139s you were to mod it because part of it
1142s was using 3D Studio Max files and then
1145s he was using um is it called biped
1149s which is Legacy 3D Studio Max ring for
1152s characters
1153s yeah and that one is like really hard to
1156s work with so switching to human frees
1160s everything a lot
1161s yeah and the good thing as well is
1163s because it's kind of like a Community
1164s Driven tool there's a lot of tutorials
1167s out there already on how to use it so
1169s like we'll release our own things but
1171s a lot of information yeah yeah it's it's
1175s free
1179s so I'm not really sure what I'm doing
1180s I'm trying to I'm trying to focus and
1182s talk at the same time but it's It's
1184s tricky at this time of the morning
1186s I just you keep on showing I guess yeah
1192s yeah so that's kind of the options in
1194s the body you got different shoes
1197s this sort of thing
1200s backpacks
1202s got two of these in
1205s they're looking really cool
1207s these are just first things we've
1209s plugged in there will be more of
1211s everything
1212s yeah at the point of delivery when it's
1216s ready to go in the game
1219s um there'll be a lot of everything
1223s yeah and it's it's pretty quick to add
1225s things which is the the nice thing about
1226s using this this system so
1232s uh the other thing that's quite cool
1233s about this
1235s um is
1236s you can kind of customize the the shapes
1238s and sizes of the bodies um we've kind of
1241s got like an early iteration of that
1242s there's a lot more tweaking to do but
1244s you can see that
1245s adjusting these you can
1248s add a few different things like changing
1250s the size of the the arms beefing them up
1253s a bit
1254s um but we can yes some of them are
1257s pushed a little bit too far at the
1258s moment but that's okay so we can add a
1261s lot of these sort of options for
1262s different body shapes um and similar
1265s with the head so if we jump in here to
1267s the Head
1269s we've got a few different kind of shapes
1271s that we can make with the the face to
1273s because you know you run around a world
1274s in Eco and everyone starts to look very
1277s similar
1278s yeah and the current avatars are very
1280s dead band like there's no expression on
1282s the face so
1283s everybody looks kind of samish and the
1287s only the only difference is whatever
1289s like whatever beard or outfit you put on
1292s otherwise it's the same
1294s same person all the time yeah
1298s also we were like and this is again
1301s because we're talking about hopes and
1303s dreams the other thing is it can be
1306s applied to the gameplay as well we are
1309s not sure if we will but just you know
1311s like so imagine you're chopping wood
1314s for a whole day and then the next day
1316s you chop some more wood and then the
1318s third day you get big chest and tough
1320s muscles
1322s or you're just gonna wander around to
1324s eat a lot of food and you get chubby
1326s then you need to lose weight
1328s okay you'll be able to see who's who's
1330s being lazy on the server
1332s just at a glance
1337s just the idea at the moment not
1339s necessarily happening yeah
1343s um I'll go through a few more of these
1344s options so we've got so the Beard's an
1347s interesting one so yeah there we go it's
1349s working
1350s so previously we just had like a couple
1352s of different beards but now
1356s we can kind of split them up into
1357s different parts we can add them as a
1359s texture overlay to the the base model or
1362s we can also add some mesh
1364s and then you could layer these up with
1366s you know you got the sideburns and then
1368s different mustache types
1371s and the beards
1380s see there's a lot of a lot of options
1381s for what you can do and you can go and
1383s take out some of these
1385s looks like one paint now one of our
1388s others
1390s yeah
1391s there it goes and like this plus face
1395s shapes changes you can you can generate
1398s a lot of variety in the yeah
1401s busy enemy
1403s yeah and again with the face shape some
1405s of these are a bit wonky but
1407s if you look at it for a while I feel
1409s like you you know you do see people that
1411s look like
1413s all of these like I feel like I've seen
1415s these people before
1416s yeah yeah I I've seen guy like that
1418s yesterday
1421s this guy has no Chin so he needs a beard
1423s you know yeah Jackson beard on him
1431s okay see better
1433s could be bushia I think
1439s this this question still be you want to
1442s keep on talking or yeah yeah
1446s or you I mean we can finish I guess we
1451s could do them as we go yeah that's
1452s that's okay so okay so so let me read
1455s one question that is for Milenko so
1458s there is a question uh on the chat that
1461s asks what is the reason uh going away
1464s from the blocky Style
1466s uh the the
1468s reason is
1471s the overall style of the game is
1474s changing
1476s um not
1477s drastically but each new increment of
