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Strange Loop Games
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1s | and hello everyone we are here yet again |
---|---|
5s | for another Friday stream from strange |
6s | Loop games |
8s | um my name is Jens I live in Scandinavia |
11s | working for SLG for the better part of |
14s | three years now |
16s | uh and with me tonight I have Mike who |
20s | is our |
21s | code master in terms of all things |
23s | vehicle |
24s | um |
25s | if you wanna tell us a bit about |
27s | yourself |
29s | yeah so |
30s | I'm Mike as you already says so okay |
33s | quad bro from chats and yeah mostly |
36s | responsible for the gameplay systems in |
39s | eco |
41s | so focusing on the physics stuff on the |
44s | avatars all the kinds of stuff is |
46s | vehicles that you can complain us about |
48s | but yeah mostly |
53s | well thank you for that and tonight we |
56s | have something that I think everyone has |
59s | been looking forward to for a long time |
60s | I've seen some comments in chat |
62s | that um |
65s | uh you know there's been something |
67s | that's been brewing for a long time it's |
69s | been a bit on and off in terms of |
71s | development time as different subjects |
74s | have been popping up in prioritization |
76s | as with |
77s | everything |
79s | um be it either you know complete rework |
82s | of the Civic system or other larger |
86s | changes to the Eco environment or |
90s | just in general things that kind of |
91s | happens in a dynamic development |
94s | um especially with the globalized team |
96s | as well |
97s | and |
99s | as said tonight's subject as everyone |
101s | probably guessed is boats |
104s | and lots of boats lots of boats yes we |
109s | have we have quite a few of them as we |
112s | as you know we've had this cooking for a |
116s | while and it has been a big subject it |
120s | has a big impact |
121s | and we didn't just want to |
125s | sort of leave you in there with with |
126s | just a small little thingy or you know a |
130s | paddle boat and |
132s | um I'm gonna call it a day but we really |
134s | wanted to make sure that we get |
137s | a large variety of things in where we |
139s | felt comfortable in terms of how it |
142s | could potentially impact game balance |
144s | how it can impact the environment |
148s | um but also giving you a lot of |
150s | opportunities to sort of play around |
152s | with and have more of a dynamic world to |
155s | play in |
156s | and to sort of kick us off a little bit |
159s | I'll go through some of the |
162s | some of the design parts of it I think |
166s | and some people might be interested in |
168s | it some people are just here to see |
170s | fancy boats and hoping that they might |
172s | fly off in orbit |
174s | um |
175s | we'll try to yeah we'll we'll try to so |
178s | I'm gonna I'm gonna switch us into |
180s | one of my flow shorts for when we first |
184s | started designing |
186s | and kind of drafting the boats |
189s | um to sort of see around a little bit of |
192s | what we needed to cover what we needed |
194s | to think of |
195s | when we started really digging into it |
198s | um in terms of the different areas of |
201s | impact the terrain water |
204s | crafting and the different kind of |
206s | components and parts that would make the |
208s | boats into functional pieces of |
211s | gameplay |
214s | and as you can see started off with |
216s | magical boats here |
218s | and these are color coded based on how |
222s | we sort of prioritized |
224s | where green is stuff that we kind of |
227s | really wanted to |
229s | have bigger investment in terms of time |
233s | and |
234s | making sure that you know this is |
236s | something that we really take a look and |
237s | how how it how much it's going to impact |
241s | and |
243s | can go around it a little bit and go |
245s | with things like |
247s | introducing boats which would be |
250s | impacted by water physics which means we |
252s | can't just have something that just |
254s | plops off the edge like the vehicles do |
256s | at the moment but these needs to be |
259s | floating |
260s | and then if they're floating are they |
263s | also supposed to be able to Bob float |
266s | around and kind of be impacted by |
269s | different elements such as if it's |
273s | impacted from Movement by another boat |
276s | or by another player |
278s | um is it going to be pushed around is it |
279s | going to be floating how much so on so |
282s | forth so that's part of the whole |
284s | Collision pieces and then we do went |
287s | over how to handle both on both action |
290s | the physics calculations and the speeds |
292s | and the mobility impacts |
295s | as well as the different water animals |
299s | and then some of the requirements that |
301s | we felt as a result of all of those |
304s | things |
305s | we felt that we really needed a way to |
307s | make sure that the boats are not |
308s | completely free floating |
310s | and we have a way of |
312s | player interaction to make sure that the |
315s | boats can't just be pushed indefinitely |
317s | which led us to |
320s | in a spawn into the morning posts that |
322s | you've seen in a previous stream |
325s | and parts of what these could comprise |
328s | of of and the different requirements |
331s | that I had on |
332s | making sure that these fill the role I |
335s | wanted them in but also |
337s | making sure that they weren't too |
339s | complicated |
340s | because that's that's always a hazard |
342s | when you're adding these different |
343s | elements |
346s | expensive into gameplay |
350s | and then of course something for the |
352s | placeables and this is where this is |
355s | where the hazards of game design comes |
357s | in where you have all of these ideas |
359s | and there's so many and they can be |
362s | really creative but also very hard to |
365s | implement in a smooth |
368s | sort of way in terms of how you interact |
370s | with them how you play with them |
372s | and there's also a lot of technical |
375s | things like how our World objects Works |
377s | in terms of |
379s | acting out from a vehicle or position |
383s | uh |
387s | and |
389s | to sort of go over this in a fast pace |
392s | greens were kind of what we really |
394s | wanted to and the yellows being kind of |
398s | stretch goals where it would be fun to |
400s | have it but not necessarily something |
402s | that we felt that we had time for at the |
405s | moment |
406s | and then the red and the purple was |
410s | stretch goals where we really |
413s | we really have a |
416s | sort of what we want in sometime in the |
419s | future |
421s | to give it that extra polish piece |
425s | which you know leaning towards a sort of |
428s | extended run on |
430s | post staging and post 10.0 release |
435s | where we want to do another run on and |
437s | once we see how they work in game and |
439s | get feedback from all the players and |
442s | how they're used in game |
444s | yeah ensure they're just technical |
447s | limitations mostly for for now but yeah |
450s | they're all soluble |
452s | in the future |
454s | yeah and |
455s | as as mentioned Mike is our our |
458s | Mastermind physics and vehicle |
461s | interaction and |
464s | playability coder he does all the magic |
467s | with all the different Vehicles we have |
469s | a couple of other guys that that work |
471s | with in Tandem and supporting it but |
475s | ESR lead lead developers on vehicle |
480s | and with that |
482s | um I think we're gonna move over to what |
484s | everyone wants to see which is Mike's |
487s | screen share here from |
