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Strange Loop Games
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0s | so my name is Jens living in Northern |
---|---|
3s | Sweden or used to live in northern |
5s | Sweden |
6s | um northern Europe Southern Sweden I've |
9s | been working at strange Loop games since |
11s | 2020 and started off its QA and moved up |
15s | to game design and game balance now so |
17s | that is main resident in spreadsheets |
20s | and all things |
22s | economy-wise when it comes to crafting |
24s | and utilitarian in-game |
28s | so yeah that that was the ends we're |
31s | going to have the chance to talk with |
32s | him in a moment so prepare all the |
34s | questions that you have uh questions and |
37s | comments that you have about balance but |
39s | first let's start with the isobar |
42s | breakup we are going to have streams |
43s | every week to display features to talk |
46s | about gameplay and balance and the most |
48s | important is to talk to the community |
50s | listen to the questions and opinions |
52s | about the features so feel free to |
54s | comment or ask questions in the chat and |
56s | we will try to answer all of them |
59s | so I would like to start with a |
62s | teacher specifications to switch the |
66s | screen I like to do this |
68s | um so I would like to start with a |
71s | feature that has existed for a while but |
73s | has been updated multiple times by |
75s | multiple depths including me and we are |
79s | aware that it can be improved a lot I'm |
81s | talking about the economy billboard |
84s | so |
85s | what is the economy River it is |
88s | some sort of spreadsheet where you can |
91s | see information please give me a second |
93s | so I just enabled the small QR code here |
97s | on the corner of the screen is it it |
100s | will take you to Google forms where you |
102s | can send us information about what do |
104s | you think about this feature and what |
107s | did you change about it we would like to |
109s | read the comments and try to improve the |
112s | feature based on on that information |
114s | that we receive |
115s | so what is the economy viewer is uh some |
120s | sort of expression you can open using |
122s | the shortcut y and once you open it you |
125s | will see information about the products |
127s | that are being sold and the different |
129s | installs it starts compare prices |
132s | Etc so one of the basic will suggests |
136s | that you can have is that imagine that |
139s | you want to craft something but you |
142s | don't have all the ingredients |
144s | so you can check the sales ingredient |
146s | let's say that I need a lock so I can |
148s | check with selling logs and I can't |
150s | check what what that is what is the |
152s | distance to that sort I can compare |
155s | prices click the distance to see on the |
157s | map where that store is |
160s | and well that that's like kind of the |
162s | basic research but we can have some more |
165s | complex messages for example let's |
167s | imagine that I have this fish that I |
171s | want to solve but it's about to go but |
172s | actually I mean she started with a |
174s | command let's say that the frenchness is |
177s | just 50 and yeah I don't want this this |
181s | food to to go bad so I want to sell it |
183s | first and I can just go to the store and |
186s | say that I want to sell |
188s | this fish |
191s | you know sorry oh please |
196s | and uh here I can see that is out of |
198s | stock that's because the default version |
200s | is required is is 50. I'll say that at |
204s | least five should be enough and now it's |
207s | on the store so the idea is that when |
210s | people buy stuff they can sort by price |
213s | but they can also sort by durability so |
216s | you can check what is just about to go |
218s | bad I know that the fish may go bad |
221s | really soon so probably the price will |
224s | be lower I mean as a seller you can |
226s | decide to use as uh reduce price for the |
230s | food that is about to go back that will |
232s | help to reduce the overall waste on the |
235s | server but will also reduce your like |
239s | the amount of money you'd lose if the |
241s | food just go back that's just like some |
245s | example of usages of the of this feature |
248s | we also have for parties contract |
250s | customizations and rents |
252s | so the idea is is that as we know that |
256s | this can be improved a lot we would like |
258s | to hear your opinion about it so let us |
261s | know why do you use the economy River if |
263s | you use it at all and when you use it do |
266s | you find everything you need there is |
267s | there something that you'd like to |
269s | remove like yeah I have never used |
270s | really this I don't see why it should be |
273s | displayed or in the contrary I like to |
275s | see this and it's not available |
277s | so feel free to use the chat or send |
280s | information using the dqr code whatever |
283s | works for you it's fine for us and that |
286s | would be all about this seasonal feature |
288s | I wanted to display as I as you may know |
292s | today's ring is focused on balance so it |
294s | was just a small display to to kind of |
297s | information |
298s | so now |
