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Strange Loop Games
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0s | with that startup hello everyone and |
---|---|
2s | welcome to another uh Friday stream here |
6s | finally it's been a while um at strange |
9s | Loop games I am the lead game designer |
12s | here and I'll be taking you through some |
15s | of the um additions that's coming to |
18s | painting um and we'll also talk about |
22s | some balance changes hopefully get some |
24s | questions in and we are probably going |
27s | to |
28s | be a little bit uped here and there |
31s | because the cats decided to after you |
34s | know chilling out for last two hours now |
38s | on stream time we decided that hey let's |
41s | cost a rockus so we'll see how much yeah |
44s | it's it's my time to |
47s | shine uh so they'll probably be making a |
49s | bunch of noise in the background so you |
51s | know we're not not torturing animals |
54s | they are just causing a |
58s | rockus uh |
61s | just waiting for the server to start up |
62s | we can of go through some of the things |
65s | I think Unity is playing nice for |
72s | once if he wants to uh he's being a |
76s | little bit feisty at the |
78s | moment |
81s | so |
84s | than here we go combat ears semi locked |
87s | backwards every now and often |
92s | see if he wants to participate he's not |
93s | really that happy right now you know |
95s | being a little |
97s | bit little bit of a |
100s | nuisance but yes so this is the guy that |
102s | is going to be screaming around and |
104s | causing a ruckus in the background |
107s | um and's been teased a little bit with a |
110s | magnetic |
112s | stick and then she's coming along here |
114s | as well apparently it's a cat stream now |
116s | um being |
118s | invaded so to prove that they are |
120s | actually two of |
124s | them |
126s | uh trying to distract them a little bit |
129s | so we can actually get this stream |
131s | going there we |
135s | go |
137s | uh volume on YouTube is very |
140s | low wonder if that's |
143s | just I mean it's it's sending in the |
146s | feedback on both is it low on Twitch as |
148s | well |
152s | probably nope seems |
154s | nope um I don't really know what to do |
158s | about it because it's all sent through |
160s | the same channels and then split off |
161s | into yeah twitch is fine or you |
165s | know someone saying a little bit low |
168s | let's let's crank it up a little bit and |
169s | then see if we're way too loud instead |
172s | maybe L the latter is easier to just |
174s | tune down rather than crank up I don't |
178s | know um |
181s | just hitting play in unities we can get |
183s | some some game play |
190s | going |
192s | uh just wondering from development is |
194s | there any plans to come up with |
196s | something to add or come up with that |
197s | will keep people interested or engaged |
199s | after the final tier of skills are |
201s | released feels every server dies shortly |
202s | after the SK tier gets |
204s | released um should be something to add |
207s | should be should there should be |
209s | something to add to keep people engaged |
212s | like gem deposits or something um it is |
215s | something that we do have kind of in the |
218s | background um luning on holy crap well |
224s | apparently cing Rus isn't enough let's |
226s | jump around the place um it is something |
230s | on the um on the board that I do want to |
231s | touch on uh both kind of research in |
235s | general I'd like to have the time to |
237s | kind of rework but we'll see where we |
240s | are with the 1.0 road map because it is |
243s | kind of a stretch goal for that would |
245s | like to get that done prior but um if it |
248s | happens it'll be a Dev stream about it |
251s | as for General kind of post research |
255s | stuff um we've talked about it we've |
257s | also talked about kind of changing out |
260s | how you get to meteor destruction um we |
264s | kind of nit picking in and picking and |
267s | choosing what to add um in terms of |
269s | prolonging game play |
272s | overall but also in relation to you know |
275s | having like Rare Earth minerals or |
278s | generally more exotic resources for like |
283s | a a tier five stage if you will in terms |
287s | of resource refinement and production um |
290s | so there's a couple of couple of ideas |
292s | floating around um that were just kind |
294s | of trying to get to a point where this |
296s | is workable and it is something that can |
300s | fit in with the schedule that we are on |
302s | right |
303s | now uh so let's see if we can get in on |
306s | the server and see if Unity plays nice |
309s | here it's been a bit up and down last |
313s | couple of days um and I'm also switching |
316s | on branches because we are also working |
318s | on explosives as well which we've teased |
320s | a little bit about previously |
323s | um I posted a little bit up of it um so |
327s | there's a there's a few people in the |
329s | loop and and give some some general |
331s | feedback surrounding it um so that'll be |
335s | the main topic of the next |
338s | stream uh we'll go over explosives how |