490s | yeah finally Unity lots of boring |
493s | technical stuff past yeah now we get now |
496s | we got all that all the all the boring |
498s | technical stuff done |
500s | we'll switch over to |
502s | his screen share here where we have a |
505s | couple of |
506s | docs and |
509s | stuff build up a little bit around here |
512s | yeah let's start |
515s | so small little fishing Village that |
519s | we pre-built here with all that fancy |
522s | fantasy blocks that you would expect in |
524s | the upcoming updates |
526s | that you can build on the water |
528s | especially so yeah and a new block says |
532s | all the nice |
534s | stuff that we have around rebuild for |
537s | the |
537s | for the initial start you can see lots |
539s | of boats here waiting us for to take a |
542s | ride on |
543s | so yeah |
545s | should we start on the canoes |
548s | uh yeah go ahead |
551s | yeah why not |
553s | so let's try them at least |
555s | they should work |
557s | yay |
560s | let's battle today |
563s | some new and fancy stuff that we also |
565s | added yeah or they bought something |
569s | so for the canoes |
571s | um and I'm not sure how is is the first |
574s | person |
575s | animations read up yet |
578s | nope they are not so you're not gonna |
580s | see that yet |
582s | um but we have |
583s | part of |
585s | part of a design decision here with the |
587s | canoes was dealing with |
591s | game versus reality a bit where |
594s | you are paddling on the opposite end of |
597s | where you want to be turning |
599s | and really trying to |
601s | have a smooth animation transition in |
604s | between you going left you're going |
605s | right how the forces are applied |
609s | and I know this is something that you |
613s | really dug into |
615s | um the last couple of weeks |
617s | yeah we put some some amount of efforts |
620s | to make it feel like a real canoeia |
626s | but as as it is the like low tier we go |
631s | it would be hardly to control it to |
634s | adapt it but yeah that's doable |
636s | let's try the dock here and so show some |
642s | a little bit bigger thing |
644s | then just they can wear |
649s | and as you probably expect that we are |
651s | we are still heavily working on this and |
654s | we have a lot of |
656s | a lot of things to still do and polish |
658s | with it there's some icons missing as |
661s | you can see |
662s | and |
664s | it's still not really |
671s | we can actually grab a couple of |
673s | questions here |
675s | um |
678s | blow this stuff with the vehicle on the |
681s | barge oh yeah |
683s | um we have a question regarding carry |
687s | cargo carry capacity of the vehicles or |
690s | in in particular the canoe and from |
695s | my point on balance things I wanted the |
699s | canoes to be sort of Representative of a |
704s | similar Tech progression as land-based |
706s | vehicles |
707s | so you have your small wooden cart you |
710s | have your large or you have the the wood |
712s | cart where you go from |
715s | a very very rudimentary early piece |
718s | where you don't really carry a lot with |
719s | you but you can carry extra things with |
721s | you |
722s | over to being able to carry a moderate |
725s | amount so the large canoe is kind of |
727s | equivalent to the wood cart in terms of |
730s | carry capacity |
731s | uh we are also trying to do some |
734s | some fancy technical things in terms of |
736s | how this how the material is represented |
740s | when it's stored in the vehicles |
742s | um similar to how you see like small |
744s | representations of like you know crushed |
748s | ore or logs laying inside the carts |
753s | and |
754s | so the canoes will have a carry capacity |
757s | but yeah but they are not designed to |
758s | fit like all of these truck contents |
761s | into it no there are special types for |
763s | this |
767s | so onward to a vehicle we haven't really |
769s | shown |
771s | um there's been probably been a gif and |
773s | some sneak peeks on it but we've shown |
775s | you the wooden counterpart and this is |
779s | the later stages |
781s | industrial version of a barge |
785s | which has amazing animations and looks |
787s | really nice in my opinion |
793s | let's grab this track |
796s | onto the birch |
801s | yeah it's not exploded yet |
803s | it is fine |
806s | and as you can see it is quite a big |
809s | vehicle and |
812s | the boats in general are |
817s | pretty pretty substantially big we'll |
819s | we'll see how well this works in terms |
821s | of moving things around it was working |
824s | what did you say works we had we had |
827s | sinking potential in there somewhere |
831s | um |
832s | it was a rough departure from the |
835s | on that side |
838s | yeah but we are yeah we are still |
842s | experimenting with things like the |
843s | weight ratios and |
846s | um |
847s | in particular something that plagues a |
849s | lot of game |
850s | games with multi-vehicle functionalities |
854s | where |
855s | Movement we hit something |
859s | uh where movement is impacted by |
865s | other vehicles movements or players so |
867s | say for example you jump up in the back |
870s | of a truck and you have the truck going |
873s | um |
874s | the momentum is carried |
877s | for the player by the vehicle and then |
879s | when he jumps off the car or the truck |
882s | he's now in player motion and momentum |
886s | so |
887s | that causes that causes a potential |
890s | Jitter in where |
892s | the the client has to recalculate how |
895s | fast you're moving or how fast you can |
896s | move |
898s | um yeah and we also need to admit that |
900s | currently there are |
902s | like very minimal limitations to weakill |
906s | supply that are placed on the barge so |
909s | we are potentially trying to simulate |
911s | how how it behaves like in real physics |
914s | environment |
915s | you can see there is some Jitter on the |
918s | on the vehicle but if we will like |
921s | somehow apply |
924s | some forms of connections or just fix it |
928s | onto the barge that wouldn't have any |
931s | problem to transfer it |
935s | that was just for a hope that it will |
936s | explode and you'll see the truck that |
938s | launches the space yeah and it is also I |
943s | think part of the issue we ran in there |
945s | from the docs is that we are running |
946s | quite shallow |
948s | um yeah the draft depth of this boat is |
952s | like three and a half tiles almost |
957s | um so it is running quite deep and the |
959s | the current world yen |
961s | yeah ocean yeah |
965s | yeah well we can |
967s | jump off it and |
970s | show the draft depths because that was |
972s | that was another question someone had |
974s | here as well with the draft depth of the |
977s | different vehicles |
978s | yeah you can see the depth is not to |
982s | like see like in in this case it's more |
986s | like a river |
987s | yeah which is which is also bringing up |
990s | to a point with World Generation and |
992s | something that will likely cause uh |
995s | while you can migrate worlds I should |
997s | say |
998s | um |
999s | it is more than likely that it's |
1002s | recommended to start a fresh World in |
1005s | 10. |
1007s | due to |
1009s | just the nature of the changes as |
1011s | they're gonna be a bit of a shake up in |
1013s | terms of like the general depth of the |
1018s | uh the oceans versus the deep ocean and |
1022s | probably sizing of the rivers and some |
1024s | other small minor World adjustments that |
1027s | will |
1028s | inherently not to transfer over to |
1031s | an existing world |
1037s | I probably should extend my turn redness |