300s | um we we will be checking the chat but |
304s | now let's hear change this what do you |
305s | have to to tell us |
308s | uh well as of as might be uh hinted by |
312s | the stream name |
315s | um we're gonna discuss a little bit |
316s | about balance and overall implementation |
320s | and ingredients related to the boats |
322s | which everyone is super hyped for |
326s | um and |
331s | oh yeah |
332s | um |
334s | do you want to flip over screen |
339s | yeah |
341s | do you |
344s | you should be able to see your your |
346s | screen now I mean my screen is |
349s | it should be below |
351s | still still showing your Unity |
356s | ah sorry yeah my bad sorry |
361s | uh right so let's start off strong with |
366s | both a broken object and a fully working |
368s | object |
370s | uh we have the uh one of our biggest |
373s | Assets in the game right now |
376s | um you've seen the oil refinery before |
378s | that's pretty high up |
380s | um we're now introducing a |
383s | giant construction yard for the bigger |
387s | Naval vessels |
389s | which is currently named iron Shipyard |
392s | but |
394s | uh Let's ignore everything that's in the |
397s | background |
400s | uh yeah so this is our |
404s | substantially bigger object we're |
406s | working on some some new building |
408s | requirements to be able to place this as |
410s | well so this will be needing to be |
413s | placed in water or partially in water |
416s | which means you're not going to be able |
417s | to you know construct these |
419s | huge boats up in the mountains across |
422s | from from everywhere |
424s | um but the bigger boats are gonna need |
426s | actual water connections |
430s | and then we unfortunately the small |
433s | Shipyard broke which is this amazing |
436s | gray box |
438s | it's beautiful |
440s | um Milenko spent a lot of time making it |
442s | making it this shiny |
445s | which brings us to the first sort of |
448s | initial view of the new intermediary |
450s | ingredients |
452s | that are involved in crafting this |
456s | and |
459s | oh yeah um |
461s | might be prudent to also mention that |
463s | Milenko is our amazing lead artist uh |
468s | has worked quite significantly on the |
470s | Avatar that's going to come up in a |
471s | later stream |
474s | um so these are some of the new objects |
475s | these are some of the new boats that are |
477s | coming |
478s | we have |
479s | a couple of small ones that's going to |
481s | be introduced |
483s | um early on in gameplay |
488s | um which is gonna be sort of your |
490s | equivalent to Naval cards they're gonna |
493s | have a small inventory space they're |
494s | gonna be fairly fairly cheap to produce |
498s | in the same sort of range |
501s | um |
502s | you've got the small canoe you've got |
504s | the large canoe and these are made by |
506s | just wooden materials |
508s | which is comprised of all planks and |
513s | wooden oars as well as small wooden ship |
516s | frames |
516s | [Music] |
519s | and one of our |
521s | sort of big balance impact |
526s | um requirements when it came to boats in |
529s | general and and overall is |
533s | um how how are these going to be |
535s | interacting why are we needing them and |
538s | what role would they play in economy |
542s | um where early game I think a lot of |
545s | people are |
549s | sort of cutting close to the whole issue |
551s | of you need to transport something in |
553s | over rivers or you need to transport |
555s | things across deserts and into |
558s | uh into other Regional areas that might |
560s | have resources that you that you want or |
562s | you know you really wanted to have those |
565s | bricks but they're on another Island so |
567s | you're gonna have to either build a |
569s | giant Bridge or you're gonna need to |
571s | track them one at a time across |
575s | um so |
577s | uh one of the big things was that we |
580s | need these to be available early but |
582s | also have a clear path of upgrading from |
585s | having your small boat to a medium-sized |
588s | boat as well as to be able to move over |
590s | to bigger shipping when you come into |
591s | late game where there's a large volume |
594s | of materials need to travel over larger |
596s | distances but you don't want to compete |
598s | and build giant asphalt roads across all |
601s | the land and big tunnels |
604s | yeah |
607s | and yeah so we have wooden hole planks |
610s | which is going to be your basic General |
612s | material for all the wooden bases |
615s | crops you have wooden Keels as you can |
618s | see it's been made by logging |
620s | um what I have learned which isn't shown |
622s | here is that we have a new profession to |
624s | go along with these which is the |
626s | shipwright |
627s | and that is why we |
630s | you can't really see it here but we are |
633s | missing an icon for it and that's why |
635s | it's just showing off as the default |
636s | sort of missing icon icon |
639s | and that is going to be your new |
642s | intermediary |
644s | competitive vehicle profession with |
648s | basic engineering and mechanics |
650s | um |
651s | we can go into |
655s | I just |
656s | fix that quickly there we go |
659s | and you can go in here you can have a |
662s | clearer view of the new intermediary |
