over 1 year ago - Strange Loop Games - Direct link
over 1 year ago - Strange Loop Games - Direct link

Transcript (by Youtube)


0s go there we are hello hello everyone
3s welcome to another Friday stream here at
5s strange Loop games my name is Jens
8s working as lead game designer here and
11s tonight we've
13s got
21s H see if we can't
28s CR see if we can't get audio
32s here
35s uh everything working and then
37s everything not working hoping you guys
39s can hear
42s me Audio Level seems to be seems to be
46s right on OBS so I'm hoping it's not way
50s too low um
53s yeah uh yeah so what do we got for us
56s tonight well we've got a
58s few few fancy things things that have
61s been kind of on on the back burner for a
63s while and uh we weren't really sure if
66s they were going to make it into 10 so
67s we've kind of been holding off on
69s announcing anything rounding it um but
73s it uh seems like we managed
76s to get them in um in a sort of
80s preliminary state they're not you know
81s super polished and and done
84s done um but it is a really good start
88s and Jordan has been Stellar at setting
91s these up in know working with blending
94s and um something kind of the
98s environmental transition uh faes for the
100s weather where you're walking in from a a
102s clear weather to a light rain or a heavy
104s rain and so on um which you'll see here
107s in a bit and then we have the event
110s system which is um a way for the server
115s administrators um after a lot of
117s discussion back and forth what we wanted
118s to do with and and kind of what control
120s we wanted admins to be able to have with
122s them um to completely kind of customize
126s the time
127s span um any assd replacement is
130s happening so um people that have been
133s with us for a while know that around
134s Christmas we're replacing some of the
136s assets to be um decorative and then kind
138s of
140s Christmasy um like the uh the fur trees
143s and and kind of sprinkling lights and
144s and so on we'll take a look at that um
147s and this new system allows us to
151s replace those on the fly in runtime
153s without doing any changes or anything
155s you don't need a new build to roll out
158s um to go over these so um yeah I think
162s we can
163s just shop right into it and let me just
166s open up unity and there we go and then
169s we transition over here
172s and so we've
174s got um I think
177s we'll do we want to start with weather
179s do we want to start with events um I
182s think we can go on with the events since
184s I rambled on them um it it'll also be
189s slightly slightly on the technical side
191s as well so probably should have done it
194s later on um but yeah so the event
198s system which is not you know a a thing
201s in game to do and and do like quests or
204s whatnot it's a backend system that
207s handles how we
208s do um
211s basically prefab changes or changes to
213s assets that are in the game be it a tree
215s or a world object a table or um so on so
219s forth where you can transition one model
222s into using something
224s else uh previously that has been
226s absolutely impossible
229s without
231s um doing things to the client which then
235s you wouldn't be able to actually share
236s on an NP environment um this is now
239s doable from from modding perspective I
241s think I will have to check with Jordan
243s to make sure that that
245s works um
247s 100% um it's using the addressable
250s system when U which uh I'll show here in
255s a
255s bit uh grab the server UI and I also
259s have two
260s amazingly energy packages of cats
263s roaming around behind me so if they do
265s pop up in in front of me don't be
267s alarmed I'm not getting eaten by a v
269s Raptor
270s it is just the cats
273s um at the moment the it is
277s under uh both of the systems for the
280s weather and the events are inside
281s available through config
284s templates and on the server in the
286s server
287s UI and if you're running a single player
290s server you can do a uh we have chat you
293s can do a SLS server UI um as a command
298s parameter and that will
300s open
302s up this window in the background so you
304s can Tab out to it regardless if you're
306s running a dedicated server or through
308s the client which this generally doesn't
311s hop up so in here um you have the
315s holiday manager and the holiday manager
317s by default is enabled and and I am very
320s bright with this on holy
323s snap um white alien
326s y bear with it um
331s don't think I have a quick
334s change I I'll I'll have my lighting
336s expert here change out the the tuning in
339s the
340s room
348s yeah went the darker went went even more
352s glowing
353s then there we go
357s uh exposure on the camera is is always
360s fun
362s um yeah so holidays these are
365s configurable here now um and at the
368s moment we have a Christmas one and you
370s can as a server admin and as you can see
372s here for this test I changed out the
374s start date to be few days
376s ago and the holiday name is case
381s sensitive and it is extremely important
383s to know what this is when you're making
385s assets for replacements for
388s it uh and so the start date sets um and
392s is registered on the local time for the
394s server which means clients can't kind of
398s do things or change their local time and
400s be able to access these or or whatnot
402s it's the server that is controlling
405s these um so in case for the Christmas
408s where we've got the Christmas string for
410s it um and then the end date so Within
413s These parameters is where this will pop
417s up so you you just select the date um to
421s whatever and then you can just set a
423s time for it as well if you
425s want uh and once that's enabled uh any
429s any user that is freshly connecting to
431s it after the time threshold has passed
433s so if you have the date set on
437s 1,800 and someone connects to it 1759
440s then they're not going to get that event
442s asset change um but it will not require
446s any server restart or anything it just
448s requires the client to reconnect again
451s and then that just replaces these assets
453s to whatever Christmas placeholders in in
455s our case
457s um and so you have like World object
461s Replacements um as you've seen before if
463s you've
464s been uh with us since since last
467s Christmas
468s um now there is a couple of limitations
471s that we currently have with this
473s system and that is um it works fine for
479s anything that in unity uses a game
481s object which is what it's currently
483s scanning for so things like uh the block
487s sets or um building blocks which are
491s using scriptable objects are not going
494s to be able to be replaced at current
496s setup um we'll in we'll we'll further on
499s investigate and see if we can't do
501s something that actually allows you to do
503s that as well um so at the moment it's
506s it's limited to game objects per se um
509s and and so it's pretty straightforward
512s we got that date there so if we do this