1041s | for this one |
1042s | possibly probably but this this is also |
1046s | depicting a good a good presentation of |
1049s | problems for |
1053s | or for building a larger yeah for for |
1057s | larger vehicles in general as the boats |
1060s | are |
1061s | well this is this is one of our widest |
1063s | boats I should say |
1065s | um |
1066s | it is pause it is creating an |
1069s | infrastructural issue in terms of |
1073s | if you wanted to have a canal like this |
1075s | build it requires it to be wide and |
1077s | probably a less a lot more friendly on |
1080s | its turns rather than the one I built |
1082s | for my care |
1084s | um yeah that's as he is colliding on the |
1087s | front he's drifting with his rear which |
1089s | is causing him to misalign |
1093s | it's like really |
1095s | pixel to pixel to drive in |
1101s | yeah that's that would be a hard one |
1103s | probably I need to take a bigger |
1106s | bigger curve |
1109s | and if it is straight |
1112s | and as we can as we continue |
1115s | oh yeah it it hasn't exploded yet which |
1119s | is a good sign |
1124s | but it is low depth here |
1126s | yeah I believe the I believe the Keel is |
1129s | causing some issues I might have I might |
1130s | have not dug it deep enough |
1133s | okay here we go we are getting that was |
1135s | a really hard one it's |
1137s | the reminiscent of the cargo blockade of |
1140s | the Panama Canal here |
1142s | a couple of months back |
1145s | yeah uh where one one ship being stuck |
1148s | causes everything to just Halt and not |
1150s | get anywhere |
1153s | um |
1154s | ask for some more questions |
1157s | um we have one regarding both |
1159s | progression |
1160s | uh from canoe to engine combustible I'm |
1164s | presuming is reference to electrical |
1167s | right now all |
1169s | all boats are ran either on |
1173s | combustible or physical power so either |
1177s | you're spending calories by |
1179s | paddling or you know canoeing |
1182s | or it goes into |
1185s | a solid fuel such as coal wood |
1190s | over into liquid fuels which is what |
1195s | this monstrosity is using |
1196s | [Music] |
1201s | um the the boat crafting and the balance |
1204s | around them we had a we had a previous |
1207s | stream about that but they have their |
1210s | own profession they have their own |
1212s | crafting stations as shipyards we have |
1215s | the bigger one placed in front are you |
1217s | completely stuck there or did you get |
1219s | stuck in the buoying I just want to show |
1222s | the boys for |
1225s | though |
1229s | [Music] |
1231s | this one yeah it's it's fine |
1235s | it's fine |
1237s | um so with the morning posts as we we |
1240s | touched on them earlier when |
1242s | um in the aforementioned stream but we |
1245s | didn't go into too much of their |
1247s | technicality |
1248s | and the Buu is inherent at the same |
1251s | functionalities as the mortgage posts |
1254s | where you can hoist your vehicle and |
1256s | freeze it and make sure that it doesn't |
1258s | run away or can be pushed around |
1260s | as a griefing |
1263s | a grieving Protection work here |
1267s | yeah let's try it |
1273s | no probably the steel one oh yeah I need |
1277s | to change out the um |
1280s | so both buoys can anchor any ship |
1283s | because right now the plastic buoy is |
1285s | set to only allow small boats |
1287s | by the way I'm in danger you are indeed |
1290s | drifting next to me you're fine that's |
1293s | what those bars are for making sure you |
1295s | don't get the run over when you're |
1296s | transporting vehicles |
1298s | but as you can see that it is quite big |
1300s | which also means that it can transport |
1302s | multiple vehicles and something that we |
1305s | were poking on MS |
1308s | someone probably noticed on the flow |
1310s | short is |
1311s | the whole idea of overloading a boat and |
1314s | making it either inoperable due to |
1316s | overweight or Sinking outright |
1320s | um which could be interesting but it |
1321s | also it also presents the player with an |
1324s | issue of |
1326s | having to be able to recover vehicles or |
1329s | multiple vehicles with a lot of cargo on |
1331s | them and |
1333s | um |
1334s | it is another thing that we're |
1336s | technically |
1337s | we're working on from a technical point |
1340s | and |
1342s | if we do change something in it it'll |
1345s | probably be on a stream |
1348s | um eventually |
1353s | weight capacities on the boats yes but |
1356s | only for cargo as part of the |
1360s | dementia oh it will definitely sync if |
1362s | you will put two excavators on on this |
1365s | thing |
1366s | oh yeah |
1370s | and that is that is part of balance |
1372s | issues where kind of need to find adjust |
1374s | to make sure that |
1377s | we reach a moderate amount that we're |
1379s | happy with |
1382s | I don't think I will fit the |
1385s | you're fine |
1386s | it's deployed and see what happens |
1389s | yeah see it it it fit like a glove |
1394s | I will probably try to more reach it |
1396s | before you have one on the left there as |
1398s | well |
1400s | oh yeah it's sitting close here but that |
1402s | one is not claimed |
1404s | yeah so the way the mortgage posts works |
1408s | is that as soon as you have a boat in |
1410s | range |
1411s | you'll have that it'll pop up as a |
1413s | checkbox at the moment we'll see if we |
1415s | do something more gracious about |
1417s | the interface and then that will connect |
1420s | the boat to a mortgage point |
1423s | on the model and it'll make sure that |
1426s | the vehicle is no longer movable |
1430s | and it is fairly safe to drive off on |
1433s | I tried with the ramp I I really did |
1437s | I think the the gap of difficulties can |
1441s | you reverse on it |
1443s | if you turn the vehicle around on the |
1444s | boat |
1448s | I'm not sure |
1449s | but I |
1450s | definitely can stuck here because it's a |
1453s | rear wheel drive |
1458s | although if you leave the truck there |
1459s | and then you |
1462s | unhitch the boat |
1465s | and then move the boat out what will |
1467s | happen with the truck |
1469s | just multi-bought or just close the bars |
1472s | doors um you can probably just close the |
1473s | barge doors |
1477s | it's your decision not mine |
1482s | yeah it's fine there we go we are fine |
1487s | um oh no |
1489s | ask for the question regarding automated |
1492s | Ferries |
1494s | um that is not something that we're |
1497s | really looking into as |
1501s | um |
1502s | what are you stuck on |
1505s | on this ramp you built in here oh yeah |
1508s | see we need we need a four wheel drive |
1510s | truck that's what we need |
1513s | I'm not sure you tested this |
1516s | it worked with the steam truck |
1521s | um even diagonal |
1524s | not help |
1526s | I'm not even sure what he stuck on at |
1528s | this point |
1529s | uh he's the one driving by the way and |
1531s | not me |
1534s | another idea how to park this thing |
1537s | foreign |
1539s | extend it out and use it as |
1542s | and fly out with it a lot simpler |
1548s | I guess we'll sing too much time on |
1550s | trying to |
1551s | eat the parking parking lot we just |
1558s | oh come on |
1560s | almost |
1561s | but that's fine we I even stuck with the |
1564s | with the environment |
1566s | but yeah |
1567s | this is a good example on why we test |
1570s | things and make sure that they don't |
1572s | they're not delivered in this state to |
1574s | players because this could be |
1577s | a general frustrating experience I |
1579s | believe nope |
1581s | um but let's move over to |
1584s | something that |