664s | parts |
666s | we have the whole planks |
669s | and they're made in the wooden Shipyard |
671s | their basis of human logs which is |
675s | pretty straightforward you've got your |
677s | more advanced vessels which use iron |
680s | Hull sheets which are made at the bigger |
682s | Shipyard and they're comprised of plates |
686s | and screws and this will be your |
688s | starting point for involving mechanics |
690s | in crafting these boats |
692s | and then you've got in the early tier |
696s | rather you've got the metallic version |
698s | counterpart for the modern ones |
701s | and that will be your factor of if it's |
703s | going to be a small early boat or if |
705s | it's going to be a middle tier as ores |
708s | are used for controlling the boats |
710s | x-wise for the canoes |
713s | and then the rudder will be moving over |
715s | into carpentry so sort of stepping up |
717s | your tier one two three vessels |
721s | um you've got a couple of different ship |
722s | frames to account for this so there will |
724s | be a bit of intermediary Construction in |
727s | between them |
731s | [Music] |
733s | we move over to the big one |
737s | you have the more advanced vessels as |
739s | well so you have your wooden transport |
741s | ship which is going to be your |
743s | mid-tier range transport |
746s | and that'll be sort of your bread and |
749s | butter |
750s | uh middle tier which is kind of |
752s | technologically equivalent to the steam |
755s | truck just for water with a little bit |
757s | more carry capacity obviously because |
760s | boats are built for bulk cargo |
765s | you have the medium fishing troller |
769s | that is going to be your craft or your |
773s | harvesting vessel which is going to be |
775s | driving around and collecting fish as it |
777s | passes over and |
779s | we'll go into more in detail |
782s | sort of showing you off these vessels in |
785s | a later dedicated boat stream |
788s | um |
789s | just sort of touching on the balance |
791s | part of it and the crafting and where |
793s | you go from point A to now I'm in the |
796s | water and sailing around |
798s | foreign |
801s | these also have a couple of new |
803s | ingredients which is Mooring ropes and |
807s | that's going to be your way to Anchor |
809s | the boats to not be pushed around |
812s | as probably a lot of people have voiced |
815s | concerns about what if your boat is idle |
817s | in the water because of trucks having |
820s | friction they're standing still even if |
822s | you're colliding with them |
825s | um they're not really going anywhere |
826s | although you can push them around a |
828s | little bit but you know they're they're |
829s | a hurdle to move around if someone |
832s | parked it inconveniently in front of you |
835s | um boats on the other hand is on water |
837s | so they're pushable |
841s | and |
843s | so one of our solutions to this is being |
845s | able to Anchor Up Your Vessel to a port |
848s | or an entity in the water |
851s | so that's sort of where your morning |
853s | ropes are going to come into play |
856s | um these are going into the craft of the |
858s | object so that will be |
860s | uh it'll be a bit more clarified on on a |
863s | later one |
864s | and that's the I'm sorry that I |
867s | interviewed there are a couple of |
868s | questions would you mind to if I read |
871s | them to you |
872s | so nice I I we have been collecting some |
874s | of the questions that we have seen on |
876s | the on the chats uh the first one is |
878s | winter behavior of dynamic water I'm |
881s | placing things in water change for the |
884s | templation if we are pleasing thinking |
886s | what it would be nice to have rather |
888s | behave a bit better |
890s | uh yeah Walter behavior is something |
893s | that we're continuously sort of looking |
895s | at improving and we're working on some |
897s | new |
897s | some new block occupancy and placement |
900s | systems to deal with when you're placing |
903s | things in water when you're removing |
904s | things out of water |
906s | um |
908s | and yeah it's a tricky system and it is |
910s | something that we're constantly trying |
912s | to upgrade and improve on um it is |
915s | it is a bit unruly as of the current |
918s | state |
919s | nice uh there is also a lot of people |
922s | talking about the possibility of getting |
924s | job roads like we have the top card will |
927s | we get all sorts of boats |
930s | um not initially it is something that |
933s | we've speculated about and |
936s | um it is quite modable in a sense that |
940s | due to our systems with components and |
943s | everything being modular attachable |
944s | attachable core like script system wise |
949s | um it would be pretty straightforward to |
951s | if you would want to take one of these |
953s | boats and attach |
955s | a store type component to it and you |
959s | know that convert that boat into a store |
961s | boat essentially but as of so point no |
965s | right now we won't feature any |
969s | any actual dedicated shopping boats per |
972s | se |
973s | nice uh there is also with uh some |
976s | questions about the visuals for example |
978s | it would be virtually different if you |
981s | use different wood Style |