341s | they work uh why they work the way they |
343s | do how it's going to fit in with balance |
345s | and kind of how that what it does to |
346s | Mining and its |
349s | relations um so that'll be a fun one as |
353s | well uh just can we can we please Unity |
356s | play nice gu I can can switch over here |
359s | hang on |
362s | I can do that I'm just waiting for Unity |
365s | to play nice which is also something |
367s | that we have kind of on the taskboard to |
371s | uh optimize loading in um well as |
376s | general just World loading and |
380s | connectivity uh because it is starting |
382s | to be a little bit too long uh for my |
388s | taste hopefully we can get in here |
392s | shortly um but yeah |
395s | so painting uh or sort of you know |
398s | extension on the features for |
400s | it uh it didn't really fit in with the |
403s | timetable we had for 11 unfortunately |
406s | which is why we're kind of |
408s | releasing paintable functionalities in |
412s | two |
413s | batches let's see if |
416s | we get us actually let's let's let's |
419s | just nuke |
421s | whole whole things we can get some |
424s | playroom there we go look at that nice |
427s | little flat |
430s | Square um so one of the things um that |
433s | is going to be popping up uh before we |
435s | get to that we are kind of Shifting |
437s | around the tutorial a bit um testing out |
440s | some different UI elements and um some |
444s | stuff around it and |
447s | apparently it apparently the server just |
450s | nuked |
452s | itself ooh see this is also why we are |
455s | on in staging and you know things are |
458s | going the way they are apparently the |
459s | animals are |
462s | being yeah the the nuke was too strong |
465s | uh apparently the animals are being a |
466s | little bit |
468s | misbehaving more so than |
474s | usual I wonder I |
476s | wonder because I was do doing some |
480s | changes and then I did a branch maybe |
482s | someone did something to the prior to me |
485s | branching off that broke things we'll |
490s | see worst case we'll use this the uh the |
493s | built |
494s | one uh because it does work on the |
496s | current staging Branch it might just be |
498s | my my specific one that is broken |
502s | temporarily always excitable when things |
505s | happen on stream |
511s | that's the server up again see if we can |
513s | reconnect to |
515s | it I wanted to go to so there's a few |
519s | few balance changes that's coming with |
521s | um the tutorial rework which is why I |
523s | wanted to bring it up um one of the |
526s | things is that we are adding a housing |
528s | tutorial to it so we'll have New World |
531s | objects for uh creating |
533s | a a bedroom |
536s | and uh I believe a bathroom |
541s | um adding on the um was fixing up detect |
544s | the other day |
545s | so it's a bit chaotic at the moment see |
548s | if the animals don't cause explosions |
551s | this time or maybe it was that I leveled |
554s | and it freaked them |
558s | out maybe let's avoid giant levels |
562s | because it might have been the animals |
564s | that landed on the ground that |
567s | uh didn't like not having |
570s | positions see if that |
573s | works |
574s | um and of course the |
578s | tutorial um did a thing so we're adding |
580s | a few new tutorials which is related to |
582s | kind of using vehicles um some farming |
585s | stuff and on how you make tools to plant |
587s | your first crops just kind of help ease |
590s | into that |
591s | introduction um it is also a housing one |
595s | which uh don't know if we separated it |
598s | away from build a house |
600s | yeah so now it'll go through kind of see |
603s | what you need to be adding to Furniture |
605s | wise to get those points as well as |
608s | where they're landing |
609s | on um and that will also kind of go |
612s | through |
613s | craftables for um all of that so just |
618s | kind of ease that learning curve a |
620s | little bit and have a little bit more |
623s | graphical things on on the um on the |
627s | traction uh yeah the nuke was too |
632s | strong it |
634s | was uh stuff was talking about jobs |
637s | rework um like logging Etc is there a |
640s | channel where I can see how it's going |
642s | um that would be related to the perks |
645s | and |
645s | talents um and it is post |
650s | 11.1 um it's going to be probably not |
654s | too far off in the future but it is very |
658s | much in progress if you will |
663s | um that'll it'll come out when it's |
666s | ready and there will be information when |
668s | we have information that we want to kind |
670s | of share out and get feedback |
674s | on so uh painting what do we |
678s | do well uh first we're going to give |
681s | ourselves the can never remember what |
684s | it's called Uh Dev paint tool yeah there |
687s | we go and then |
691s | we and |
695s | behold we've got if it wants to play |
699s | nice can we can we pretty please |
705s | server and then we have an invisible |
707s | truck look at that beautiful |
711s | amazing can we get a wheelbarrow then |
714s | wheel bear we got I think I think the |
717s | truck might be uh |
720s | placed somewhere |