1587s | was mentioned here as well with we we |
1590s | teased a bit with the model it's been a |
1593s | long time coming |
1595s | but it's finally actually in game and |
1598s | drivable |
1600s | which is the fishing boat |
1603s | yeah it's nearly as as big as the barge |
1606s | not as different purposes |
1610s | so this is another another vessel and as |
1613s | you can see he's driving it without fuel |
1615s | um |
1616s | it's not really using fuel it doesn't |
1619s | have a fuel consumption at the moment |
1623s | um it is it is combustion fuel operated |
1626s | so it is coal or wood |
1629s | and so on |
1634s | and as you can also see this is why I |
1637s | need to make some World jump changes |
1638s | because it is a bit shallow |
1640s | yeah we'll drive to a bit more deeper |
1643s | place |
1647s | someone had a question about the red arm |
1650s | on the barge and the red arm on the |
1652s | barge currently doesn't do anything |
1655s | but we do have some plans |
1658s | for it to act as |
1660s | a crane and or also be able to |
1666s | be interchangeable with an excavator |
1669s | bucket |
1671s | the possibility to do things like |
1674s | dredging or |
1676s | um |
1679s | building or dumping or or interacting |
1681s | with General |
1683s | material along the coastlines and along |
1686s | rivers |
1688s | which is something that we really want |
1689s | to see players be able to do and |
1694s | we have a plan for it it's just not |
1696s | ready yet |
1697s | yeah |
1698s | sure |
1700s | I think we're deep enough I believe so |
1704s | that's something currently yeah that's |
1707s | let's do it |
1716s | yeah come on guys we're gonna test you |
1720s | so Something Mike did to be able to |
1723s | properly test the fishing troller |
1726s | um well |
1728s | you can probably see what's going on |
1735s | this is lots of fancy stuff |
1738s | and this is how you repopulated the |
1740s | ocean after a global catastrophe |
1744s | um no so you know as as with any |
1747s | development we add General commands to |
1751s | kind of assist and test things that are |
1754s | necessarily |
1756s | not necessarily easily testable in |
1759s | outside certain environments and |
1763s | being able to like quickly fill up the |
1766s | trawler ship or quickly be able to test |
1768s | and see if you can catch all types of |
1770s | fish |
1771s | he added a command to just spawn a whole |
1774s | bunch of random |
1776s | random assorted fish |
1780s | and |
1782s | they are going crazy |
1785s | here it goes |
1788s | so for functionality wise as you can see |
1792s | it's looking pretty |
1793s | and |
1795s | what we had in mind for the boat when we |
1798s | first looked at it we wanted it to have |
1801s | one we wanted it to be sort of |
1804s | economical |
1806s | um |
1807s | reusable where |
1810s | similar to how we added durability to |
1813s | this the the steam tractors components |
1815s | we would add something in the line so |
1818s | that for the fishing boat |
1822s | and here you can see that he fished up a |
1825s | whole bunch |
1829s | and dropped into its inventory |
1836s | and as you can see in the storage we now |
1838s | have a bunch of fish in there |
1841s | with you which you did not have to hand |
1843s | reel in every single one |
1846s | and |
1848s | the um |
1850s | we have some plans for the technical |
1853s | things about fishing because right now |
1855s | they're working on |
1856s | a collider level which is |
1860s | the fish needs to actually be caught by |
1864s | the troller net |
1865s | and collide with it so you need you |
1868s | can't just hoist it down into the water |
1871s | and just let it park there and you would |
1873s | get a whole bunch of fish you actually |
1875s | yeah that's why we did a preset app for |
1877s | for all those fish species because it |
1880s | would be harder in the Real Environment |
1882s | because it wouldn't be able to catch as |
1884s | much fish like that easy |
1889s | but yeah it works yeah so the fishing |
1893s | boat is intended to have Nets as |
1896s | replacement modular Parts both an early |
1899s | stage one and a later stage one |
1902s | um for a more durable experience |
1905s | and |
1907s | we are looking at |
1910s | just generally where we land on in |
1912s | Balance where where we take a look at |
1915s | how much fish can you catch uh do we is |
1918s | there something that we want to drain |
1919s | over time just by moving regardless if |
1922s | you're catching a fish or not |
1925s | and yeah so there's a lot of design |
1927s | decisions in there and a lot of balance |
1929s | revolving in the economy and then how |
1932s | you're interacting with it |
1934s | um as for technical limitations we are |
1937s | looking at |
1939s | improving it a little bit with not just |
1942s | having it collide |
1943s | because that's very dependent on how the |
1946s | ecosystem is working and how the animals |
1948s | are respawning as there was there is an |
1951s | inherent risk of say you're draw you're |
1954s | trolling along a coastline |
1956s | and you empty that Coastline of fish |
1959s | and then the inherit |
1961s | population kind of crawls back |
1964s | or versus just respawns |
1968s | in that environment so you basically do |
1970s | the same track back and forth |
1973s | and I think we can possibly like |
1977s | organize stuff to work together |
1980s | so that would be nice addition to hunt |
1982s | for some species with the collider part |
1986s | and just to be able to passively catch |
1989s | and fish despite there are not like |
1991s | rendered right here in in such amounts |
1994s | like like those |
1996s | yeah and that that also gives us more of |
1999s | a control over |
2000s | the efficiency of the fishing boat |
2002s | versus |
2003s | someone that is actively chasing large |
2005s | schools of fish where one might only |
2008s | catch a moderate amount while someone |
2010s | that is |
2011s | spending more time and getting |
2013s | accustomed to the nautical Waters |
2017s | um |
2018s | be able to catch a lot more we're also |
2020s | experimenting a little bit with |
2022s | having at the depth setting for the boat |
2028s | um |
2029s | in terms of being able to troll at |
2031s | different depths |
2033s | as you can see when you're only when |
2035s | you're trolling at the moment you're |
2036s | only good doing it |
2038s | sort of on the surface or along the the |
2040s | first three tiles deep ocean |
2043s | and |
2046s | we kind of want to give the opportunity |
2048s | to also do like deeper trolling |
2051s | um |
2053s | but it's something that's still in the |
2055s | experimental stages and |
2058s | uh something with that we'll see what |
2060s | makes it up when um in times of |
2064s | the staging build and the first initial |
2066s | play testing |
2068s | or if this is something that we expand |
2070s | on |
2071s | further down the line and like post 10.0 |
2073s | release |
2078s | [Music] |
2079s | yeah that's mostly for the |
2082s | demonstration how it all works |
2085s | yeah |
2086s | like mostly successful stuff with the |
2090s | track but yeah showed the thing |
2092s | fishing will be will be more interesting |
2095s | more like deep engaged for The Fishery |
2100s | and all that fishermen professions yeah |
2103s | that's kind of nice addition |
2104s | yeah we got a couple of more questions |
2108s | to round out with after that we'll |
2112s | uh we'll see if we can't convince Mike |
2114s | here to to give a brief |
2117s | check into the technical parts of the |
2120s | modding section of it yeah I also found |
2123s | some questions in chat can I proceed |