985s | uh no there's no aesthetic difference in |
988s | in the wooden material that you're using |
992s | okay see I I think that it would be cool |
995s | to have a mod for something like that |
996s | but but that comes really after uh I |
1000s | think that it has been implemented |
1002s | tested and really it takes a quite |
1004s | something to to be much working but yeah |
1007s | that I think that would be a nice |
1009s | feature to include eventually so we have |
1011s | uh another question ah there's a comment |
1014s | someone say that 1915 more useful would |
1017s | be awesome so the question would be more |
1019s | like would be field soon be balanced for |
1022s | the boats release |
1024s | uh yeah there's likely gonna be a |
1026s | rebalance of some of the fish types and |
1029s | the |
1031s | deer types of fish and you're also going |
1033s | to look at a big fundamental change in |
1036s | in sort of fish quantity |
1042s | um harvesting because we have a bunch of |
1044s | recipes that are hinged on explicit |
1046s | types of fish like the shark uh the |
1050s | Pacific sardine that everyone just |
1052s | absolutely loves |
1054s | [Music] |
1055s | um |
1056s | and these are gonna be sort of impacted |
1060s | differently due to the fact that you're |
1062s | not just reliant on fish traps to get |
1065s | them but you are going to be able to |
1067s | actively Harvest them in the same way |
1069s | that you are with hunting |
1071s | and so there's gonna be a big |
1075s | um bulk Harvest quantity increase |
1078s | um that was that'll be something that we |
1080s | are taking account for in terms of |
1083s | um food balance in general as fish will |
1086s | be more |
1087s | uh fish will overall be more available |
1090s | so |
1091s | I I understand with that it makes a lot |
1093s | of sense I have a there is I actually |
1097s | have so let's imagine that I'm going on |
1099s | on my boat and I get to a point really |
1102s | foreign from the coast and I don't have |
1106s | calories and I don't have a way to go |
1109s | back to the city what what is the |
1111s | situation that I mean what what should I |
1113s | do in that case if I don't have calories |
1115s | to return to back to the land |
1120s | um |
1122s | as of right now you're there's nothing |
1125s | really |
1128s | um there's nothing really changing in |
1130s | terms of not being able to move around |
1135s | um |
1136s | but overall swimming and improvements to |
1140s | that as well as possible equipment for |
1142s | it is something that we're looking into |
1143s | okay that's nice uh we have a couple of |
1147s | more questions uh let me check one |
1150s | moment |
1151s | and a cable secretion also if it could |
1155s | be possible to to take cars on it on a |
1158s | boat and also if you have to break the |
1160s | car to taken about to make it a little |
1163s | more realistic |
1165s | um yeah no the um with the barges that |
1168s | we have |
1169s | um as you can see in the crafting list |
1170s | here you got the um |
1174s | you got the industrial barge here but I |
1178s | think the wooden barge has gone a bit |
1181s | astray now it's yeah it's in here it |
1184s | shouldn't be in here but it's in here |
1186s | um so the wooden barge as well as the |
1187s | industrial barge our big platform |
1189s | Vehicles Sim ass you would anticipate to |
1194s | anticipate them to be and they can carry |
1196s | Vehicles directly they don't have a |
1198s | dedicated storage and storage as of |
1200s | right now |
1202s | um so you can you can take two trucks |
1204s | and drive onto one of them if you want |
1205s | to do and and ship the ship the vehicles |
1208s | themselves filled with materials |
1210s | that's nice I think it's a nice feature |
1212s | to be able to to carry vehicles on the |
1215s | on the wall so we have |
1217s | um another question uh and that's the |
1220s | additional boats really slow down human |
1222s | swimmers |
1225s | um there is a potential for that yes |
1229s | yes as you can imagine uh balancing |
1232s | boats is it's very complicated James and |
1235s | John have talked about our dad a lot |
1237s | because we need to find like the right |
1240s | motivation for people to use boats and |
1243s | it may imply balancing different stuff I |
1245s | mean of course should be learning like |
1247s | we mentioned before but yeah swimmers |
1249s | it's one of the things that may require |
1250s | balance once the e-boats are introduced |
1253s | uh another question we have here is |
1257s | what happened to the ferry from early |
1259s | earlier trailers |
1261s | uh it's still there that would be the |
1263s | wooden barge |
1265s | okay nice so just change the the name |
1268s | nice uh another question see it will be |
1271s | will there be words that can Harvest |
1274s | help |
1276s | um not at the moment no that it's all |
1280s | the kelp is still manually harvested and |
1284s | that is something that we are I I am |
1288s | looking into potential |
1290s | um farming |
1293s | um applications for it but |
1296s | um nothing that that we have on the |
1298s | table to change for 10.0 |
1300s | [Music] |
1303s | um okay that's nice I sorry let me check |
1305s | the other question uh Window World |