1480s the game I mean keep in mind this game
1482s has been developed for last almost like
1485s nine years now
1486s and when we started
1489s uh we did what we could with technology
1492s and with people that we had at the time
1493s and then as the like development of the
1497s game progressed things started changing
1499s so the the game is
1501s unfortunately at this moment you know
1504s like we're still kind of moving forward
1505s and not going back to to adjust things
1508s so we have a bit of style discrepancy
1512s and then the other reason is so I mean I
1515s don't want to lose sorry we have style
1517s discrepancy because when we started game
1519s was much chunkier then it is becoming
1522s now like if you if you look at new
1524s things coming in like um
1528s um
1528s things we recently introduced new block
1531s sets new new um
1533s detail like building blocks uh parts of
1537s environment new plants they have more
1540s detail and we're looking at making the
1542s game more rich
1544s and then the other reason is
1547s um something that you'll find down like
1549s find find more about down the line in
1552s the course of this year is a vision for
1554s the future
1556s so these these avatars that we're doing
1558s now uh a lot of
1561s a lot of stuff gets streamed a lot of a
1563s lot of people kind of use avatars for
1566s role playing and everything else and we
1568s were kind of
1570s not happy with the amount of
1572s expressiveness we can get from the
1574s current current avatars so we wanted to
1576s do another iteration and then where
1578s people can personalize them better
1581s and if technically if you compare them
1585s these guys are iteration of the existing
1589s Avatar and blocky ones were just not
1591s giving enough variety I guess I hope
1594s that answers the question
1598s I I sure think it does thank you thank
1601s you Milenko another question that has
1604s already been answered on the on the chat
1606s but that's in case someone missed uh
1608s someone asked if we can save the preset
1611s of the character and the answer is just
1613s that something that we have on the
1615s plants and the ideas are once you
1617s already have an avatar you can use the
1619s Avatar that you already created but it's
1622s still something that needs to be worked
1624s okay so next question uh for
1629s for tovi we have a isomal question can
1633s you color the can you change the color
1634s of the bird
1636s again
1638s yeah at the moment the like all of the
1641s hair is linked together so when you
1642s choose your colors for
1644s for your hair so if you're changing it
1646s in the beard the mustache the hair the
1648s kind of updates all of them at the same
1650s time
1651s um
1652s might be something we do divide out into
1654s separate
1655s think
1659s one thing that that Yuma offers that's
1661s really good is
1663s um you know like option of overlays so I
1667s think you'll show it a bit more with the
1668s clothes Toby
1670s um in the current Avatar system you
1672s could just basically like you had one
1674s color per item so you know like once you
1677s put the shirt on you can only tint it
1679s one color but with the new system
1682s basically if shirt has multiple layers
1685s on it so say like you have a shirt with
1687s design like a print on it I think you
1690s can actually show it like you can check
1692s in like a
1694s yeah
1695s just even on this this one here so we've
1698s got those two layers on it and yeah and
1701s there's no limit you can have more than
1703s two so you can you can individually tint
1706s the the shirt color itself and then
1708s design on top of the shirt so in regards
1710s to hair and beard
1712s you like down the line we didn't have
1716s time to plug it in yet but you can have
1718s like black beard with white streaks or
1721s you know like a completely different
1722s colored beard to your hair you can have
1725s like multiple colors running through
1727s your hair so all these options are
1728s available to us with this system
1733s thank you one of you for for the
1736s information there is a there has been
1738s some comments and questions related to
1740s to the eyes so some ask if does the eyes
1744s default size or if the eyes is like with
1747s the max size settings
1752s at the moment this is default size I
1755s would say yeah it is yeah
1757s and but it it will be
1760s we have
1762s options to change the shape of the eyes
1765s have different shaped eyes
1769s so it's an option reason we we went with
1772s bigger eyes is
1775s one feature that we we will actually
1778s show probably one of the next streams we
1782s plan to do the update on the you know
1784s like this is kind of Midway through the
1785s process we're showing the stuff and then
1789s you know like once it's wrapped up and
1791s ready for the you know like ready to be
1793s plugged in we will have another streamer
1795s we will show like so you see where we at