2125s | with them cool |
2127s | yeah so if they see Rises will boat ride |
2130s | it rise as well yeah sure |
2133s | so boat is tied to the Watcher itself |
2137s | so if you will allude your world and |
2140s | they see will |
2141s | will be higher as usual the awards will |
2143s | be higher too that's only dependent on |
2145s | the watchful layer |
2148s | and for oh gents we forgot about wooden |
2151s | transport ship oh yeah |
2153s | yes that we did |
2156s | holy moly can we show it yeah yeah we |
2159s | can show it I think that that one has |
2161s | been present in in some of the some of |
2163s | the community |
2165s | the RP Community has been using it |
2169s | um for their |
2171s | their General ship usage so some people |
2173s | might have already seen it and we've |
2175s | also shown a couple of images with it |
2177s | but the the deal with General freighting |
2182s | um and larger Goods transportations |
2184s | we've got the uten uh |
2188s | medium wooden transport boat I think |
2190s | it's called at the moment |
2192s | yeah something like that |
2195s | and this is gonna be when it comes to |
2198s | enable shipping this will be kind of |
2199s | your bread and butter at the moment |
2201s | which kind of it's kind of Bleak |
2203s | comparatively when it's sitting there |
2205s | right next to |
2206s | um |
2207s | uh |
2209s | right next to the uh the big barge and |
2213s | the fishing troller |
2217s | um that is that is |
2223s | but yeah so this has a moderate a |
2225s | moderate sized compartment it'll be |
2227s | somewhere in the line on in in the uh |
2230s | the the modern truck area it'll probably |
2233s | have a little bit larger compartment as |
2236s | it's enabled transport |
2238s | yeah but it definitely gets more speed |
2241s | and like more fluid controls like it's a |
2244s | lot easier to control it than barred and |
2246s | then barge or troller |
2249s | we did not see that Collision Let's |
2251s | ignore it okay flame this shark for that |
2254s | yeah the boats are currently not falling |
2258s | under the same |
2259s | animal |
2262s | avoidance as the land vehicles |
2266s | so they're currently colliding with the |
2268s | sharks |
2269s | but that's a |
2271s | that's a that's a current |
2273s | slight issue |
2275s | um |
2279s | yeah that's it |
2280s | uh |
2282s | uh honestly we have a we have a whole a |
2284s | whole bunch of questions here |
2286s | um you can and that's actually something |
2288s | that we might want to be doing |
2289s | um someone was asking about the small |
2291s | the small Shipyard as that wasn't |
2294s | that model wasn't read up with the |
2296s | addressables last time |
2298s | so you can probably spawn that in |
2302s | probably so the thing on the left here |
2305s | is the mediumship yard you renamed it |
2309s | from its former iron Shipyard |
2311s | preliminary name so now they're called |
2315s | small Shipyard and mediumship yard |
2319s | and the medium Shipyard is kind of where |
2321s | you build your larger vessels that comes |
2323s | into the area of mechanical and |
2325s | Industrial |
2329s | um the shipyard is one word |
2333s | yeah it works yeah there we go |
2339s | or is it not placeable |
2341s | is it placeable |
2343s | or are you too far away from it |
2345s | no it's not placeable yet it doesn't |
2348s | wanna it doesn't yeah you can just show |
2350s | the preview uh you could do slash spawn |
2354s | small Shipyard |
2357s | although that's inside the building yeah |
2359s | it'll it'll spawn it inside a building |
2360s | but that's fine |
2368s | so the |
2370s | the the medium Shipyard is intended to |
2372s | have a requirement of water adjacent to |
2375s | it |
2376s | while the small Shipyard is something |
2377s | that you can you know kind of your |
2379s | backyard |
2381s | hobby style sized almost |
2384s | um it Clips a little bit due to how the |
2385s | spawn command works but here we'll we |
2388s | can also see the crafting animation for |
2390s | it |
2391s | yeah it's hard you can do this are made |
2393s | yeah and this is where you build your |
2397s | smaller boats |
2398s | um |
2401s | such as the canoes and |
2404s | um the small ones |
2407s | uh then we have both can can both be |
2411s | used in rivers or only in the ocean |
2415s | and I believe for River traversing that |
2418s | question probably Falls more to you Mike |
2423s | well currently we have no |
2426s | physics for |
2429s | for streams in the river but |
2432s | yeah even with current implementation |
2435s | you can swim in river in Canary in small |
2439s | wooden bullets with no problem at least |
2441s | you don't want to go like upside to the |
2445s | opposite side of the river but yeah if I |
2448s | can find some Rivers here it can show |
2453s | I'm sure I will but yeah |
2459s | probably we showed canoeia let's go for |
2462s | the |
2463s | small wooden board |
2465s | no yeah now that we have |
2468s | um it's been seen before but now it has |
2471s | a little bit more polish to it it has |
2473s | some some effects and |
2476s | um it's looking a lot nicer |
2478s | oh that's a nice viewer here |
2483s | it's literally flat |
2485s | yeah that's |
2487s | fine |
2490s | um as a as a profession craftable |
2494s | profession question comes in here with |
2495s | the boats as well yes there is a new |
2498s | profession for them and it is ship right |
2501s | and it is a |
2503s | technologically |
2505s | coming in around the same time as |
2507s | slightly earlier than basic engineering |
2510s | somewhere between carpentry and basic |
2512s | engineering |
2513s | and most of the initial canoes are built |
2517s | from |
2518s | intermediary parts and |
2521s | things were around logging and then |
2525s | the small wooden boat as you see him |
2528s | paddling around there now has a little |
2529s | bit more technical part so that's more |
2531s | towards |
2533s | as a medium improved personal transport |
2537s | which comes in parts from basic |
2539s | engineering and mechanics with some iron |
2542s | iron and some gears |
2545s | so yeah probably people |
2547s | asking about the can I Traverse some |
2551s | like waterfalls like this one |
2554s | probably I could |
2556s | but things can explode I think down is |
2559s | probably not an issue |
2565s | yeah it works |
2567s | but but it won't work to good as for |
2571s | upside movements yeah |
2576s | yeah this boat is my favorite one it's |
2579s | so easy to control it just before |
2580s | because of the pedals stuff but yeah it |
2584s | I wouldn't be able to |
2586s | should go upside |
2589s | yeah I know this is something that on |
2592s | the water physics questions there's a |
2593s | lot of people that are wondering about |
2596s | uh changes to moving water or |
2599s | interacting with water unfortunately |
2601s | it's not really something that |
2604s | we've had the time for for 10.0 |
2609s | but we do |
2611s | want to have more of a liquid |
2616s | um |
2617s | a bit more easily interactable liquids |
2621s | um as and and also smoothing this out a |
2624s | bit where you know instead of having |
2626s | these weird one block waterfalls we |
2628s | would have them amp out a lot more over |
2630s | more tiles |
2631s | uh and kinda |
2634s | be a bit more natural looking |
2637s | yeah and speaking of the more natural |
2639s | look when it will |
2641s | be like so the bot will definitely look |
2645s | better on the waterfalls |
2647s | and probably even some |
2651s | with some additions to the boards that |
2655s | have power like the wooden transport |
2658s | shape like controller they they could |