1307s | Generation we changed to Admiral Warrior |
1309s | between islands now that we have boats |
1313s | uh potentially some minor tweaks is |
1317s | gonna be on the table yeah |
1319s | um |
1321s | but as as of world gen in general we do |
1324s | try to accommodate |
1326s | a large variety of different presets as |
1329s | well as trying to accommodate to be |
1331s | sorted by a |
1333s | a moderate middle ground and then allow |
1336s | server administrators to sort of tweak |
1339s | and increase the water quantity if they |
1341s | want to have more of an island scenario |
1343s | or reduce it if they want to have sort |
1345s | of a more Coastal world where |
1350s | um you have more land mass and you have |
1351s | more land land gameplay versus Naval |
1354s | interactions so that's something that's |
1356s | up to most of the admins to decide on |
1358s | their own |
1359s | okay see that's nice uh there is another |
1362s | question for the for the machines for |
1364s | example if I have a excavator on the top |
1367s | of a barge where I've been able to be |
1370s | yeah the all the vehicle function now |
1373s | this will still be open you're you're |
1374s | driving the vehicle on top of it and you |
1377s | can interact with the vehicle from it |
1379s | um it'll be a bit tricky because |
1381s | it's going to be locked in with the |
1383s | railing but |
1384s | [Music] |
1384s | um |
1385s | you can still do |
1388s | weird things or dump failings into the |
1391s | ocean if you wanted to or |
1394s | whatever you felt like |
1396s | that's not nice so yes you can continue |
1398s | telling us about the balance and I'll |
1402s | let you know when you have additional |
1403s | questions |
1405s | yeah so |
1407s | um on that moving goods from from left |
1409s | and right and up and down |
1411s | um this is going to be sort of an |
1412s | integral part of some of the new system |
1415s | changes with with settlements and |
1418s | everything else that comes into play |
1420s | it'll revolve |
1422s | a lot of regionalizations and I think a |
1426s | lot of people are gonna opt for |
1428s | getting into a canoe or or a middle tier |
1431s | vessel |
1433s | um |
1434s | quite quickly as a means of not have to |
1438s | deal with any infrastructure on land |
1439s | because you know once you're in a boat |
1442s | you have an entire ocean that is a road |
1444s | for you |
1445s | so you have no you have no uh no other |
1448s | players in the way if you're the first |
1451s | one on the water with a boat once once |
1453s | there's more players you're gonna have a |
1456s | um |
1457s | an interesting Highway of people trying |
1459s | to shuttle Goods back and forth |
1461s | and some of the interactions to make |
1464s | sure that you'll be able to lock your |
1466s | boats down is |
1468s | two of the new other World objects which |
1471s | is the morning posts a wooden one and a |
1475s | steel one that will come in mid early |
1477s | early gameplay as well as late gameplay |
1480s | and allow you to uh sort of hook up your |
1483s | boat and |
1486s | nail it down |
1489s | [Music] |
1498s | that is probably most of it we have some |
1504s | some of the parts of it being sort of |
1507s | heavily economical wise is the integral |
1509s | part of which we try to spend a lot of |
1512s | the professions dealing with the |
1513s | crafting these |
1515s | um so you have Iron Works you've got the |
1518s | anchors being made by |
1519s | the smelter |
1521s | you have some of the mechanical Parts |
1523s | being made by the mechanic you've got |
1525s | the the ropes being made by the tailor |
1528s | um |
1530s | and these are gonna have to sort of get |
1533s | along sell each other intermediary parts |
1536s | and |
1537s | be able to help players get their goods |
1540s | to where they need them to be |
1543s | and hopefully we'll see a lot more |
1546s | um Riverside towns and |
1548s | Shore provinces sort of crop up due to |
1552s | this |
1555s | and to sort of go into a little bit of |
1558s | how this looks behind the scene |
1561s | um as you know you've all seen these |
1563s | these pretty assets and it's easy to |
1565s | calculate on |
1567s | what you're crafting how you're crafting |
1569s | and what resources you need to do and |
1573s | sort of give an in indication of how it |
1575s | looks for um |
1577s | when you're actually setting these |
1578s | things up |
1582s | I'm sorry James a couple of minutes ago |
1585s | mentioned that that we need to balance |
1588s | some stuff like for example the fitting |
1591s | so this is like the template that that |
1595s | is used for that I'm sorry for the |
1596s | interruptions go go ahead |
1599s | yeah um no so this is how it looks at |
1602s | the back end when we're dealing with |
1605s | implementing new items |
1607s | um adding new costs changing out |
1609s | resource materials adding descriptions |
1611s | to items |
1613s | changing out where they're being crafted |
1615s | and you know since then is Promised |
1617s | spreadsheets I had to give them have to |
1620s | give |
1622s | some display of it |
1623s | and |
1626s | it is quite rudimentary in terms of you |
1629s | know it is straightforward it is an |
1631s | Excel sheet so we take this sheet we |