514s and we just change this out to be
517s somewhere somewhere by next next month
520s so we just have them
522s disabled I can just exit the game exit
525s to main menu and I hop in on the server
528s again and they're going to be
534s gone I
537s hope um it was working this morning
539s think so you
542s know fingers crossed and so
545s on here we go
549s and almost
551s almost um but yeah they they should be
554s gone I'm not sure if it's an editor
555s issue or if it's
558s just me being wonky or the server being
560s wonky
562s um it was working this morning that's
565s all I can
567s say uh
571s and as as for all of these um they also
574s have selectable booleans for if you want
577s to disable specific events you can do
579s that um switch to true and false you can
583s also disable the whole
585s plugin um which will innately stop you
588s from seeing these all together if you
591s don't like asset replaceable things or
593s you know you just want the natural
595s environment and then no kind of
596s artificial
598s changes um so how are these objects
601s changed
603s out U see
608s here we go
611s in wonder if it actually you know
614s what yeah I'm I'm
617s on let me see which branch am on yeah
619s I'm on I'm on the the the the thingy the
623s thingy um so when you're creating
627s assets um
630s do this just select it um all you need
634s to do is just create an event in the um
639s in the server GUI so you create an event
641s here you go in here and then you just
643s hit add and then if it's enabled when
646s they start when they end it and then
647s just set the name here and this is the
650s string that's important to be used for
652s so any game object that you're
654s creating just needs an underline and the
657s event name for it and that will replace
661s whatever is in front of the event name
664s so in this case it's just replacing
667s Spruce so we have the regular Spruce
670s here and then we have a spruce
673s with um just underline and then the
676s um event string and that will just
679s automatically replace it you can do
681s variants and change them out and you can
683s have um all kinds of oddities and so on
687s however it is it is limited to pre tabs
690s um and game objects we are like I said
692s we are looking
694s into what we can do in terms of
696s supporting script of objects as well to
698s be to be able to properly kind of do
700s this for block sets and
702s everything uh but it does alleviate the
704s issue of us having to roll out updates
706s when we want to do um
710s seasonal changes yeah uh as Zach was
714s saying like if if we want to do like
716s just color variations or like theme
720s things or or you know whatever um we can
723s just do variations of these assets and
726s just add decorative things in it and
727s then just shove it in as um as a
730s specific like event pack and then it'll
733s just roll out and work on the Fly uh
735s without any kind
737s of flipping around or client updates or
740s or server updates and then you know you
742s you we don't want to the the main reason
745s for it is we don't want to obstruct our
747s pipeline for hot fixes updates and so on
751s um with limitations of having to package
756s in um just general like decorative event
761s changes um which is the most frequent
764s way of handling it because it's a very
766s convenient way if you're doing
767s replacement things but with this we just
771s flip a switch and it's done we don't
775s have to you know worry about the the uh
777s the end user pipeline for this
782s um yeah and if you got any questions for
786s this particular system um just hit us up
790s on
791s Discord um and we'll we'll expand on it
795s a little bit in the U the modkit
797s documentation as well I believe
799s um so yeah if
801s you're Tech Sai and doing mods um this
805s will probably be something that you're
807s going to be interested in in poking
810s around in if nothing else just to kind
811s of see how it
814s works uh and then we have weather
818s system crazy right it it's been talked
822s about weather uh we've had weather
824s simulated and now it's actually visual
828s in game now I believe I want to switch
832s over
833s to uh Jordan's Branch so we'll see if
836s this wants to play nice um
840s Unity is a
843s bit
844s of um it'll take a few probably take a
848s few minutes here to kind of transition
850s over um I do want to switch over
855s [Music]
857s to have
861s weather weather audio true it is just
864s the weather a the other ones I think the
866s other one was
867s merged the other one might actually be
870s uh on yeah the other one was in was in
872s the other day uh if you're on play test
874s you have probably
876s noticed
878s um that we have some weather in there um
882s let me just kick off the server
885s again and I leave this up here so for
889s the technical part of the weather uh the
891s weather is checking uh and generating in
894s the world as kind of a sphere object
897s with
897s particles and it'll change and variate
901s depending and inside the conditions that
904s we have right now we've got clear
906s weather you've got light rain and you
907s got Heavy Rain um we have plans to
909s expand on that with um cold biome
912s weather like snowfall and and so on um
916s those are not going to be done for 10
918s but um this system is a good base for us
921s to keep injecting more things in so
923s deserts and cold biomes are currently
926s weather less they you might see some
928s overlap in
930s Border um
932s radiuses but um it
936s is a good base for us to expand on and
939s kind of get things
941s rolling uh let me get back in game and
944s we can have a look
948s see
950s uh yeah tornado hail yeah we we can
954s visually we can do all kinds of crazy
956s things really um the interesting thing
959s with the weather is that it is basing
961s that the um the intensity of the weather
964s is based on a few variables of the
967s actual um in-game layer
971s parameters
973s so you'll not you're not going to see
976s like super heavy dense massive
980s downpour um frequently unless it's
983s really high moisture SL rainfall um in
986s those zones which means you are going to
988s be more likely to run into more frequent
992s rain weather in um rainforest
996s and um do this let's maximize this thing
1002s here leave these Elks roaming around
1005s here with this fancy nice decorative
1007s things so inside World layers and we've
1010s got environmental data we've got
1011s moisture and we have a rainfall layer
1014s and this is what the weather system is
1016s pulling data for how it's y generating
1019s these
1020s weather um kind of
1023s zones and as you can see here we've got
1026s rainfall pretty dense here in um
1029s rainforest and then it's a lot less over
1031s in the colder areas but there's still
1034s rainfall I guess um which would then be
1037s turned into like snow and so
1039s on
1042s um so these are automatically
1045s generated when and and during these
1048s condition so