1797s now and then we'll have a stream where
1799s we will still
1801s where we took it from here
1805s so yeah eyes eyes are used for
1807s expression a lot so we went with bigger
1810s eyes to start with but again they will
1813s be adjustable customizable
1818s thank you thank you again uh and so just
1821s a personal opinion uh I think that some
1824s have noticed that there are games where
1826s the character have like bigger hands or
1828s bigger food it really depends also on
1831s the camera so right now the the eyes may
1834s be may look big but because we are
1837s really close but if you think how you
1839s usually would watch the characters even
1841s in first person it it's
1844s um
1845s it's harder to notice the ice when you
1847s when you are not so close to the to the
1849s character so so I know that it may be it
1852s may look big on on that that close
1855s camera but once you're in the game you
1858s will notice that that there is really a
1860s purpose for having that default size
1862s once again we will have multiple options
1864s and you will be able to to customize
1866s that there is another question I'm not
1869s sure if it's for Toby or for Milenko uh
1872s some people are asking if if we have
1874s considered the idea of having sliders
1877s instead of like different options so I
1879s mean instead of selecting the different
1881s body types moving on the slider to
1883s change the body type or maybe some
1885s parameters like the usual size and stuff
1887s like that
1889s we yeah we basically disable it in this
1892s feature and that's the thing we're
1893s chewing on
1895s um
1897s we've seen games with sliders we've seen
1900s what people do with characters given
1904s sliders you know like a gigantic headed
1907s people with massive like weird things
1911s attached to them kind of running around
1914s so we technically we can have sliders
1918s but I would prefer to kind of limit the
1921s amount of
1923s out of there kind of you know like
1926s amount of
1929s Distortion I guess you can you can
1932s you like apply to the characters so we
1935s might give you options where you select
1938s between pre-created bodies but we kind
1941s of doing similar thing to
1943s what was it um I like similar thing to
1946s the clothes at the moment
1948s which is we might have like a
1951s pre-selected because we're giving
1954s options for colors Toby I think
1957s so you like you you're given set of
1960s pre-selected Colors by us that you can
1963s choose from quickly but you also given
1965s color Pickers so if you don't like those
1967s colors or you want to they're kind of
1969s there but not exactly what you wanted
1971s you can still jiggle you know like
1973s around and kind of
1975s you know like find the color that you
1976s want so sliders can be plugged in can be
1981s introduced
1982s they might be an option but like we
1985s still want to limit them within a reason
1987s like you may have like a bigger head but
1990s you can't make a head that's twice as
1992s big like you can make it at this like 10
1994s percent bigger or something like that so
1996s it is an option and if that's what
1998s people are keen on yes we can plug it in
2001s so that's yeah like after this stream we
2005s will be looking at the community
2006s feedback and and seeing you know like
2008s what of that we can address and apply
2013s maybe there's some great ideas that we
2015s didn't think of so that would be pretty
2018s nice
2019s yeah anyway sorry Toby
2021s that's all right I think you covered
2023s everything but it's definitely something
2025s we could look at yeah
2028s depends
2030s yeah yeah we are really open to feedback
2032s so so we really appreciate these
2034s questions and on all the comments and
2036s once again the survey also helped us a
2037s lot to have a goal on the development
2041s uh there there is another question uh
2043s that I can answer is if we are going to
2046s allow the players to select the color
2048s using like RGB values or something like
2051s that instead of like picking the color
2053s and it's something like is not currently
2055s implemented but it's in our roadmap so
2057s the idea is that at some point you can
2060s use a hex code to to decide the exact
2063s color that you are looking for is not
2065s done yet but but yeah it's we have that
2067s in mind okay we can expose all that it's
2071s not a problem here like we can give like
2073s a hex code punch in or we can give like
2076s RGB values punch in so either one of
2079s those is available
2082s to use
2084s yeah I have to say that this Color
2086s Picker feels so much better than the the
2088s one that's in the game at the moment
2090s it's it's
2091s a lot easier to use
2093s um and just look at the amount of
2094s options that we can do
2096s um but yeah I imagine it wouldn't be too
2098s difficult to use hex code
2101s or RGB maybe we can switch between them
2105s yeah yeah
2108s oh one one last question that we have on