1634s | convert it into something that the |
1636s | server reads and |
1639s | picks into its place and creates the |
1643s | scripts that the server runs on and that |
1646s | pops into game as |
1648s | as items |
1650s | there's a couple of more things in in |
1652s | unity and under the hood there that |
1654s | works in regards to setting these up |
1657s | um technically but |
1659s | um on my end it's essentially plugging |
1661s | these things in making sure that I |
1663s | communicate with art and having these |
1665s | assets created and sort of play with the |
1669s | team and make sure that everything is |
1671s | working correctly |
1673s | and then I do a lot of calculations off |
1675s | and with multiple other spreadsheets but |
1677s | I'm not going to show you those this |
1679s | time |
1680s | it's that that is really cool I have |
1683s | used uh that Excel before I work on the |
1686s | on the spoilage of the foot I mean I I |
1689s | don't know how for how long have you |
1691s | played uh I mean the people watching |
1693s | this room but for another Point uh we |
1696s | established that food can go bad I mean |
1699s | it was a figure that didn't exist before |
1701s | so we need to to add some elements to |
1705s | this Excel template to add the ability |
1709s | for the for the food and also to create |
1712s | different items or modifying existing |
1715s | items that could help the food to |
1718s | preserved for foreign for longer so it's |
1721s | really cool because you can literally |
1723s | move the values on the Excel and once |
1726s | you go to the game the beginning has |
1728s | been updated I mean of course we need to |
1730s | do some some therapy initially but |
1732s | Advanced method is done and you just |
1734s | need to move the values and it is |
1736s | updated it's very cool the way that that |
1738s | it's once so yeah it's really |
1741s | go ahead |
1743s | yeah not it's it's very true um you know |
1746s | when the technical stuff aside |
1749s | um once you have an item created and |
1751s | it's implemented and everything's set up |
1755s | um actually coming into you know |
1757s | calculating how much it's gonna cost how |
1759s | much it's going to impact the |
1760s | environment |
1762s | um in terms of something being added to |
1764s | the blast furnace for instance how long |
1766s | is it going to take to craft |
1768s | that will result in x amount of |
1771s | pollution being generated |
1773s | um so being able to add these both |
1776s | recipes in a sense and being able to |
1778s | read out how much of an environmental |
1781s | impact they're gonna have when they're |
1783s | being crafted compared to say an |
1785s | excavator |
1787s | um and sort of evaluate |
1789s | what the cost should be is a very |
1792s | intricate and fine-tuning |
1795s | um |
1796s | Endeavor I should say |
1798s | um it's a lot of fun if you like |
1800s | spreadsheets and calculations |
1803s | um |
1803s | but if you're if you're looking at it |
1806s | from an art standpoint might not be as |
1808s | fun |
1810s | yeah but but yeah yeah it's a really |
1812s | complicated uh trust I mean a lot of |
1814s | games that I have played have had issues |
1817s | with violence when it features having |
1819s | added I I think that's it's a a really |
1822s | nice task maybe not for me but yeah it's |
1825s | really nice and yes we have a couple of |
1827s | additional questions so let me tell you |
1831s | we have uh another question here |
1833s | historically Parts could carry a huge |
1836s | amount of material especially heavy |
1838s | material what's the balance with |
1840s | industrial barge compared with modern |
1842s | rock uh you know there are much expect |
1846s | in the future with more capacity |
1850s | um the barges per se are not hinged on |
1853s | an inventory |
1855s | um they're more of a flat surface |
1856s | allowing you to transport Vehicles |
1858s | themselves |
1860s | so you could essentially take |
1863s | I think the industrial barge size wise |
1865s | can fit four modern trucks |
1868s | um |
1870s | but we have speculated on being able to |
1872s | use it as a storage |
1874s | per se but we're also kind of wanting to |
1878s | keep some of that special purpose |
1881s | um |
1882s | methods through their own vehicles |
1884s | to give more of a the bar just being |
1887s | more of a direct vehicle transport so |
1889s | kind of ferrying over ferrying over your |
1892s | truck or your excavator to where it's |
1894s | needing to go without having to pick |
1897s | them up all the time |
1899s | and |
1901s | um you're gonna be looking at the |
1903s | transport ship |
1904s | initially the wooden one |
1907s | for your actual Goods transport which |
1910s | are going to allow a lot more than you |
1912s | just your truck itself |
1914s | okay that but I'm sorry that but it |
1918s | actually triggers another question that |
1920s | we have on the channel already so we |
1922s | mentioned that the the departures don't |
1925s | carry materials itself is more like a |
1927s | platform so are we going to have like |
1929s | some sort of cargo chip that that can |
1932s | carry materials |
1933s | yeah you've got four four point Tano |
1938s | that the Townsend Nation release with |