2660s | pass such difficulties in the |
2664s | in the difference of hate between water |
2666s | blocks is currently there to to block |
2669s | you for for the boards to |
2672s | like we can do this but that would look |
2674s | not as as you expect it to be |
2678s | yeah so yeah that's why we have such |
2680s | limitations |
2685s | do we have any other interesting |
2688s | questions coming in here that |
2690s | [Music] |
2692s | kind of sticking |
2694s | um are fish gonna be used in more |
2695s | recipes because we already have |
2697s | stockpiles of fish we don't use in |
2699s | existing versions yes |
2702s | um |
2703s | I am looking over |
2707s | um sort of |
2709s | similar to how Butchery deals in |
2712s | different types of meat sorts |
2716s | when it comes to scrap meat and Prime |
2718s | Cuts and and so on |
2721s | um I am looking at |
2723s | getting something in between there with |
2726s | processing the fish into different parts |
2729s | and making it a little bit more |
2732s | interactable rather than just you know |
2734s | add a tuna to a stew and then that's it |
2738s | or say the Pacific sardines that |
2741s | everyone loves for their pizzas |
2744s | so that's something that we are |
2748s | we're looking into it and |
2751s | probably will happen |
2753s | um |
2754s | as to what extent we'll |
2756s | we'll just have to see what we bring in |
2760s | with the update |
2771s | so yeah any questions left uh One |
2775s | technical for you in terms of physics |
2777s | with a question regarding Canal locking |
2781s | and and force elevating water which is |
2783s | another water physics |
2785s | um kind of like the the Panama Canal for |
2787s | instance like a water elevator |
2789s | essentially |
2794s | so you're asking is this possible or |
2798s | I think it's a general |
2801s | um on the subject of the whole waterfall |
2803s | thing where you have different |
2804s | elevations in water height |
2807s | and |
2809s | kind of what the technical possibilities |
2811s | are for solving that in |
2814s | you know even if we AB out and have it |
2817s | like a a nice curved slope where you can |
2821s | Ascend them |
2822s | but more for a say you want to drive |
2826s | a fishing boat over in a canal that |
2830s | needs to cross over a mountain |
2834s | well yeah some kind of Watcher elevators |
2837s | are probably interesting thing to think |
2841s | about because yeah they they wouldn't be |
2844s | just spawning the blocks in the world |
2846s | but |
2849s | some kind of a |
2852s | like emulating and animating the water |
2855s | inside it and it will just elevate your |
2856s | boat up and down but they will be just |
2859s | like replaced like in look of the |
2861s | industrial elevator something like that |
2863s | but for the water canals and other stuff |
2866s | yeah it sounds sounds nice to something |
2869s | something similar in |
2871s | something in the likes of say |
2874s | a giant fish tank which would go up and |
2878s | down |
2880s | and you would just open up one side and |
2883s | I'm assuming there is water on that side |
2885s | and you can pass in the vehicle it is |
2888s | something that is |
2889s | interesting and |
2891s | I think it's definitely something that |
2893s | we can look into |
2895s | but we |
2898s | we're not going to make any promises in |
2901s | regards to |
2903s | kind of creative logistical solutions to |
2906s | them at this stage |
2907s | yeah definitely |
2910s | and |
2911s | there was one regarding both speed here |
2914s | [Music] |
2916s | you can find it again |
2917s | [Music] |
2926s | we have a lot of a lot of questions |
2928s | about boats |
2932s | and |
2934s | that one thank you Dennis how do all the |
2937s | different boat speeds compare to each |
2939s | other and to land vehicles |
2942s | I'm assuming is kind of land vehicle |
2944s | equivalent so the medium transport |
2947s | versus the the steam truck in the truck |
2950s | or the canoes versus |
2953s | um the um |
2956s | the carts |
2959s | oh |
2960s | that's |
2962s | probably like visually it very depends |
2965s | on |
2966s | the weight of the vehicle because you |
2970s | can expect like |
2972s | large industrial barge right the same |
2975s | speed as |
2977s | as probably even taller |
2979s | and yeah that's also |
2983s | limitations |
2985s | about the |
2987s | board part is responsible for because |
2990s | you you don't need like large speeds for |
2994s | the barges but you do for the median |
2996s | transfer chip to for example |
2999s | took people from one place to another |
3001s | quickly but also that is very dependent |
3004s | on your progression so usually boards |
3006s | will speed up as you progress the same |
3008s | as the ground vehicles I suppose |
3012s | yeah nice |
3014s | and then we have then we have a |
3017s | um someone asking for a friend about are |
3020s | you able to use the canoe on land |
3025s | well it can be placeable but not usable |
3029s | so there is there is no way we're gonna |
3031s | paddle our way forward in in the desert |
3034s | Dunes |
3037s | sand is not acting like water so |
3040s | no chance |
3042s | any plans for sailing ships age of sales |
3046s | or modern sailboats |
3049s | um I think it's more up to you yeah I I |
3052s | think from from a general perspective it |
3055s | would be nice to see |
3057s | this this kind of you know giving it a |
3060s | little bit more ambience in with you |
3062s | know big sailboats or even small |
3064s | sailboats just to |
3067s | kind of Speedy go forward |
3070s | but |
3071s | um at the same point it's also something |
3073s | that we are |
3076s | uh both from from an economical impact |
3079s | and and like balance perspective uh we |
3082s | do want to have an incentive to |
3085s | you're constantly use force and while |
3088s | when you're paddling for instance or you |
3091s | know you're trekking along gears with |
3093s | the smaller boats and you're using hand |
3095s | power we can just have a calorie |
3098s | consumption rate for it |
3100s | versus when you have the bigger |
3102s | steamboats or liquid burning diesel |
3106s | monstrosities |
3107s | it has a fuel requirement whereas this |
3112s | would be very little |
3114s | impacted in terms of sailing boats while |
3117s | I do know that sailing is a pretty |
3119s | physical |
3120s | Endeavor in terms of all |
3123s | all things considerate with managing it |
3128s | I think from a gameplay perspective it |
3130s | also |
3132s | it feels a bit weird if you're gonna |
3134s | spend the same amount of calories on |
3135s | something that has a giant sale rather |
3137s | than just paddle |
3139s | so it would be where if the boat with |
3144s | sale will |
3146s | we'll be right in a smaller speed than |
3148s | your hand powered ones but they |
3151s | definitely would be so there are not |
3154s | only balance limitations but also |
3156s | technical ones that those bullets will |
3159s | be look less |
3164s | um that's terrible then oh my God others |
3166s | a couple of questions |
3169s | um one being container ships and cargo |
3172s | freighters |
3173s | and I believe we have |
3175s | we have some ideas and Prospects towards |
3178s | uh you know modern shipping and then |
3180s | multiple containing boats |
3182s | um |
3183s | in the future but not included for 10. |
3186s | and |
3188s | it also leads me into |
3191s | another question of |
3194s | um |
3195s | being able to or rather |
3198s | the vehicles being a permanent World |
3201s | object rather than an item you can pick |
3203s | up and place down |
3204s | uh kind of willy-nilly |