1050s inside um here because I'm not on that
1054s Branch I don't have the debug command I
1055s believe um inside the GUI you can
1059s see uh how these weathers are generated
1063s and the duration they have on them so
1064s they spawn with a few variables on how
1067s how long they're going to last um where
1070s they're going to be at how the the the
1073s bigger the world the more weather events
1075s it's going to support which means um it
1078s also scales with the size of the
1081s planet 129
1086s 652 can teleport to it
1090s 1
1091s 29
1094s 652 now there are a few visuals that we
1098s are looking at continued polish for this
1102s one
1103s being um kind of like the the distance
1107s or for from the player's perspective or
1109s the camera perspective the distance from
1111s the camera to where you first see the
1113s particles in terms of
1115s range um as well as when you're
1118s transitioning over in
1120s between different rain uh different rain
1123s types but also when it's moving over to
1126s clear sky um and so on it it's more
1131s noticeable um when you're kind of flying
1134s around and and doing admin SL Dev
1137s stuff versus is when you're just kind of
1140s casually strolling
1142s along however we are quite happy with
1145s how it's turned out in terms of the
1147s visual aspect to it and the impact um
1150s and the the uh the general Ambience
1153s Improvement and we're hoping that
1155s everyone else is going to enjoy them as
1157s much as we
1158s are it gives it's kind of hard to tell
1161s out in the ocean here but we are moving
1163s into clear clear
1166s sky see as you can see here it's kind of
1169s flipping in between and that blend point
1170s is something that we're looking at just
1173s improving um how will weather affect
1175s gameplay beside visual uh at the moment
1178s it's not increasing any general things
1181s but it is because this the the the
1183s weather is managed by the server which
1186s means that the server is can push
1188s information from the weather or pull
1190s information from the weather and push
1191s information to the weather um gameplay
1194s aspects of it like increasing moisture
1197s temporarily or
1200s um Contin it based on um these values as
1204s well as kind of increasing nutrient
1206s depletion and so on um are all aspects
1209s that we're looking at in terms of how
1211s the game play is going to be affected by
1213s it and with the uh with the way the
1216s weather system is rigged up we can do
1218s that fairly easily
1221s um it's um just a matter of like getting
1225s time and being able to kind of do these
1229s things in the time span that we want to
1231s do them in
1233s um Katherine um is it going to snow in
1236s colder places yes in the future it is
1238s right now the weathers that we do
1241s support are light rain and heavy rain um
1243s as well as clear
1245s sky um so yeah snow and other types of
1250s effects are definitely on the
1254s table um but yes you got some a bit of a
1259s bit of fogginess and Haze um with this
1262s light rain that's not super
1266s impeding um but it is giving you a bit
1269s of a a nice little
1273s visual implication more towards that you
1276s know there are things happening in the
1277s background of the world that you don't
1279s really have control over um they are
1281s going to happen without your without
1283s with or without your approval and that
1286s is generally you know natural events
1289s such as um weather and this is part
1293s of part of one of the pushes for more
1297s involve the environment around you and
1300s expanding ways we can kind of involve
1303s the general ecosystem and and give
1306s better visual feedback to the
1311s player let's see did we have a yeah we
1314s got the we got a heavy rain heavy rain
1317s here as well naturally for formed uh
1321s 297 so these these can all be kind of
1323s debugged and poked around in
1326s oh here we go uh
1330s rainforest with heavy
1334s rain uh wonder if I wasn't in on that
1338s Branch I would have we're working on uh
1342s adjusting audio for it as well so you
1344s will have U you know more ambient
1347s Ambient noise
1349s um but it's currently in an an open
1352s branching kind of been polished and
1355s tweaked
1356s around um so yeah you've got visual
1359s effects and they're
1361s happening um and they're in terms of the
1365s how the server manage it they're
1367s tangible objects we can make them do
1368s things as well in terms of game code and
1372s uh yeah so these are all adjustable on
1376s the server side as well if you you're
1378s looking at how to manipulate weather you
1381s can change out you can decrease and and
1384s and increase the size of how much the
1386s weather is going to
1387s be um encompassing so you can and this
1390s is in blocks so you can make them really
1393s really big uh you can also set in how
1396s long in minutes the weather is going to
1398s be roaming
1401s around um hope Heavy Rain would destroy
1404s dirt roads without some immersion to
1406s having to repair the roads uh um yeah it
1409s it's things like that that have direct
1412s gameplay impact um is things that we can
1416s definitely do
1417s now um it's not something that we
1424s are
1426s um kind of pushing into 10 because of
1429s the time constraints but it is um it's
1432s definitely open and on the
1437s table uh uh Slash
1440s WEA heavy
1443s rain and then it will take a few seconds
1446s and then it
1448s should spawn more heavy rain
1452s here and then obviously
1454s as takes a minute or so to initialize
1457s and then kind of get going
1460s um as the darkness kind of creeps up on
1463s you
1466s um it is also going to be more affected
1470s by weather so dark nights are going to
1472s be getting a lot darker if there's Heavy
1476s Rain going on there just out of the
1478s premise
1480s of how much it is being affected um
1484s and um engine Lord commented in on if
1488s rain blocked by caves and roofs I
1491s believe so should be the case if not it
1494s most definitely should be the case this
1497s level
1499s make a little pit
1501s here pitch black maybe not the best time
1504s to
1506s uh still a bit dark but yeah uh you the
1512s cool we just do this and we grab some
1516s composite uh make sure we
1519s just have a form here uh we want the
1523s freaking fill type thank
1526s you and then we just grab block and we
1529s just paste the block over there and
1533s there we go yeah so it stops
1537s at whatever it hits from the
1542s top
1544s um yeah so that's that's the new weather
1548s system that is slated and going in for
1552s 10.0
1553s here um which should be live on the play
1555s test um as always with any kind of
1559s automated generation system that that
1562s is flipping around and and so on
1570s um it um that is actually uh Ricky uh
1574s the clouds obscure the light will it be
1576s darker when there are storm clouds
1578s overhead uh I believe that's something
1580s Toby is looking into right now uh both
1583s in terms of the meteor but also just the