1940s | these |
1941s | um you're looking at the medium sized |
1943s | wooden transport chip |
1945s | and were more than likely looking at a |
1949s | more modern advanced bigger one later on |
1954s | um but it is sort of open air |
1956s | to additions |
1958s | um both in terms of potential upgraded |
1961s | fishing boats but also transports |
1963s | themselves |
1965s | that's nice a couple of minutes ago we |
1968s | talked about the fishing violence uh not |
1972s | that that speaking is going to be more |
1973s | common are we also going to add more |
1976s | recipes I mean is that something that |
1977s | that you already have in mind |
1981s | um they're being looked at yeah |
1983s | um I will I will have to convince Toby |
1985s | to uh |
1988s | um to spend more more of his time to |
1990s | create more Foods |
1992s | um since we added the 3D foods they're |
1994s | also a little bit more complex to add |
1996s | more of |
1997s | um but they're also a lot more fun to |
1998s | have in game |
2000s | yeah I imagine that our players haven't |
2003s | really noticed we have pretty food |
2005s | that's really nice I love how it looks I |
2007s | have seen a couple of pictures from from |
2010s | players I mean screen cuts from players |
2012s | and and I love how the food looks but it |
2015s | comes with with submissions for example |
2018s | now that we want to introduce new |
2020s | recipes either imply a more additional |
2023s | task for the for the art team yeah |
2025s | that's that's right I I haven't |
2027s | considered that before the question but |
2028s | yeah that that's that makes a lot of |
2030s | sense |
2031s | so we have a another question uh let me |
2035s | give you a second since we are talking |
2037s | about balance now what are your thoughts |
2040s | on model upgrades they get a bit |
2042s | problematic with long product chains as |
2044s | each step will add the plugin production |
2047s | again |
2048s | you can also read it on Discord just in |
2050s | case yeah I I see that |
2054s | um upgrade modules is something that |
2057s | we're continuously monitoring |
2060s | um |
2060s | there is something that I |
2062s | want to |
2065s | want to sort of rework and how they how |
2068s | they're applied to tables in general but |
2071s | it's it's a little bit too early to go |
2073s | in on that so I'll leave that hanging |
2075s | um and answer that potentially in a |
2077s | later stream |
2079s | okay does night start so I mean we we |
2082s | will check in if we can talk about that |
2084s | in in uh in another stream let's keep |
2086s | with the questions will there be current |
2089s | or wine introduced so both can travel |
2091s | away then win the hook |
2096s | um weather systems in general is is |
2100s | another thing that we're |
2102s | we've looked at and |
2106s | It's tricky because there's a lot of |
2108s | factors involved in |
2110s | making it play nice with different |
2112s | systems right now we have a simulated |
2114s | wind system |
2116s | um as well as solar which is kind of |
2120s | height dependent and |
2123s | um |
2125s | you know it's visually only applying on |
2128s | artificially on trees and brushes to to |
2131s | get the world to look more alive but |
2133s | it's nothing that actually |
2135s | physically impacts it |
2137s | it comes with its own its own positives |
2141s | and negatives |
2142s | [Music] |
2143s | it is something that's on the board and |
2146s | something we're interested in |
2148s | implementing but it's also |
2150s | something out of concern for performance |
2153s | but also kind of figuring out how the |
2156s | system would fit in and what the |
2159s | positives would be and you know what |
2161s | effects we want out of it |
2163s | um |
2164s | because it would be something that could |
2166s | look really cool to push |
2168s | push water around and have a breeze or |
2172s | you know if you add sailing boats and |
2174s | they would move them faster or |
2177s | um |
2178s | catch them dead still in the water if |
2180s | you don't have wind |
2181s | um but yeah it's a system that we're |
2184s | playing around with but it's nothing |
2186s | nothing nailed down to any specific |
2188s | version and or |
2190s | um |
2191s | when it's happening but it is being |
2193s | looked at out of design point |
2197s | okay nice uh another question but but |
2200s | yeah no I I every weekends here the |
2202s | weather systems I mean even only |
2204s | including wine it's really complicated |
2207s | and the Mad behind that would be really |
2211s | expensive for the for the CPU for |
2213s | example I mean well they think all the |
2215s | iteration that it need to be done to |
2218s | achieve our realistic system it's quite |
2220s | complicated so that way before we |
2223s | include a picture we still need to |
2225s | to decide if it is work for the for the |
2228s | gameplay considering all uh another |
2231s | question that we have here how do we |
2233s | overcome a difference in Reverse with |
2236s | boats |
2240s | first |
2243s | um |
2245s | let me give you a second yeah I sent you |
2248s | on the on Discord challenge just in case |
2250s | oh yeah um the the height differences |
2252s | between reversed |
2254s | um |