722s | else we'll grab the wheelbarrow we'll |
724s | get back to the |
726s | truck best paint ever on that truck yeah |
729s | the |
732s | invisible so we're testing around a |
734s | little bit about how to |
736s | Showcase where how and configurations |
738s | for it |
741s | but all seems like he's playing the same |
743s | game as us with vehicles |
746s | disappearing so um we now have |
750s | paintable World objects this of course |
753s | is including |
754s | Vehicles after you know teasing about it |
758s | from the world the the the main title |
761s | screen |
762s | in |
764s | 9.0 um it finally has gotten to the |
768s | point and we finally had some time to |
770s | get that thing going so now when you're |
773s | looking at a vehicle and it has a it has |
776s | a a |
777s | paintable um |
780s | part to it which all vehicles are going |
782s | to be having you can select the specific |
784s | area you're painting on we tried doing a |
788s | bit with uh like having like separate |
791s | mesh |
792s | colliders uh or having a mesh collider |
794s | and then separate the points on you know |
796s | you're directly looking at what you want |
798s | to be painting but overall the |
800s | performance cost is just massive to do |
804s | that um across the board so we opted for |
808s | you specifying it it's also it gets kind |
811s | of finicky when you have vehicles that |
812s | have a lot of detail or a lot of |
814s | different depth to the details um versus |
817s | things that have decals versus kind of |
819s | actual depth um in the model itself so |
823s | we opted for just a |
825s | more inclusive system that we can apply |
828s | to anything and we don't have |
830s | to kind of work that cost into |
834s | somehow um so now that you grab your |
838s | paint tool |
840s | and you Mouse over a object and you can |
843s | select a specific area that you want to |
845s | be painting on and I think Mike was |
847s | still tinkering a little bit about it so |
848s | that the selector isn't |
850s | really superb but um we added the scroll |
855s | hot key forth so you shift scroll to |
857s | switch in between the details of it so |
860s | we can paint that black and we change |
862s | out and we can |
864s | do uh let's do uh that's a little bit |
868s | screechy uh let's let's do that let's |
870s | sync out the |
874s | coding we can do that we're also |
877s | thinkering a little bit |
879s | with |
881s | um how much strength to it um also doing |
886s | some bug fixes as well as dealing um we |
889s | have a fix plan |
891s | for being able to paint without having |
893s | to reselect things because right now if |
895s | you've been painting blocks you're |
896s | testing it out um you know that you need |
898s | to paint a block and then to paint that |
900s | another color you need to kind of |
902s | deselect that |
904s | block um and come back to it same thing |
906s | currently works with |
908s | vehicles um there'll be a change to that |
911s | so you won't have to do that um in the |
918s | future so let's do area |
921s | one and then obviously um coding works |
926s | for depth offit so now you have |
930s | three uh it's three paintable channels |
932s | so you can select between area one area |
934s | two three and then all areas at the same |
939s | time um don't remember if it's in |
942s | already in 110 uh right now but is it |
944s | possible to save certain colors when |
945s | mixing paints yes that is in the table |
949s | we have let's |
950s | do uh give paint |
958s | mixer sweet you |
960s | have enable it as |
962s | well there you go yeah so you have |
966s | whenever you're mixing a paint um show |
969s | it on get a get a preset number for it |
972s | and then you can save it and then you |
975s | can right click it to remove it from the |
976s | pallet um it also lists the quantities |
979s | of it so you have all of that in |
984s | there |
985s | uh and of |
987s | course we are all also adding it it it |
990s | doesn't support all objects at the |
993s | moment because the art team is going |
995s | through each individual object as |
997s | they're optimizing them and adapting it |
998s | to also support pain |
1002s | things um so there's at the moment |
1005s | there's just a limited amount of World |
1007s | objects that do |
1008s | support uh paintables we are going to be |
1012s | contining adding that support for more |
1016s | objects as we release updates and |
1018s | eventually every object will have that |
1021s | support but works the same way um you |
1024s | have three areas that you can |
1026s | paint and these are defined so for |
1029s | moders um it's fully it fully supports |
1032s | um should be up in the mod kit as well |
1034s | for the World objects um it's just a |
1037s | matter of defining which areas are |
1039s | related to which |
1041s | channel um and I think Toby talked about |
1044s | dropping out one of the object that's |
1046s | like an example mod for that setup can |
1049s | update that |
1052s | um but yeah if you have any questions |
1054s | just you know pop them in on the uh the |
1056s | mod Dev channels on |
1059s | Discord and one of us is going to be |