2111s the chat before you continue to Avi is
2113s that if we can adjust the eighth of the
2116s character we have plans to uh so Point
2118s some point support the uh different of
2122s characters
2123s yes yeah yeah that's that is something I
2126s want to do as well
2127s um you can do that through the body
2129s modification stuff
2130s so yeah
2131s there's another thing we want to do is
2134s we want to like you can also I I mean
2138s we are throwing around the idea so I'm
2140s not sure like I think it's doable you
2143s can also do like a longer torso shorter
2145s legs like you can adjust proportions of
2147s your character as well as height so
2149s technically you know if you want like a
2151s longer legged and like shorter torsoed
2153s character or like a longer torso
2156s shoulder legs also again like talking
2158s about the head proportion it goes like
2160s it should be able to go between like
2162s five heads tall to like seven headstones
2165s you can have more heroic or like a kind
2167s of more average
2172s with the system it's like it is doable
2176s how far we take it depends on on what's
2179s good for the game I guess yeah
2184s any other suggestions just put them in
2187s the survey as well we'll go through it
2189s all because this is still heavily in
2191s development there's a lot we can change
2192s at the moment so it'd be good to do like
2194s an update in like
2197s you know the the coming month or two
2200s um I'll just show you any anything that
2202s we can kind of implement
2205s because because the Avatar can be
2210s you should be able to be anything you
2212s know like whatever you want so like in
2215s the in that regard
2217s we want to make as many people happy as
2220s possible
2221s with this new stuff
2226s so we listen at this point in time
2230s yeah
2231s you want to talk a little bit about
2233s these decals while I play with them
2235s and just how that that works and what we
2237s can do with it
2239s like the face stuff or just yeah
2242s oh yeah so so yeah
2245s applying face paint we discovered that
2248s simple simple things like that add a lot
2251s of personality so yeah
2253s we we have things like cheek blushes
2256s cheek paints like
2259s each part of the face has has its own
2262s kind of set of decals and we can keep on
2265s adding new ones but by the way decal
2268s like we are too technical I keep
2270s forgetting
2271s but basically paint you can put on top
2275s of the you know like character space
2278s so in this case yeah like you can you
2280s can paint little stars on your cheeks
2283s or you can put makeup on your eyes you
2286s can put lipstick on your lips where we
2288s at at the moment
2290s so yeah so that like is that the only
2293s lipstick we got like the only style we
2295s have multiple
2296s yeah they're just just not in yet but I
2300s like them this one somebody was saying
2303s it looks like a
2309s you make it white it looks like it but
2312s it also looks a bit tribal so you can
2314s put markings on you that make you very
2317s different from from another person who
2319s looks similar
2320s no I I shadow
2323s where you can yeah
2326s and these are very quick and easy to add
2328s um so that's what we're kind of doing at
2331s the moment is iterating a lot on it
2333s once I've seen that in the editor I
2336s really liked it
2337s the the those like a tribally paints
2340s they can turn on your character
2343s and you can probably like talking about
2345s Chevrolet like you can do the tribes a
2347s society where this makeup style is
2351s popular and then another one where
2352s something else is kind of cool
2355s and for the hair
2357s if you like when we're talking about
2360s multiple ability to tint multiple things
2363s differently it's something we couldn't
2364s do before is like if you look at the
2367s hairstyle we can tint here one color
2370s then we have the bandana wrapped around
2372s the head so bandana itself we can
2374s control the color and then last thing is
2377s like even the little pattern design
2379s all these things can be changed and
2382s tweaked and adjusted so that there's
2384s like a lot of variety allowing for
2387s personalization which is
2390s to me it feels like it feels so much
2394s more free than the stuff we had
2396s available and we had to work with before
2398s so
2400s there will be
2401s much more
2404s what was the word Toby my English is
2408s like the diversity yes diversity is the
2412s word
2413s it'll be so much more diversity in the
2415s game than there is now
2418s so like heights body proportions
2422s um skin color
2423s uh options for outfits
2426s options for for you know like makeup the
2430s other thing we we didn't have time to
2432s plug in is the the like a body paint and
2435s body tattoos if somebody wants to do
2437s them
2438s um that will also be an option so a lot
2442s of ways to customize your character
2446s and
2448s ability to take your character from one