2256s | generally boats don't go Upstream |
2259s | I I think is the uh is the summary of |
2262s | that |
2264s | um |
2265s | it is one of our most tricky parts of |
2269s | physics and maneuverability with the |
2272s | boats that we're looking into |
2275s | um so it's it's still undecided how we |
2277s | want to kind of deal with it it's |
2281s | where we're testing out the system |
2282s | internally um so I don't really have a |
2284s | good answer for that |
2287s | um |
2289s | all I can say it looks really funny |
2291s | right now |
2292s | I think is the uh the answer for that |
2295s | one |
2296s | yeah that's that's a really complicated |
2298s | problem I mean even in the real world I |
2301s | mean we have for example if we |
2305s | see how the how Panama solves that issue |
2308s | it's really complicated because they had |
2311s | like to to create multiple platforms to |
2313s | adjust the height of the Wilderness it's |
2316s | really complicated in real life not in |
2319s | the game it's it's something that yeah |
2320s | we need to |
2324s | it's already something that that they |
2328s | are working on |
2329s | so let's talk about the next question |
2332s | will the boats rust I mean do the Bots |
2335s | will need some sort of maintenance |
2339s | not well partially I should say |
2343s | um the similar to how cards and the |
2345s | trucks are not really |
2348s | having a maintenance or a modular system |
2350s | to them where things break or things get |
2352s | damaged the workable vehicle has so we |
2356s | we have a modular system for the um the |
2360s | fishing boat similar in terms of the way |
2363s | we have it applied to |
2365s | we finally have it applied to the um |
2368s | uh the steam tractor where your your |
2371s | plow and your Harvester and see their |
2374s | brakes on durability as if you're using |
2377s | it |
2378s | the fishing boats will also have durable |
2381s | parts for the |
2384s | um the fishing nets or the mesh Nets |
2386s | that they're trolling with so those will |
2389s | be needing to be repaired |
2391s | which I currently have assigned to |
2396s | tailoring I think or if it's hunting I |
2399s | left it at |
2400s | um |
2402s | sort of give it a touch of the whole |
2405s | fishing rod and the fishing expansion |
2409s | um in the annual so yeah we'll have |
2410s | we'll have a repairable part for the |
2412s | fishing boat so you're not going to be |
2413s | able to just fish infinitely for free |
2418s | yeah that's that's all the questions |
2420s | that that we had so far so so yeah you |
2422s | can continue if you want to tell us more |
2424s | about the virtual balance itself |
2431s | I think I'm kinda |
2434s | counting or running out of things to |
2436s | sort of go ahead without touching too |
2438s | far into |
2440s | some of the mechanics and the |
2442s | intricacies that we we want to showcase |
2445s | later on |
2447s | they the boats have some new some new |
2450s | general features that |
2454s | um |
2455s | I think everyone's going to be happy |
2457s | with |
2460s | um |
2460s | as far as you can see Dennis |
2463s | on the on the upgrade modules |
2466s | um I think I cupboard |
2469s | some of it but yeah they they um they do |
2472s | get problematic and it's something that |
2474s | I want to change out and if we want to |
2475s | go on on a bit more detailed |
2478s | design choice for them is |
2482s | um I I want to semi scrap them if you |
2486s | will |
2487s | um |
2489s | so instead of instead of you being able |
2492s | to Interchange uh intermittently change |
2495s | them out between module one two three |
2498s | four you would sort of permanently |
2500s | upgrade your workbench towards a |
2503s | specific upgrade so you would grab parts |
2504s | from someone crafting them apply the |
2507s | upgrade to the table it'll permanently |
2509s | improve the table and its capacity but |
2512s | it'll also increase the requirements of |
2515s | that table in terms of either room |
2517s | room quality material tier |
2521s | and potential energy |
2524s | applicants and adding different |
2527s | properties |
2528s | well that's that's really nice I think |
2530s | that's sort of the only questions that |
2532s | we have about some balance there was |
2534s | another question for the economy B War |
2536s | uh the question was if the if we are |
2540s | going to film two times that are out of |
2542s | a stock I think that's a nice feature to |
2545s | consider because while I mean it can |
2547s | help to |
2549s | realize what their server and the people |
2551s | need I think that is a nice feature we |
2554s | also I picked the document the Google |
2556s | forms and we have uh we had a lot of |
2559s | answers I'm really happy with that I'm |
2561s | going to read them but nothing stupid |
2563s | because it has a lot of information |
2565s | there but but yeah that that is being |
2568s | all for today thank you everyone for |
2570s | coming to the stream we are going to |
2573s | have another stream the next week and |
2575s | well Dennis will be giving you more |
2577s | information about the Linux Stream So |
2580s | that would be all for today thank you |
2582s | everyone |
2583s | and see you later bye bye |
2586s | bye bye |