1062s | able to help you |
1064s | out |
1066s | uh so yeah paintable World objects let's |
1069s | see if we can can we get uh steam truck |
1073s | can we get the steam truck to not vanish |
1075s | or is it because I'm is it just not |
1078s | liking that I know Toby sent me an image |
1081s | with which vehicles were ready which |
1083s | vehicles were not |
1085s | ready uh but I believe they were sorted |
1089s | out they should be working I'm not sure |
1092s | why they're |
1093s | Vanishing |
1097s | uh large canoe see if the large canoe on |
1099s | the |
1102s | play |
1104s | nope that is also banishing what on |
1106s | Earth is going |
1107s | on you actually Vanishing |
1110s | or yeah there is one and it is |
1114s | here and it is probably just causing a |
1117s | ruckus so something is up with the model |
1119s | or the prefabs for them which is a shame |
1122s | because then I'm assuming that the as |
1126s | one of the questions was in there with |
1128s | are we going to get an updated model for |
1131s | uh the powered cart and the answer is |
1136s | yes so the powered cart has has finally |
1139s | gotten a little bit of a |
1142s | facelift but I was hoping that it would |
1144s | not be going freaking |
1147s | invisible uh I wonder if it's just let's |
1154s | see no don't need that want to go in |
1157s | there and we |
1163s | do is it |
1167s | just they are good gone what on Earth is |
1171s | going on |
1176s | here yeah something Uh something's |
1179s | misbehaving with |
1187s | them let's |
1191s | do that's one steam truck and the other |
1194s | one is |
1196s | there huh as usual stuff |
1200s | breaks um whenever you do a stream it |
1203s | just it it has to break that's the way |
1206s | it |
1210s | is that's slightly annoying and Toby |
1213s | isn't awake yet he doesn't wake up until |
1215s | an |
1220s | hour cuz you are way down there we do |
1224s | this yeah that thing's there and that |
1226s | thing's there and then huh |
1232s | well that's great awesome tested it out |
1235s | during the week it was working testing |
1236s | it out just by stream it |
1243s | breaks see if my other thing worked at |
1246s | least uh where do we |
1251s | have yeah here we go |
1255s | so think is there any any general |
1257s | questions surrounding painting because |
1259s | we are I'm looking over kind of |
1262s | intermediary ingredients and if we want |
1265s | to kind of break up some of the |
1267s | component buildings |
1269s | for um objects in |
1272s | general where we can have more interact |
1275s | or more kind of interactions between |
1277s | professions so right now when you build |
1279s | a truck as an example uh we can drop |
1282s | down a robotic assembly |
1285s | maybe see if that works or if it goes |
1291s | Haywire uh get that back in full |
1296s | screen so one of the things from from |
1299s | balance General thing is right now we |
1301s | have these kind of large recipes with |
1304s | Myriad of of like small parts for a |
1307s | vehicle as an example or workbenches |
1310s | Etc one of the things I was um kind of |
1315s | leaning towards was making more like |
1319s | half |
1321s | intermediary |
1325s | uh uh half intermediary of like the |
1330s | advanced combustion engine where the |
1332s | advanced combustion engine has a bunch |
1335s | of other parts to kind of reduce the |
1337s | size of the recipe itself but also be |
1339s | able to do more parts from different |
1343s | things that make sense for the vehicle |
1345s | so if you do like an under Carriage as |
1348s | one part or the chassis is with another |
1349s | part and then you can kind of add all |
1352s | these uh you can make make bigger |
1355s | recipes without bloating one specific |
1358s | recipe in definite with a whole ton of |
1364s | ingredients |
1367s | um uh so it's one of the things that I |
1371s | was kind of worried about when it comes |
1373s | to adding especially later texts as re |
1377s | recipes kind of scale up with your |
1379s | progression you know more more fancy |
1382s | things require more ingredients and so |
1384s | on |
1388s | um and it it kind of gets to the point |
1391s | where it it gets encumbersome to show so |
1394s | I'm feeling like it's starting to be |
1396s | time to kind of decompress some recipes |
1400s | into more sections if you |
1404s | will um but it's you |
1409s | more of a a utility thing surrounding |
1411s | balance and and kind of shuffling things |
1413s | around so they make a little bit more |
1414s | sense a little bit cleaner to see in the |
1417s | recipe lists as well |
1418s | as it might get less overwhelming |
1422s | with lists of things when you want to |
1425s | make |
1426s | stuff uh give |
1429s | Hammer so as for the question with if we |
1432s | pick up Vehicles will the Color Stay yes |
1436s | it will |
1441s | um some of the stuff that we're looking |
1443s | at for more persistent data for the |
1445s | vehicles themselves when you're |
1446s | tinkering out so the color does stay on |
1448s | that specific |
1452s | vehicle um any thoughts on glossy or |
1455s | reflective paints |
1458s | um we've discussed it we're not entirely |