2451s server to the other
2452s to like
2454s is that is that something I was not
2457s supposed to mention
2459s not I think that's okay to mention yeah
2461s that's that's the idea what this is you
2463s kind of build your character and you use
2465s that in in different servers and um you
2468s can go back and modify it but
2471s and then potentially if you get attached
2473s to your character uh ability to take
2476s your character
2478s turn it again maybe
2481s like if we talk Multiverse
2484s there might be an independent like
2488s editor that lets you
2490s use this character to play some other
2492s game maybe
2494s you're dreaming big now I'm a link
2496s hereby
2500s let's be cool watching your character on
2502s VR chat or or something like that it
2504s would be cool
2505s yeah yeah
2508s I might show you this next part now as
2510s well yeah
2513s so one of the reasons why the eyes are
2515s big
2520s we have different Expressions now
2524s and they're much more um
2527s expressive than the ones we had on a
2529s dead Band characters from before
2533s so in this case you're taking photo of
2535s yourself and then you can use that photo
2537s to uh
2540s yeah like you can use it
2542s for your Facebook profile if you want or
2545s you can use it in the game or you can
2547s put it on the wall
2549s do whatever you want
2552s and also like are you are you sure the
2555s little on the right hand side you have
2556s these little options for the background
2558s color of your photo and there's little
2560s frames
2562s that you can put around your photo
2564s so
2567s yeah so I think doing this as part of
2568s the first first step when you're
2570s creating your avatar just kind of
2573s um like you can use it there's this
2575s photos you use throughout the game to
2576s you know be kind of like your ID photo I
2579s guess but
2580s yeah kind of creates your persona
2585s so we've got different options this is
2587s still yeah work in progress but I can
2591s do
2593s yeah yeah lighting's a bit off on that
2595s still but that's all right yeah
2598s is being tweaked so yeah like you you
2600s get different background color and you
2603s you have like a nice frame around your
2605s photo and there's different variants for
2607s the train
2609s the thing I like about this as well if
2610s you go back to the editing with an
2612s expression you can keep editing the
2616s expression remains
2620s all right that's fun I don't know if
2622s that was intended but
2624s well yeah
2626s it's good
2628s some of the best features have been
2630s mistake sometimes
2632s if it looks good you just keep it
2640s yeah there is something that
2642s I'm sorry for the for the introduction
2645s there is something that that Tennessee
2646s has mentioned on on the chat uh but in
2650s case somebody is not reading the idea of
2652s these photos is that is going to be used
2654s on the minimap to represent your
2657s character in the game
2658s that's right
2662s yeah and Dimitri you have seen the
2665s question wouldn't be more interesting to
2666s use to add the dies as items
2670s with a related profession to change the
2672s colors in the game including colored
2674s clothes yes
2677s it's a good idea it's gameplay idea
2679s um yes
2681s it is a tale of profession as well and
2684s there is like a
2686s canvas production and things like that
2689s so there was something we're bouncing
2690s around for a long time as well it's like
2693s you need you might need ingredients like
2695s it's not just like a random color change
2697s you need to collect ingredients to
2700s create the color you want and then apply
2703s it and you might be able like you know
2705s other people might have to buy stuff
2707s from you so they can do it too or you
2709s might come up with the color that they
2711s can't have until they get the
2712s ingredients so the potential to to um
2715s use it in the gameplay is there as well
2719s how far we go depends on game design is
2721s basically
2726s yeah I might also quickly just show you
2728s the randomize button because it's fun
2730s Luca just added it
2731s um last night but it's not the proper
2734s randomizer it's
2736s it's really random
2741s but you can get some really fun fun
2743s options yeah at the moment halfway
2747s through we don't have
2748s many options available but the more we
2751s add the better randomizer will work yeah
2755s at the moment we only have the wolf mask
2758s yep so you pretty much just just wolf or
2761s not yeah
2762s it shows every like shows 50 of the time
2765s basically
2766s yeah but yeah we we added options
2769s there'll be many more and we will do a
2772s catch-up screen where we will show
2775s this but better yeah and before anyone
2779s mentions that the hair with the the hats
2783s um that's something we're looking at
2786s yeah
2787s because you should be able to but it's
2788s it's a tricky problem but
2791s yeah yeah
2793s Uma should make that easier