1585s general Sky Box and the atmosphere
1587s visual
1589s um so I don't have a good answer for
1592s you but I believe that's the general
1596s goal whether or not that happens wor 10
1600s is
1602s um at the moment very
1608s uncertain
1610s uh yeah any other questions about
1614s weather just keep popping in them in
1615s there and I'll try to answer as much as
1617s I can can um I do like the idea of
1621s having like weather impact require some
1624s sort of interaction in terms of like
1627s repairs or or like nonpermanent
1630s structured Decay if you will
1636s um what is going on here that wasn't
1639s that that was a
1640s terrifying freaking dead alligator that
1642s just decided
1643s to get stuck in the water um
1649s but yeah no it's making it it's it's
1652s adding a layer of of polish that we feel
1654s have been lacking for a while and we
1656s we're going to keep adding uh just
1660s generally more things that makes it look
1662s more vibrant and look more alive
1666s um
1670s yeah uh will the storms be Planet wide
1673s or will they occur in certain areas more
1676s often uh with wether system them if
1678s we're planning to create lightning um I
1680s think generally all all types of weather
1682s effects is something that we'll be
1683s looking into um with this in
1687s mind uh not necessarily like doing
1690s damage or or you know lightning strikes
1692s that actually strikes down and kind of
1693s torches places but um if nothing else
1698s just like background effects and and so
1700s on that kind of just gives it more of a
1703s kick and just things
1706s happening uh um if the storms will be
1709s Planet wide or occur in certain areas
1711s more often um they occur like I said
1714s they it's it's generated like the
1717s frequency is is kind of super deterrent
1719s in terms of randomized chances but they
1721s are reliant
1724s on um the different
1728s rainfall um areas in
1732s general um so they you
1734s know if it uh
1740s if it look if it has more rainfall it's
1742s more likely to see more rainfall if that
1744s makes
1746s sense uh was wondering for as far as say
1749s crops and and so on yeah so gam playay
1752s gameplay influenced like I said with
1754s potential for weather being impactful in
1757s like depleting nutrients more frequently
1759s or adding
1761s fertilizer uh or assists adding
1763s fertilizer or so on so forth and
1766s changing out the moisture levels
1769s um it's it's all on the board kind of
1772s be poked around and tinkered with
1777s um but it's not planned for 10 in that
1780s in that aspect so 10.0 release of
1782s weather will just be the visual kind of
1785s visualizing of the rainfall
1787s layer um and this is randomized and
1791s popping in so you
1793s have um it is regional so you can see
1797s through debugging on the server side you
1799s can see exactly where the center of the
1801s the weather
1803s is um and then you can set and decide
1807s and limit how far or how big this are
1809s going to be so if you wanted you know
1812s server wide um you could do
1816s that um you could also make it you know
1818s an indefinite
1819s one
1821s um and so on so there's a lot of things
1824s that you can kind of tweak and change um
1827s to content you could also just um set
1831s the value to really really low or or
1833s insignificant if you wanted to just not
1835s see the weather um on your server or or
1839s so forth and so on um just leaving that
1844s adjustability and configurability to the
1849s admins
1852s um could tayor make umbrellas and rain
1854s coats that's a good
1856s idea um see people walking around with
1859s umbrellas because they don't want to see
1861s the rain in their
1863s faces
1866s um talked about adob as tier zero or new
1868s tier Building Material could use mod as
1870s well as clean those building mods yeah
1873s um I think the recipes and and and the
1877s uh visuals and check throughs to Adobe
1881s um could be
1882s interesting
1885s um but it's uh like I said a lot of
1888s things to polish a lot of things to add
1890s and we'll keep adding it as much as we
1895s can
1897s um then we had kind of third topic on
1901s the
1902s agenda is
1905s annexations
1907s and it's
1909s been uh what the blashes um can you set
1913s the height for storms uh no you there
1916s there's no elevation basically it's
1917s coming from the atmosphere and then
1919s falling down so you can't make like a
1921s really low Cloud thing that just hovers
1923s the
1925s trees
1927s um it's it's all going to be like like
1931s map sealing if you will impact um so
1934s you're not going to be able to build
1935s over it at the current
1938s iteration um so annexation um after the
1942s play test that we had and the amazing
1946s crazy annexation that we ran
1949s into uh We've made a couple of changes
1951s to it and I was hoping to be able to
1955s do do some checkups but I'm not on play
1959s test and I don't think the play test
1961s was don't think it was
1969s built let me just check that quickly
1971s because stuff has been happening now in
1973s the afternoon when I haven't been in the
1976s evening slash
1979s all right I think the steam client might
1981s be
1990s updated was that not in there it might
1993s not have been in there was that on play
1997s test
1999s uh yeah I'm not I I don't have that
2002s built and ready
2004s unfortunately the the the the struggles
2006s of unity
2008s I guess
2010s um just trying to think of a way to
2012s visualize
2013s it um here let me just open up the shots
2020s again uh yeah so what we did with the
2025s the the enal annexation events that was
2028s taking place was we did a few changes
2031s and I think if I just hop out of this we
2035s can probably do something sneaky
2039s uh so we
2042s grab grab latest staging we'll just
2046s leave
2047s these oh I had I had other stuff we can
2050s just do that
2053s discard and then we just want to switch
2055s over to staging because I believe that
2058s was where John pushed the last
2061s changes or if they went into play test
2064s I'm in a bit of
2066s a difficult predicament here because I
2068s don't have that one
2072s open let me see here settlement yeah
2075s that was in staging so that's that's
2077s fine so let's just do do this just to
2080s kind of
2081s give uh some game development procedure
2084s so when we are when we have uh local
2088s builds or you know on my end and then
2091s someone does a change and they update
2092s their side they push their changes and
2095s that gets merged to the main branch
2096s which then
2098s means I need to maybe I am on latest
2103s uh yeah so that's that just it then
2107s tracks all the changes that are done and
2109s then I merg them and pull them and grabb
2111s them on my branch and then now they're
2112s on my
2114s side that means the
2117s settlement uh a file that we have dug
2119s into previously in one of the streams
2121s which is really um it might be a bit
2124s complicated and daunting for people that
2126s aren't used to modding which is probably