1461s | sure how to deal with it technically |
1463s | though because right now um paint |
1467s | Technically when you add the paint to it |
1469s | it changes out um it's basically a layer |
1474s | over what's already existing if we want |
1477s | to add effects to it um it's another |
1481s | technical kind of it needs to apply a |
1484s | different Shader |
1486s | um rather than the one we have for the |
1489s | paint itself so probably a very much |
1491s | Toby question I know we've discussed it |
1493s | a little bit back and forth um but it |
1496s | might be it might be costly in terms of |
1500s | just overall |
1502s | blo |
1504s | um I knew there was something we talked |
1507s | about with why we didn't opt for it |
1509s | initially |
1512s | um it you know it it might be |
1515s | technically possible to happen um |
1518s | eventually definitely |
1520s | not kind of terminating that potential |
1526s | um but we decided to have sort of a a |
1529s | baseline |
1530s | of what we can what we can expect out of |
1533s | it and and what we kind of see where we |
1535s | want to go with it from there because it |
1538s | is very much |
1539s | uh filling out kind of interactions in |
1543s | the game that aren't necessarily tied |
1546s | to the progress or you know it doesn't |
1550s | help someone else if you're painting |
1552s | your vehicle but it does very much add |
1556s | more um just general customization |
1560s | um and just |
1563s | more kind of individual footprints in |
1567s | the world where you get you you get |
1569s | around on Town and you see all of these |
1571s | different colored vehicles or customized |
1574s | houses and and everything else and it |
1577s | looks really nice it gives a good |
1579s | impression when you're floating around |
1583s | um I'll get that 4090 later to chrome |
1586s | rims |
1590s | God I wish I wish the freaking wheel |
1591s | Vehicles were working I wish at least |
1594s | the wheelbarrow worked I'm happy with |
1596s | that should not |
1599s | take why is that not working I know that |
1602s | the U the skid steer weren't done |
1604s | yet and that one is still going |
1606s | invisible I I think I might have broken |
1608s | my Branch a little bit too |
1611s | hard |
1612s | um also terrified of spawning one of |
1615s | those because that might also break |
1617s | things um wool color the grade over time |
1619s | at the moment |
1621s | no um for maintenance stuff overall and |
1625s | I still haven't added maintenance on |
1627s | vehicles |
1628s | yet um but I will be adding the four |
1632s | sale components so the inor sales |
1634s | component will be added to the |
1636s | vehicles um right now you have that for |
1640s | General World objects where you can sell |
1642s | off the objects |
1644s | themselves um that will also be added to |
1647s | uh vehicles you and you can have a |
1649s | little car sales slot um and sell |
1652s | vehicle in |
1656s | World um and then we have another in |
1658s | terms |
1659s | of um a sneaky balance |
1664s | change um that I think it might |
1669s | cause hey |
1672s | Pondo uh having to fill up your fluids |
1675s | like all might be a good one yeah there |
1676s | are a couple of ideas for maintenance |
1677s | for vehicles um and they're not really |
1680s | ready right now the the the component |
1682s | system or the parts comp the parts |
1684s | component is very crude in terms of |
1686s | it'll either run or it won't run um and |
1689s | there's no separation of types of slots |
1691s | so it's just input |
1693s | requirement um and I want for the |
1695s | vehicles I want to change that out a |
1697s | little bit so we can have different slot |
1699s | types so you have vehicle engine and |
1702s | kind of supplementary so you have |
1706s | lubricant engine and wheels if it's a |
1709s | motorized vehicle that way we can tie in |
1712s | things like if the engine breaks down |
1714s | then we'll cause a significant higher |
1716s | fuel consumption or if the wheel breaks |
1719s | then it'll be a lot |
1721s | slower um or if the utility slot with |
1724s | like lubricant for example um reduces |
1727s | the degradation of the other parts kind |
1730s | of thing |
1732s | so um will grip degrade on where of your |
1736s | tires yeah it's either grip or just in |
1739s | the general movement speed um so there |
1742s | there's still a couple of things in |
1743s | there that I want to expand on and kind |
1745s | of improve on that |
1748s | functionality uh before it's added to |
1749s | Vehicles if you do want to add it from a |
1752s | modding perspective you can just add the |
1755s | parts component to it and you have you |
1757s | can add requirements for the |
1759s | vehicles um if you want to do it locally |
1762s | on your |
1763s | server um so the vehicles do as the |
1766s | vehicles as World objects do support |
1768s | support the part system as is right |
1772s | now um but yeah so for anyone that is |
1775s | dealing with steel smelting and whatever |
1779s | else uh tinkered around a little bit so |
1782s | you know don't panic |
1784s | over how and |
1787s | where uh we replace that completely |