3207s | and how far |
3210s | we would be from not being able to do |
3213s | that anymore and I think that's an |
3215s | interesting question because we are we |
3217s | have talked about it a bit from |
3220s | from a design point where when you build |
3223s | a boat for instance it would pop out in |
3225s | the world and have this like little |
3227s | crafting area behind the dockyard |
3230s | and |
3232s | then you would you know if you want to |
3234s | sell it you would sell that boat that is |
3237s | placed in the world |
3238s | and |
3240s | we're not there at the moment but it is |
3243s | something that we are looking at |
3246s | and a small part of that system is |
3251s | potentially coming out and a critical |
3253s | part of the settlements |
3255s | due to some technical limitations that |
3258s | we have there |
3259s | but I think that's |
3262s | a deeper design subject that can go on |
3264s | for for another hour so yeah checking |
3267s | about the big design subject but I I |
3270s | really sure that mothers will edit in a |
3273s | few weeks after the release |
3274s | oh yeah yeah I wouldn't I wouldn't be |
3277s | surprised that would be big container |
3279s | ships any other stuff |
3283s | um shopping carts on barges |
3288s | where we freeze the shopping carts when |
3291s | they open their store |
3293s | and I think that's not possible because |
3296s | of the barge isn't counted as Solid |
3299s | Ground |
3300s | so you wouldn't be able to open up the |
3302s | shop card on it yeah right |
3307s | uh as a summary of how many boats that |
3311s | we are adding in 10.0 |
3315s | uh we've got |
3317s | the small canoe we have |
3320s | the medium or the large canoe |
3324s | we have the small wooden boat and then |
3327s | we have the medium transport that you |
3329s | saw huffing around in and then we got |
3332s | the wooden barge the industrial barge |
3334s | and the fish troller so that is what it |
3340s | I think |
3342s | seven eight |
3345s | I I have someone I have so many other |
3347s | boats in my head that I'm thinking about |
3349s | so I'm not even sure at this point |
3351s | anymore I've been drowning in boats the |
3353s | last couple of months |
3355s | uh |
3357s | fishing traps improving or turning |
3360s | obsolete with the boats update that's an |
3364s | interesting question but very probably |
3366s | easy to |
3367s | like divide it to stages like troller is |
3370s | not available for you when you just |
3372s | starting to play |
3373s | and that's probably gonna be the answer |
3375s | so they replace |
3378s | each other yeah I I think the finishing |
3381s | traps are as we talked about how the |
3384s | whole fishing system works we are |
3386s | wanting to sort of ramp it up into also |
3389s | add a layering where it just feeds off |
3392s | the population of the animals that are |
3394s | in the vicinity |
3395s | rather than the explicit |
3398s | the explicit object itself so right now |
3403s | summarize it the fishing troller needs |
3405s | to connect with the entity or the fish |
3408s | that it wants to catch so once it hits a |
3410s | fish bam that fish is in the the cargo |
3414s | hold |
3414s | and the fish traps works in the same way |
3417s | so a fish needs to physically pass the |
3419s | trap in order to be caught by it |
3423s | which is something that we wanted to |
3424s | expand on |
3426s | and also work towards the habitability |
3428s | and the population of the area so this |
3431s | would also kind of have be happening in |
3433s | the background rather than being |
3435s | strictly limited to to how the AI |
3437s | pathing works |
3438s | to give us more control and as an end |
3442s | result it would improve the fishing |
3444s | traps |
3448s | uh oh yeah do you wanna you wanna show |
3451s | them the wooden barge just to just to |
3453s | complete the decept of the the vehicles |
3456s | now it's it works like the same as this |
3459s | one |
3461s | just enabled in style |
3465s | I'm sure not sure we have place here to |
3469s | put another |
3471s | Puerto Rico here |
3473s | so let's probably skip it for now |
3476s | uh |
3477s | we got |
3480s | two questions left I think that we're |
3483s | gonna |
3484s | uh that is kind of relevant to |
3488s | to this part |
3489s | um one being will spawn spawning points |
3492s | change so you need to sail further away |
3495s | from Shore |
3498s | um |
3499s | for a certain fish or depletions and |
3501s | overfishing in some areas and not others |
3504s | I believe |
3505s | this is kind of falling under animal |
3508s | behavior and the end of the the animal |
3511s | ecosystem in general |
3514s | um spawning points and spawning system |
3516s | has been changed with 10. and that will |
3519s | be showed off in the settlements epic |
3521s | stream where we go through all of the |
3525s | all the kind of |
3527s | player impacted changes to him where |
3531s | as you've seen with the Avatar creation |
3534s | from the start you pick your spawn point |
3536s | it's not a random thing unless server |
3538s | admins opt for it |
3541s | um |
3542s | but it's more of that in in the |
3545s | settlement Epic |
3547s | as for the second one we've got will |
3549s | there will we be having a workable lift |
3552s | or Draw bridges for these taller boats |
3554s | to fit under without having to build |
3556s | Crazy ramps |
3559s | um |
3560s | or crazy crazy times |
3565s | I think we can say that we don't have |
3566s | any draw Bridges planned |
3569s | at the moment I'm just showing the |
3571s | height of the troller |
3576s | but it is an extremely |
3579s | um |
3580s | good question |
3582s | because it it up it opens up for some |
3586s | other |
3587s | um |
3589s | some other difficulty things that we are |
3591s | looking at as well |
3594s | um |
3595s | and we also have a question about oil |
3597s | platforms being or wondering if oil |
3599s | platforms are planned and |
3603s | um it's a tricky one where right now we |
3606s | just have the static ground oil pump or |
3608s | the pump jack |
3609s | but oil in its entirety needs its own |
3613s | kind of rework and |
3616s | um |
3617s | we would do it at this service |
3619s | um just sort of briefly pointing on it |
3621s | because it needs a a bigger scaled |
3623s | rework in |
3624s | in terms of everything from the oil |
3628s | from the point of oil to you know |
3630s | plastic or finished Electronics or |
3632s | whatever you do with it |
3635s | last or second lasting last thing for me |
3639s | I think uh for the stream that we want |
3641s | to go over |
3642s | is there's been a lot of questions and a |
3645s | lot of points on how to make boats more |
3649s | valuable |
3650s | or more |
3652s | shouldn't say valuable but more |
3654s | essential |
3656s | um |
3657s | and some of the things that we've opted |
3659s | to do as |
3662s | um |
3663s | alternative configuration settings for |
3666s | the server side |
3667s | is as you can see |
3670s | Mike's popping up the the server GUI |
3673s | here |
3674s | and what we've added for testing out and |
3679s | evaluating is a couple of new config |
3682s | settings to one change out the swimming |
3687s | speed so this will be this is a factor |
3690s | that reduces or increases depending on |
3692s | what your server wants to do you can |
3694s | have super Speedy Marathon swimmers if |
3696s | you want |
3697s | we've isolated the swim speed away from |
3701s | the general player movement so this is |
3703s | something that is now changeable on the |
3704s | server side |
3706s | which allows you to modify how fast |