2129s the
2130s majority um this is a file that is
2133s accessible for Server admins where they
2136s can change tweak tune and
2138s adjust um all the values related to the
2141s settlement variables be
2144s it
2146s um either um influence radiuses or plots
2150s that you can get and so on so forth how
2152s many settle how many settlers you need
2155s citizens you need to create the
2156s settlements
2158s um I've rammed up the numbers a little
2160s bit for the play test now these are uh
2164s minimum citizens to found each tier
2167s settlement so you've got your homestead
2168s which you can do and Deploy on your own
2171s and then you are looking at um 4 12 and
2175s 30
2176s citizens um respectfully
2179s to the initial creation of a town uh a
2184s country or the
2186s Federation
2187s and these are you know it's accounting
2190s for all the people in the sub settlement
2192s as well so if you have a town they'll
2194s count towards the total of the country
2196s when you're forming the country and so
2198s on um one of the recent changes that
2200s went in here
2201s that um after a lot of back and forth
2205s with the play test and some of the
2206s results that's coming out of there um we
2211s went back
2213s on the um the settlement foundations
2216s which which is what you were using to
2219s place down let's get Unity to update
2222s that as
2223s well
2225s um the um the foundations that you
2228s placed down to start the
2230s settlement um had inherent cultural
2234s value to the the the object itself which
2237s was then counted towards creating the
2239s town which meant balancing it was kind
2241s of wonky because you had um you had a
2244s cultural requirement which then meant
2247s also including the culture of the object
2250s which could then be piggyback to kind of
2251s get instant more culture because you
2255s added support Furniture to the
2257s foundation which was something that we
2259s didn't really want we want the culture
2260s to come from the player generated
2264s content um so we've revised that whole
2267s thing and it is now just giving you a
2270s blank influence
2272s radius which I was hoping
2275s to give a twirl here we can get this
2279s going we can close you out minimize you
2283s and there we go we've got this switched
2286s over we just need to start it and then
2287s we can connect to it um so now you have
2291s configurable setting here for the base
2293s influence instead so this is the
2294s influence in in uh
2296s meters that the initial radius control
2300s of that settlement is looking
2303s like um which also means that these are
2306s something that I'll tweaking off so this
2308s is the old values that we're using the
2309s minimum culture of
2311s foundation um and it was having a bit of
2315s bit of problems for me on the balance
2317s side um to kind of adjust and fix these
2319s so I'll be tweaking these values during
2322s the weekend here and getting a change
2325s out to the play test um in that
2327s regard but now you got the influence
2330s flat out and you don't need to kind of
2332s math your way around
2334s culture um going into it so so that was
2337s one of the big really big kind
2341s of um ease of
2344s introduction that we needed to do to
2346s make it more sense like you place your
2348s foundation and you have your basic
2350s influence radius and then any culture
2352s that you add to it um is expanding
2355s that um and then one of the other big
2359s things was we changed out the way
2361s annexation Works in terms of um both
2366s require iring a cultural both in terms
2369s of how it's how it's working with
2371s acquiring cultural Advantage um how the
2375s influence is being propagated out from
2378s the average property rather from one
2380s particular Point um we're also doing
2382s changes
2384s to
2385s um this allow kind of snaking of
2388s territory where you can your your your
2392s your plots that you
2394s claimed um are reaching kind of
2399s projecting your influence which means as
2401s long as you keep claiming forward the
2404s influence will
2406s grow come on Unity play
2410s nice
2413s um let's do this let's do this um as
2417s long as you keep claiming forward the
2420s influence will grow which means you can
2421s keep claiming up to someone's border and
2423s then you can keep claiming onward and
2425s it'll kind of shove their territ to were
2427s out of the way because it's counting the
2430s average of the entire
2432s plot um and it's a bit reminiscent of if
2437s anyone saw some of the the really
2442s big weird builds people are doing in in
2445s Starfield for instance with the
2447s spaceships where they're building giant
2448s squares because the AI is calculating
2450s that the center point is the center of
2453s mass so we'll only Target that um we
2456s kind of run into this the same problem
2457s with the influence
2459s where because it's counting on the
2461s average of the entire
2463s plot if you're changing the size or
2467s shape of the plot the influence is kind
2470s of generating weirdly in in that
2477s span uh is there any plans to putting a
2480s maximum number of citizens to a Town
2483s country or Federation an isue I can see
2484s rising in some of the servers is that
2487s um you'll only see one town with 30
2489s Citizen and the other one with only four
2491s perhaps encouraging more towns you can't
2492s have more than 12 citizens in a town if
2495s a country requires at least 12
2498s um that's a good point
2505s um I
2507s mean it it like squalor should also be a
2510s factor
2512s because um you like a a settlement only
2516s has there we go Unity Unity seemed to
2519s play nice um a town or a settlement of a
2523s tier I should say have a limited amount
2525s of cultural
2527s properties that they can own which means
2530s you can
2532s only
2534s um and like picture frames and so on are
2537s limited
2539s to um there's kind of three factors that
2543s are involved here one culture is
2544s generated of player made content IE uh
2548s pictures that they take pictures that
2550s they rate and evaluate
2553s um as well as like um the the if the
2558s server has them enabled you can import
2559s textures and kind of vote on them uh but
2563s generally um you
2566s have um culture is based on generated
2570s evaluation by other players and there's
2572s a significant penalty for
2574s evaluating um or using using a picture
2577s that have been evaluated only by people
2579s in the same town which means that your
2583s cultural growth of the town I the radius
2585s influence is not going to expand as much
2588s as if you had um people from another
2592s town doing
2593s it um I
2595s believe does does this
2598s work I think that worked here we go that
2602s popped
2604s down that popped down a town let's
2606s disable the let's disable the rain
2611s here environment let's just toggle this
2614s off there we go now we have a town look
2618s at that we have a beautiful little town
2621s here and if we Mouse this over we see