1797s | yeah uh let see if that worked it might |
1800s | not have worked actually let's give the |
1803s | tool so Wetlands is going getting us a |
1806s | slight |
1808s | change um let's just dig down a little |
1810s | bit |
1811s | here and then we'll do a |
1813s | level hopefully things will stay stay |
1816s | calm and |
1818s | S um so as you can see here you no |
1822s | longer have coal as the first layer of |
1826s | underneath the dirt over the clay in the |
1830s | wetlands because the coal has been has |
1833s | finally after a lot of times uh finally |
1837s | been |
1837s | replaced you still have a coal layer |
1840s | that is above the |
1842s | Shale underneath the |
1845s | clay but in between there you now have a |
1850s | layer of a new a new ground material |
1853s | which is it's still work in progress um |
1856s | so you know it's not going to be flat |
1858s | Square it is going to kind of Shuffle |
1859s | around like the clay does towards dirt |
1861s | and so |
1863s | on and that is Pete |
1868s | block and it is a diggable |
1871s | material and apparently it it got a |
1874s | little bit it it's still not done with |
1878s | the teory side |
1880s | but |
1883s | um yeah so Pete blocks is a burnable |
1886s | block that is sort of your early on |
1890s | Improvement in terms of fuel consumption |
1893s | for um General General kind of |
1897s | workbenches so campfire uh cooking |
1900s | stations and so on which will |
1902s | move uh which will kind of shift over to |
1905s | you get into the game you start it out |
1907s | um you get your campfires up or you know |
1909s | you transition over into campfire stoves |
1911s | and so on so |
1912s | forth um you move over from fueling it |
1916s | with logs or sticks and and whatever you |
1918s | feel like um so instead of forcing you |
1922s | to go out and and grab a miner to crush |
1926s | coal to get any kind of improvement |
1928s | towards your fuel |
1931s | consumption uh you finally have a way to |
1933s | get some Pete and that has the same kind |
1936s | of fuel ratio to block as crushed |
1943s | coal um so there's still going to be a |
1945s | need for coal overall for steel |
1948s | production uh but you'll probably use |
1952s | generally less stone coal for um overall |
1957s | cooking stuff um at the moment it's only |
1960s | in Wetlands because I had that |
1962s | pre-prepared with the layering and |
1964s | everything uh but I'll probably be |
1966s | adding it in a few other biomes but |
1973s | scarcer there is a mischevous cat in the |
1976s | background again tearing things down |
1980s | I will no longer need my minor friend |
1982s | named Pete I now have Pete in the |
1992s | ground um so yeah new ground |
1996s | material um which is going to shift |
1998s | around the the coal economy a little bit |
2001s | um because it also means that you'll |
2002s | have slightly less General coal in the |
2005s | wetlands as well because Pete is going |
2007s | to absorb all of that initial |
2010s | layering uh are you planning to have |
2012s | refining steps repeat for explosives um |
2016s | there is going to be another ground |
2018s | material involved in explosives as |
2021s | well um which |
2025s | is it's it's on another Branch it's for |
2028s | the next stream so you will we'll touch |
2030s | on that as well and we'll also touch on |
2032s | more on kind of |
2034s | what what the geology changes are |
2036s | overall but yeah so Pete is being added |
2038s | as a replacement for the coal you you |
2042s | find at the moment on surface level I |
2045s | forgot a few bits and pieces of the coal |
2048s | module |
2052s | um um at the moment it's just fuel uh |
2057s | but it might have some more uses we'll |
2059s | see um Pete's an interesting product and |
2062s | it kind of requires you to kind of rip |
2065s | apart the wetlands for it a little bit |
2068s | um |
2069s | um I'm kind of researching and and |
2071s | testing out where I wanted more in the |
2073s | world to kind of balance out the um the |
2078s | resource layers between the different |
2080s | biomes so you're probably going to see |
2082s | some spots of it in the |
2084s | grassland um as well as in the warm |
2089s | Forest not so much in the cold Forest |
2093s | um and probably just tad bit here and |
2097s | there kind of spot in uh in the jungle |
2099s | as |
2101s | well um just to kind of have players be |
2105s | able to get some here and there but the |
2108s | the the big reliable sources are mainly |
2110s | going to be wetlands and surrounding |
2116s | grassland |
2118s | um what else did I have in |
2124s | store yeah so talked about the um just |
2128s | just as a a kind of a quick summary for |
2131s | people coming in a little bit |
2132s | late um so we |
2136s | have vehicles being paintable together |
2138s | with World objects that do that support |
2141s | it and will add more support to World |
2143s | objects as they're being polished up and |
2145s | improved optimization Wise from the art |
2148s | side of |
2150s | things uh yeah just so any generally |
2153s | speaking any of the new objects that's |
2155s | been added in the last year and a half |