2801s that's nice uh now that you have the the
2803s minutes had uh do you know if there I
2806s mean there is a question if there is a
2808s plan to include like like real time like
2811s working on the miners Hut
2814s yeah that was the plan for it yeah yeah
2817s that's why it was made with yeah there's
2820s another hat that's not there this early
2822s version of the minor set
2824s yeah more primitive light but yeah it it
2828s was meant to be used
2831s in dark areas and it has a function not
2835s just pretty looks
2837s just just as to have a little bit of
2840s context uh using dark as a mechanic of
2844s the game is is Trick because as a player
2849s you can always just go to your writing
2851s settings and set it up to the Max and go
2854s to your monitor settings and set up the
2856s light into the max gamma to the Max and
2858s the interest in that they're carriers in
2860s the game so so it's really complicated I
2863s mean we have explored the possibility of
2866s having darkest part as an important part
2869s of the game mechanics but but it's it's
2872s really tricky and it's something that we
2874s still need to to keep exploring but but
2876s yeah we would love to to have a some
2880s different real-time lightings for
2881s example on the on the mining hat okay
2884s thank you again Milling quantity for for
2886s the
2887s uh answer David do you have something
2890s else that do you want to talk us about
2891s or Milenko
2894s yeah just just one thing that people
2896s mentioned like
2901s guys on internet on one hand it's really
2904s nice that people can change their
2905s settings and Camera field of view and
2908s you know like
2909s increase the view that you know like
2911s they're using or you know pick the one
2913s that they prefer but at the same time
2917s um different fields of view
2919s change the way things look and like
2922s sometimes even change the proportion of
2924s the things and the way they feel so
2926s that's that's one thing with characters
2929s and I guess everything else is once once
2931s you start playing with those once audio
2933s is lose control over those
2938s um you're starting problems now they're
2941s not problems for gameplay but they're
2942s problems for like uh keeping visual
2945s consistency of things
2948s but you know like that's the field we're
2950s in and that's that's what we're working
2952s with so it's fine people should be able
2954s to play any way they want
2961s thank you Lincoln do you have anything
2964s else that
2965s you went to at
2969s um
2970s no I think that's good we've kind of
2971s covered a lot of the options and the the
2974s plan is to just keep tweaking this and
2976s adding more things
2978s so
2979s yeah send through any feedback and then
2982s we'll keep keep checking out so
2985s okay thank you uh what have you uh so we
2989s don't have
2990s um any questions I I see a question
2993s right now but that cancel that uh the
2995s webcam interface was uh delayed we we
3000s had some some issues as I have mentioned
3003s before all this streamer for features
3006s that are work in progress and sometimes
3008s work in progress have had some some
3010s problems that that are hard to to fix so
3014s we have delayed uh we will have another
3016s stream where we are going to talk about
3017s the webcam free tracking feature and as
3021s Milenko mentioned we are also going to
3023s have another stream to talk about
3025s avatars because we would like to show
3027s the progress that we have done in in a
3030s couple of months or weeks depending on
3032s the progress and of course we would like
3035s to read all the feedback that that we
3038s get in order to improve the Avatar
3041s feature so if someone hasn't filled this
3045s survey please please feel free to to to
3047s go to go there we really love that
3051s feedback and I think that would be all
3054s um is there anything you want to add
3056s Milenko or Toby
3058s this is basically from from this stream
3061s on uh looking at our schedule there is
3064s quite a few new things we will be
3066s showing down the line as we're gearing
3068s up towards 1.0 or 10 depending on how
3072s people want to call the the next kind of
3075s big version of the of the game release
3077s so yeah there will be a lot of good
3080s stuff coming down your way and then
3082s updates on the avatars will probably be
3085s after that
3087s because there's many other things that
3089s need to be shown and talked about
3092s which is exciting I guess
3096s and that's all I think we we went for a
3101s while I didn't expect streaming will be
3103s this long
3104s yeah it went quick
3106s yeah I
3108s it's it's an hour instead of half
3111s it's good I guess I don't know is it
3116s yes yeah
3120s so I think
3121s uh that would be all for for today uh
3125s thank you everyone for coming uh bye bye
3129s everyone and I see you next stream
3132s cheers people catch you next time bye
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