2624s that it has 10 10 Culture by default
2626s which is not uh which will not stick um
2629s it's something that like I said doing
2632s some minor adjustments now that we've
2633s done some changes to it so that was that
2635s was merged um tonight so I haven't had
2637s time to sit down and overhaul these
2640s since the changes um but essentially
2643s you've got this influence value and the
2645s influence radius is calculated of the
2647s cultural value which you can see here
2649s now with the base influence of 40 the 10
2652s culture points that it has acquired is
2655s adding another 38
2657s influence and this is all in meters so
2659s this is going to
2662s be
2663s [Music]
2664s uh divided by
2667s uh divided by uh 20 for five tile
2673s chunks um which is why it's grown to the
2676s radius we have here um so a town is
2680s limited to three cultural properties I
2683s believe which is set here as
2686s well
2690s uh somewhere
2693s here here we go maximum number of
2695s cultural properties
2697s which is for town that is three which
2699s means you are limited to three claims
2702s that you can use as kind of outpost
2705s slash other buildings for these
2708s things and picture frames have a frame
2713s to give copper frame
2718s portrait so each of these frames that
2722s you place pictures in to be able to get
2724s culture they are you've got zero C
2726s Culture by default from them so they
2729s them by themselves are not um worth
2732s anything make sure that these
2737s are
2739s uh we got the foundation authorization
2742s citizen
2745s um open the D itself and
2750s it's as you can see it's a cultural
2752s property it's not a residential and the
2754s residential is what's required if if you
2756s want to have regular housing experience
2762s points uh any plans ideas for allowing
2765s additional Homestead type claims outside
2767s of town borders for farming oil drilling
2769s Etc probably not
2772s um it's it's been discussed and the
2776s problem the like the the general problem
2779s with it is um it completely alienates
2783s the whole idea and base principle of
2785s town and Nations and and and so on um
2790s because if any claim generated by a town
2795s which is
2797s a uh inside the spawn claims here so
2800s you've got Town claim stakes and these
2803s are
2804s usable inside the border of your town so
2807s I can place this anywhere in here and
2810s you know create a new property and boy
2812s do we have a glow on
2814s that um that that is that is some alien
2818s invasion stuff um so anywhere inside
2821s this town I can place down a new claim
2824s plot
2825s and um claim it for
2829s myself and the whole notion of
2832s settlements is that you're you're kind
2834s of intended to grow
2837s and want to join other settlements for
2840s the benefit of being able to use more
2843s claims in different areas and different
2845s types so a claim of a town can only be
2848s used inside a town but a town can join a
2851s country and then you can gain country
2853s claim stakes and the country claim
2855s Stakes can be used by that person
2857s anywhere inside that town or inside the
2859s country not just in the town they're
2861s residing
2863s in and and so on so forth so it scales
2866s up into the Federation so you can use a
2869s federation
2870s claim
2872s to you know place that and claim
2875s property anywhere inside that country
2877s which means you can have your homestead
2879s in that town but you can still acquire
2882s property outside of the town as long as
2884s they're they have apparent
2886s settlement wonder if this is working
2888s spawn
2890s country no could have sworn we had some
2894s debug for that
2900s settlement uh I can do sets SL
2905s sets
2911s so here we have another
2913s town and then you have the country which
2915s is then expanding a lot wider in here so
2918s if you were only a member of the town
2920s you wouldn't be able to claim anywhere
2921s outside here but as a member of a
2923s country you have access to all of these
2925s other property areas that you could grab
2927s in so you know you could build an oil
2929s drill over here or Farm out in the
2932s forest now because you have a piece of
2934s the beach land uh um over on that side
2937s or the hills over here and if you then
2940s join a
2941s federation you suddenly have access to a
2943s whole heap load of almost the entire
2946s world as of the base the base influence
2949s at the moment
2950s which uh said we'll be adjusting the
2954s um cultures and and all of it a bit um
2957s and this gives you access to almost the
2959s entire planet as long as you have a
2960s federation
2962s claim which means you're you know the
2965s homestead is your home wherever you're
2969s closest associated with um and or if
2973s you're not part of a settlement at all
2975s or you could you know you could be
2977s living outside of a town and then
2979s suddenly someone forms a federation and
2981s you say Hey you know I want to be a
2983s member of this Federation but I don't
2984s want to be a member of the town you can
2986s join the Federation with your
2989s homestead um so inside here you've got
2992s these other claim Stakes which now gives
2994s you access to Federation I don't have
2997s access to them because I'm not on the
2998s property can I
3000s do debugging live is always fun
3006s um why am I not
3010s authorized o because it's not voted in
3013s yet yeah let's see SL property ad here
3018s we go am I added here yeah I'm added
3021s here now I can grab
3024s them there we go so now I have one of
3026s these fancy marble gold looking Stakes
3029s that I can grab and
3031s build I can claim a property anywhere I
3035s want over
3040s here and then we just change this out
3046s to grab
3049s that and then I can claim out for
3054s this so now I have property way outside
3057s the town I'm a member of that my
3059s Homestead is in and that is kind of the
3062s the the push
3064s to
3066s um really players should really want to
3070s expand into higher tier settlements um
3073s out of a gameplay element reason for
3077s it uh claim tool looks fun yeah it's
3080s you're grabbing a pen although it's a
3082s little bit of a ghost pen
3084s um and yeah so um another sneaky thing
3089s is that the map on this property tool is
3092s the same map that is coming off the uh
3095s the 2D plane for the mini map so that
3096s will actually update and show changes
3099s and everything that's done to the
3104s world we do this for
3107s example yeah the the compass is actually
3109s showing uh North SL South Point which
3113s is um
3117s interesting interesting uh little side
3121s aspects and and uh things that uh the
3125s art squad has been tinkering
3129s with
3131s uh yeah so some more changes to the
3134s annexation thing we talked about um how
3137s we changed out we're looking at the
3138s values and the numbers we nked out the
3140s cultural points from the base value of
3143s it uh because it's a lot easier to read