2157s | support |
2158s | it uh there are a few objects storage |
2162s | justest there are a few older objects |
2165s | that um supports it as well like the |
2171s | uh could have sworn they added they they |
2174s | fixed that maybe that |
2176s | broke or maybe the paintable component |
2179s | didn't get properly added I know the |
2181s | storage chests is supporting it and it |
2183s | will support it by the time 111 gets |
2186s | out uh |
2191s | [Music] |
2194s | blacksmith table is another one that |
2196s | should be supporting it yeah here we |
2199s | go let's pull down that |
2204s | coding so as you see here we got that |
2206s | metal bar handle in |
2208s | there uh we have the front |
2215s | pieces and then we have |
2218s | kind of the back |
2220s | metal to the main details um so there's |
2223s | a couple of things that we're |
2224s | experimenting with for how to display to |
2228s | the user which area you're currently |
2230s | kind of |
2231s | highlighting |
2234s | um right now it's kind of pull that |
2237s | detailing up um it's using the color and |
2241s | kind of highlighting the entire thing |
2243s | and kind of pulsating in and |
2246s | out um |
2250s | but sometimes it's a little bit hard to |
2252s | kind of tell what you're looking at with |
2254s | what with kind of where you're trying to |
2256s | paint what you're trying to paint into |
2259s | um so you know take it with a little bit |
2262s | of a a grain of salt |
2266s | um but it's a cool new thing that uh |
2270s | allows more customization tailoring of |
2272s | what you want stuff to be and as as said |
2275s | we are going to try to get support for |
2278s | for basically |
2279s | everything um some stuff as seen here |
2283s | doesn't really do anything at the |
2286s | moment um but it'll it'll get |
2290s | there um ETA for 11.1 |
2295s | no um it's still it's still in progress |
2298s | there's still a few assets that missing |
2301s | artwise that they're working on there's |
2302s | still a few kind of bugs and quirks with |
2306s | the new vehicle cools that we want to |
2309s | hammer out as well both in terms of |
2310s | interactions and as you seen the uh or |
2313s | as you as you haven't seen I should say |
2315s | um some of the vehicles are just |
2317s | Vanishing at the moment |
2319s | so always something breaking in one end |
2322s | fixing it in the |
2324s | other |
2329s | um will stores be able to better handle |
2331s | durabil I believe that is in here hang |
2334s | on give me give me half a second here it |
2336s | is an excellent question and and I |
2338s | completely forgot that I wanted to bring |
2339s | it up |
2341s | but spawn a |
2344s | store here we go can we paint this |
2348s | door think it I think they were looking |
2351s | at it but it's not done |
2354s | yet um but yeah so for the store |
2358s | now uh let's grab some let's grab some |
2364s | some let's grab some tool grab a hammer |
2368s | you now have so we we're kind of |
2371s | rebranding what was what was previously |
2373s | known as kind of Max |
2375s | durability of like the health of the |
2379s | tool um changing the name of it a little |
2383s | bit make it easier to understand which |
2386s | which is which when you're talking about |
2388s | it as well as when you're looking at |
2389s | things so the degradation of the tool |
2392s | itself so how many times you can repair |
2394s | it and you know how much durability you |
2396s | get out of it is now being reference the |
2398s | named |
2401s | integrity and then you have durability |
2403s | which is the actual how many hits you |
2406s | have with the |
2408s | tool so now you have a separate input |
2411s | for the Integrity of the tool when you |
2413s | want to purchase |
2414s | it which should separate that out so now |
2416s | you have control |
2418s | over how badly broken tools you want to |
2421s | accept or you know say you want to buy |
2424s | up all the scrappy tools for a lower |
2427s | price |
2428s | you can now properly do |
2431s | that um so thank you everyone for the |
2435s | input on the new Integrity stuff |
2440s | because um any and all of it helps kind |
2444s | of determine how usable some of these |
2446s | things are for |
2448s | everyone |
2450s | um as it was a bit of an oversight on my |
2453s | part that should have been gone into |
2456s | stores |
2459s | talking about |
2460s | stores I'm kind of dreading what's |
2462s | coming next after that |
2470s | sentence can tool repair be set to the |
2472s | blacksmith one instead of two trying to |
2474s | keep up with these those Scrolls on |
2476s | white tigers a pain |
2478s | um arguably Lloyd you could make a |
2480s | petition to ask for that to be a change |
2482s | on white |
2485s | tiger uh will we look at the problem for |
2487s | freshness in in them for spoil spoiling |
2490s | items um you're talking about when you |
2492s | have say you have |
2495s | 100 100 pieces of corn in the store and |
2500s | 50 of them are valid for the criteria |
2503s | the store is purchasing of it doesn't |
2505s | read and see the other one yeah um it's |
2508s | on the bug tracker it it |