3708s | you're swimming in the different biomes |
3711s | and the second part is tweaking out and |
3714s | changing out to set how much calories |
3716s | are being consumed when you're swimming |
3719s | in these areas |
3721s | and part of that was to |
3723s | given incentive to |
3727s | kind of really show that rather than you |
3730s | know you just being able to infinitely |
3732s | swim all across everywhere and just you |
3735s | know slap things in your inventory and |
3737s | run with them |
3738s | we give servers an ability to to tweak |
3741s | that and make |
3742s | boats more of a |
3744s | uh |
3747s | valued commodity and something that |
3748s | players really would want to get and use |
3752s | over just running |
3754s | and the third thing being allow ocean |
3757s | building and I think this is going to be |
3759s | our most |
3760s | controversial settings which is as you |
3763s | can see it is a server config setting so |
3765s | you can change it and tweak it to fit |
3767s | your community or your specific server |
3771s | and this will outright prevent you from |
3773s | building across oceans |
3775s | it's currently a bit |
3779s | currently a bit |
3781s | um |
3783s | rudimentary so right now it'll just |
3785s | outright prevent everything which is |
3787s | making making doc building a bit of a |
3789s | problem but we are trying to hammer out |
3791s | the definer details of it |
3793s | so if you do test this out in staging |
3796s | please let us know what your opinions |
3798s | are on it and what you feel like |
3800s | we can do with it to change it |
3803s | and then we also have enable swimming |
3806s | restrictions |
3807s | and what this will do is it will prevent |
3810s | you from being able to swim when you're |
3812s | out of calories |
3814s | so when you run out of calories it'll |
3817s | teleport you to the nearest point of |
3819s | land |
3821s | and |
3822s | you can probably show how that looks so |
3825s | if you flip that to true |
3827s | and then you just go out in the ocean |
3829s | and then do a slash work |
3841s | do I need to uh somebody's yeah just |
3844s | dump out whatever calories you have |
3851s | and then this also has its own tutorial |
3854s | segments that pops up if you have it |
3855s | enabled on your server |
3858s | um but yeah so this will this will |
3859s | outright prevent you from swim |
3863s | which can have |
3866s | can have interesting impacts and we |
3869s | would love to hear your feedback on it |
3870s | and what you think of it |
3872s | and yeah but at least it can be fully |
3876s | configurable so if you prefer the styles |
3879s | with restrictions |
3880s | and |
3882s | yeah just don't want let people like |
3884s | block the oceans built on the |
3889s | cross the bridges Etc you can restrict |
3891s | or allow that no problem |
3894s | but yeah currently lots of design |
3896s | choices too yep um |
3900s | for the difficulty settings we also have |
3903s | a section of them in the survey so |
3904s | please fill those out and give us as |
3907s | much feedback as |
3908s | as you can as this is a |
3911s | big impacting element of the players |
3915s | and we really love hearing |
3918s | hearing people's opinions and |
3921s | cannot tweaking where we want the |
3923s | default settings to be so this is not |
3925s | necessarily something where you know add |
3927s | a whole bunch of new settings so we'll |
3928s | remove remove the settings that are |
3930s | available |
3931s | but part of |
3935s | what you think would be fitting for |
3938s | kind of the default experience of the |
3940s | game and what you would like to see |
3942s | servers have |
3944s | on an average set |
3947s | and |
3951s | that probably wraps up the general both |
3954s | gameplay |
3955s | um we have some technical stuff from |
3958s | Mike as |
3961s | the boats are using our own custom |
3964s | in-house build controller and physics |
3967s | handling |
3968s | also means that in comparative to the |
3971s | RCC that we're using for land vehicles |
3974s | this allows us to extend this out to the |
3977s | multi-kit and |
3979s | mothers do not need the dev tier |
3982s | kit to be able to add boats |
3985s | yeah that's why I was present previously |
3988s | talking about that the any type of board |
3991s | that Community will want to add will be |
3994s | appearing as short as after the release |
3996s | because all these systems will be |
3999s | included in the default mod kit and all |
4002s | you need is just |
4003s | pack the object with components you want |
4006s | so |
4007s | and yeah that will work out of the box |
4010s | the modding for |
4014s | at least ships will be provided and we |
4017s | also want to mention that we plan to |
4020s | migrate current system for the |
4023s | land Vehicles as well to to our own |
4027s | solution and modern ground Vehicles will |
4030s | became easy to |
4033s | let's |
4034s | at least how our plans looking on this |
4036s | one |
4037s | and that's probably like a big pleasure |
4040s | to just |
4043s | picking the components and set up your |
4045s | own vehicle prototype without even like |
4048s | touching the code because all the |
4050s | functionality is separated from the |
4053s | it's not like one vehicle controller |
4055s | that controls bunch of stuff and you're |
4056s | limited in in all the things you will be |
4059s | able to extend like any vehicle |
4062s | functionality as you want |
4064s | that's probably amazing |
4066s | like adding all those custom controls |
4069s | custom animations custom |
4072s | whenever you want so yeah |
4076s | yeah and I'm not sure I need to like |
4079s | dive deep into like showing the |
4080s | components but |
4082s | I think we can we can we can maybe |
4085s | perhaps if people wanted to |
4087s | um looking into if we want to do like a |
4089s | multi kit stream |
4092s | um |
4094s | uh to to kind of show off some of these |
4096s | things once they're in a more complete |
4098s | packaged State |
4100s | um |
4101s | yeah even probably set it set up a |
4103s | vehicle on the stream it would be yeah |
4105s | we can we can do like a preset for |
4108s | setting up like a test land vehicle and |
4110s | a test water vehicle once we have those |
4112s | kind of migrated and set out the land |
4115s | vehicle changes to the mod kit obviously |
4118s | are not in for 10. but it is something |
4121s | that we are planning to extend out and |
4123s | make sure that we |
4125s | move away from the current land solution |
4127s | to have our own which allows us a lot |
4130s | more control and a lot more |
4133s | um |
4134s | and also we will have some Community |
4137s | feedback how the bot components well and |
4141s | how they appreciate modern or not is it |
4143s | easy or we need to add something to the |
4145s | mod kit yeah |
4149s | yeah well I think I think that's that's |
4152s | a good endpoint |
4154s | um I hope everyone has been |
4157s | having a good time and got a lot of the |
4160s | questions answered |
4162s | um probably missed a few |
4164s | unfortunately can't get everyone |
4166s | but |
4167s | as always you know you can reach us you |
4169s | can reach us over on Discord and |
4173s | General Social |
4175s | social platforms that we have either on |
4178s | YouTube or on Discord as I said or |
4181s | vsdm forums or whichever kind of |
4185s | entry point that you'd like and you |
4188s | prefer to use |
4190s | and we will see you on the next stream |
4194s | which is around the same time on next |
4197s | Friday |
4198s | and yeah I think that's it for tonight |
4201s | thank you Mike for coming in here |