3146s and understand even though it's somewhat
3148s complex it's a new system it's going to
3150s take time for people to get used to it
3152s it's going to take time to uh to learn
3154s some of the the the bigger details about
3158s it um culture is basically only
3161s generated by player content by
3163s interaction um we are looking at more
3166s ways to acquire culture in future
3169s updates um so what is available in 10 is
3172s not going to be kind of the end of it we
3175s are we've got some cool stuff planned um
3179s for the upcoming updates after that as
3182s well um on the deed itself you can see
3185s how much it's generating the influence
3190s for uh and kind of the math around it
3192s and and so on so
3195s forth um so that should hopefully be a
3197s lot more simplistic in terms of uh
3201s looking at the criterias for creating
3203s these settlements um um which is
3206s something that I
3209s am um looking over these numbers and
3212s kind of tweaking them um as we'll push
3215s out the update to the play test as
3217s well um so for direct settlement
3220s annexation let's grab if I can actually
3224s see that here on what did we have don't
3228s think we
3229s had I'll straight
3232s out
3234s uh
3236s we can do another
3237s one let's do a slash test
3242s town and then here we can do citizens
3245s per Town let's do three towns and then
3251s country let's do skip the Federation
3254s government in each and then apply and
3256s then that
3259s should oh boy apparently that didn't
3262s like
3264s it
3266s I think I might have to uh chase some
3268s someone to update the test script
3271s there because that did not appreciate it
3276s somewhere my guess is that there is a
3280s recipe that is invalid because it's
3282s looking for a specific name of a
3288s recipe or it just got way overloaded so
3290s the way this works is it's a nice little
3293s debug command that is supposed to
3294s generate more things
3297s but
3298s it somehow didn't really like it uh do
3302s we have an immigration office here no we
3305s don't
3308s uh let's see can I do that yeah there we
3312s go place this
3322s down so now we have the um when you have
3326s a town and you're bordering another one
3328s and and so on you've got you're looking
3330s at a town that is is ravaging the
3332s countryside or killing all the animals
3334s and they're they're polluting the world
3336s and so on they're they're they're
3339s unrestrained and they're going
3340s absolutely Ham on the environment um we
3344s have annexations that is a way to either
3347s regulate very
3350s Rogue um areas or if you want to as a
3354s general community just want to make sure
3356s that everyone kind of follows the same
3358s rules and you know join forces them to
3361s join this country or this Federation to
3363s subjugate them to your loss and and
3365s maybe force a common currency or so on
3368s so
3370s forth um annexations are a way to do
3373s that now the tricky things with
3375s annexation as we've seen in the play
3377s test and so on it can stir up quite a
3379s lot of
3381s emotion um it is also a double-edged
3383s blade because um as Dennis mentioned on
3387s the Discord here in one of the
3388s annexation discussions it's it's an
3391s unfortunate evil in terms
3394s of there needs to be a way to be able to
3398s subjugate Bad
3400s actors at the same time the annexation
3404s system is
3405s not designed to be a constant PVP aspect
3410s of Eco in that
3412s sense um as it's very contradictory to
3415s to what the
3416s design idea of Eco is as the general
3420s goal is to promote the settlement tiers
3423s and promote the expansion of the
3427s granular governments to give gam playay
3431s elements that are in essential to
3433s progress and uh be of value to the
3436s individual
3437s players so generally speaking there
3441s should be more reasons to want to join a
3444s country
3446s then refus to join a country based on
3448s criteria
3450s um so one of the things that were
3453s happening on on sea auor was that it
3455s steamrolled and as a country started
3457s eating other towns it then started
3460s getting super crazy in terms of cultural
3463s value and then it just rolled over to
3465s the next one so a few things that we're
3467s looking at and have been adding now for
3470s the
3471s um
3473s um in general for these things is one
3477s we've added a Time gate so when you
3479s Annex a a settlement you're running into
3482s a time lock of you can't leave the
3485s parent settlement as that town that got
3487s annexed within a certain amount of
3489s time and at the same time also
3492s thresholds so you can't Annex completely
3494s freely we've added uh resource
3497s requirement thresholds that you need to
3499s reach when you're annexing a town so
3501s it's not just oh I want to eat that town
3503s because I get more cultures so I can eat
3505s another
3506s town um there is now a significant cost
3509s that we can poke around with
3512s um and this is regulated B by the server
3516s as well uh the server administrators as
3518s well so this is this particular one for
3521s the resource requirements is set inside
3524s the settlement definitions
3526s here there we go um so in this monstrous
3530s file here with all of these fancy things
3532s we have under annexation resource
3537s requirement you can set the tagged
3539s Resource as well as the quantity of the
3541s resource that is used to Annex a country
3544s or a town or Federation so on and these
3547s pops up here in the
3550s value um and we're also readjusting the
3555s total value that is required in terms of
3558s culture to envelop and and kind of eat
3560s other towns
3563s um so these are two vales we've got the
3566s percentage
3568s required um and then also the absolute
3571s requirements so this is the total amount
3573s of culture you need regardless of the
3577s culture
3579s um that the other town
3581s has um so this is something that's
3584s somewhat different uh prior you just
3587s needed to
3588s have enough culture so you know if you
3591s had like a settlement that had zero
3593s culture and then you built Your
3595s settlement and you just shoved in like a
3597s painting suddenly you could Annex the
3599s other one because you had a p a way
3602s higher percentage of
3605s culture um so with this new added thing
3608s we've added like a minimum layer that
3611s means that a town or a settlement has to
3615s acquire enough culture to even start
3618s annexing other
3621s places um not just having more than the
3624s other town they actually have to reach a
3626s minimum value to start doing
3630s that
3632s um and then the resource cost half of
3635s this is um getting chucked in the bin s
3640s to speak so when you Annex a nation um
3643s or Annex a
3645s settlement um you have this resource
3647s requirement and as you can see from the
3649s tool tip here um these are consumed by
3655s the links in the embassy desk which is
3657s what you're interacting with here so the
3659s embassy desk now has a storage Tab and
3662s it's a fairly unique storage tab for the
3664s embassy anything that is linked in here
3667s in terms of input will be able to or is
3670s valid resourcing to be
3672s consumed um in terms of stock piles or
3676s chest or so on um towards this
3680s goal and half of these resources are
3684s consumed by the server when you're
3686s performing the annexation so there are
3688s resources
3689s lost the other half will be distributed
3693s to the players on the annexed side of
3697s things which means if you as a country
3700s you Annex a town half of the resource
3703s requirement cost is going to be divided
3705s up by the players on in that town that
3709s just got annexed which means you're
3711s you're kind of bribing them to join your
3713s town if you will
3716s um and there's a few few kind of key
3719s points to why we decided to do that and
3722s one of them being that if you have a
3725s super Advanced country that may have you
3728s know intricate economy loss or
3732s um a lot of kind of nuance to the
3735s crafting and the sales of it versus a
3737s town that might be rural might not you
3739s know the players in that town might not
3741s be as active U which means they might
3744s not have
3745s uh in in our particular resource choice
3747s we went with the um with the general
3751s upgrades um so that town might not be
3754s super active they might not be as
3756s financially stable as the um the group
3759s that is controlling this
3762s country um so it then distributes these
3766s upgrades which allows the players in the
3770s annex Nation to kind of catch up or at
3772s least get on even terms with the people
3774s that are are annexing them so there is a
3777s cost a cost loss
3780s relation um yeah let me get over here on
3785s the resource um so these will only
3789s be these will only be distributed to
3792s active
3794s um the the um the other parties active
3799s players um and it also has a threshold
3802s so if you have a town that's completely
3804s abandoned
3806s and there's no players active in it so
3807s it's a deserted town you just want to
3809s Annex it so you can take it apart and
3811s you want to clear out the land it
3814s doesn't have any cost at
3815s all um as a way to kind of clear the map
3818s for new new buildings or new uh new
3821s claims and so
3823s on
3825s um so that's a big kind of change that
3827s we've enacted on on from comments and
3830s and surrounding things from the play
3832s test to kind of make sure that
3835s um there is a cost derivative to this
3838s and you can't just you know Annex people
3840s left right center and have no no um
3843s investment in in it
3847s um to um yeah to just like offset and
3851s you you know you remove part of that
3853s Conquest just take people over um and
3857s these so these settlement tier cost
3859s annexations also scale
3862s with um the the tier of the
3867s settlement as you probably sneak saw
3871s there in the file here so you've got for
3873s a homestead you've got basic
3875s upgrade um for a town you've got
3878s Advanced upgrades and for a country you
3880s have modern upgrades and at the moment
3883s as a placeholder for the play test these
3885s are static values regardless of the
3888s amount of population in these
3890s settlements however uh the goal for 10.0
3894s release is that these will be set by
3898s individual citizen
3900s count and obviously a lot lower but um
3904s so these would be the more basically
3907s scaling with the people you have in the
3909s settlement so the more people you have
3910s in the
3911s settlements um the higher the cost is
3913s going to
3915s be
3918s and and uh that could get really really
3922s expensive for you as the as aning
3926s party um which then means that you it
3928s might be more beneficial to instead of
3931s Strongarm Annex them to join you um
3934s start up diplomatic discussions and say
3936s Hey you know come join our our
3938s Federation we're an awesome bunch and
3940s we'll help each other and grow
3944s economically
3946s um so yeah more more changes are
3949s probably coming and we are continuing to
3952s use a lot of the um a lot of the
3954s feedback that's coming off the play test
3955s not just for bug reports but also kind
3958s of fine-tuning the system and making
3959s sure that we're covering more of the
3962s angles and any general concern people
3965s have or exploitative um kind of
3968s concessions and and so on
3971s um just helping helping making sure that
3974s the um the settlement system and and all
3977s its parts are fairly stable rigid
3982s and kind of dust what we intend
3986s to um push for in terms of where the
3989s game is going but also kind of like
3991s making sure that everyone is is having a
3994s good time playing with it even if
3997s they're not directly involved in
3998s creating settlements there you know the
4001s goal is still to make sure that their
4003s experience is as as best as we can from
4006s our side and making sure that the
4008s players have the
4010s tools um to do a lot of the management
4013s and kind of
4015s uh tweaks and and regulate um using the
4020s laws and and everything around
4023s it um so yeah there's a couple of a
4025s couple of complex tool tips here that
4027s kind of describes the different
4029s percentiles and the values and what you
4032s need and and so on so forth and
4036s um yeah no we're we're you know the play
4039s test is is being absolutely phenomenal
4041s in terms of finding all of these kind of
4043s quirks um and we cannot thank you enough
4046s for you know putting up with The
4048s Oddities that happen during play test
4050s and the bugs and crashes and and
4052s everything around it but it is
4056s um insanely fruitful to make sure that
4060s we have this as polished and stable as
4062s we can for
4065s release and yeah I think that is what I
4069s had for the stream tonight hoping
4073s everyone has had
4075s uh everyone's still awake listening to
4077s me ranting on here
4080s um see if we can't coax someone else to
4084s uh to co-stream with me here so I can
4086s rant back and forth with someone else
4088s than just
4089s myself
4091s um yeah hoping hoping uh any general
4096s concerns with it keeps getting addressed
4097s and if you have anything else that you
4099s know oh you didn't think of this XYZ um
4103s pop a comment don't hesitate to uh start
4107s a discussion in the play test feedback
4109s on Discord or uh make a thread and so on
4114s um and uh yeah we're happy to uh to keep
4119s hammering away at it bug squash is going
4121s exceedingly well we're we're making
4123s pretty good Headway towards um towards a
4127s stable build
4130s and we'll probably have more updates for
4133s uh General progression in that
4138s uh in that part for the next stream so
4141s I'm hoping to uh see everyone there as
4143s well uh wish you all a good weekend
4148s and good continued Friday evening night
4151s Saturday morning if you're down under
4154s and
4155s uh catch you on the next one