2510s | is it's sort of a a a |
2515s | bug that |
2519s | weirdly it it was it's not necessarily a |
2521s | bug because it's it's sort of a behavior |
2523s | change in the algorithm for the store |
2525s | but it's not entirely intended to work |
2528s | that way so we are looking at changing |
2529s | it back into the old Behavior using the |
2534s | new |
2539s | system yeah but it it was It was kind of |
2542s | reworked with 10 due to a lot of other |
2545s | major overhauls uh systematic |
2551s | wise uh setting prices based on |
2554s | durability would be great uh can we set |
2557s | a price based on Max durability like a |
2560s | percentage weight price |
2566s | um at the moment not really because it's |
2570s | very kind of |
2572s | defined |
2575s | um looks at El my um it it's very kind |
2578s | of hard set with what it allows input |
2582s | wise we probably need to rethink the UI |
2586s | and kind of the interaction in the store |
2587s | overall if we wanted to do |
2590s | that um it's an interesting |
2595s | idea but it's also kind of very much |
2598s | expanded on it um I do see the Merit of |
2602s | it of having instead of having to have |
2604s | you know thresholds of tools you would |
2608s | just set a specific price |
2611s | for like a Max price for that tool and |
2614s | then you would just buy whatever Quality |
2617s | Tool that is being sold to you but the |
2620s | price is automatically adjusted based on |
2622s | the percentage coming |
2627s | in |
2630s | um because I know someone wants to ask |
2632s | it can we have a working |
2634s | logging tier six Talent as a stop Gap um |
2638s | technically speaking that's what you've |
2640s | been sort of having since we redid some |
2644s | of those |
2645s | talents so the old cleanup talent for |
2650s | logging um removed the |
2654s | additional cost of picking up |
2658s | debris um so previously the cost of |
2661s | calories for debris pickup or you know |
2663s | chopping debris with an axe was um 60 |
2668s | calories and then the cleanup crew |
2670s | reduced that cost by a third or to a |
2673s | third I should say um so the cost you |
2677s | have for killing debris now is as if you |
2681s | have the talent the old |
2687s | Talent |
2690s | um and it's kind of it it's sort of |
2694s | Senseless to add that system back |
2698s | just as a stop Gap when we when we know |
2700s | what we want the talents to be once they |
2702s | once they're |
2706s | fixed because then we're going to |
2708s | reading things um that we're going to |
2712s | rip out |
2713s | anyway and when we are on on a pretty |
2716s | tight schedule as it is that's a lot of |
2719s | wasted hours just spent on reing things |
2721s | that is going to be ripped out um |
2725s | shortly uh wo maintenance comes to come |
2728s | to clothing soon um no but something |
2732s | that are going to get maintenance and |
2734s | let's hope the server doesn't explode |
2736s | here because I was this is something I |
2738s | was tinkering around with the other |
2740s | day |
2743s | [Music] |
2744s | uh |
2746s | turbine oh solar solar generator was the |
2748s | one I was leaving it t |
2757s | look at |
2760s | that so we'll also cooking some of the |
2763s | maintenance stuff here as well so |
2764s | maintenance and parts is getting a new a |
2768s | new addition as well we we'll sneak that |
2770s | into this as well |
2773s | um but since it is very much Balan |
2776s | things I'll I'll we'll kick it in here |
2778s | as well |
2779s | um power generation will get parts power |
2783s | generation will cost you a maintainable |
2786s | resource uh |
2788s | um depending on which type it is so wind |
2793s | turbines and like wind turbines are |
2796s | going to need Replacements in fiberglass |
2799s | um and so on solar generators are going |
2803s | to be requiring glass and and so on so |
2806s | forth |
2808s | um or glass panels or something reflect |
2811s | the panels still a little bit |
2814s | in seeing where we want to take it might |
2816s | just make |
2817s | solar panels be a resource itself |
2822s | um so there's there is going to be a |
2825s | cost for these which means um I can |
2828s | finally kind of overhaul and scale the |
2831s | production of |
2833s | power based on that cost right |
2836s | now all power generation is fairly low |
2840s | because they're completely free by a |
2842s | large Factor so wind turbines is free |
2845s | electricity water wheels and wind |
2847s | uh wind Mills are you know free |
2849s | mechanical Power you can build them in |
2851s | an infinite size covering half the |
2855s | world |
2857s | um and it's always been kind of an issue |
2861s | with the balance of power generation has |
2865s | come from the initial cost to |
2867s | manufacture |
2870s | them um and that kind of scaled on |
2874s | with um |
2879s | like price to power ratio over time and |
2881s | and and it's been kind of rough |
2884s | to um anticipate how long the server |
2888s | lasts kind of after that power |
2891s | creation um but now power will have a |
2895s | durable cost to them so they'll have you |
2898s | know a type of fuel if you will |
2901s | regardless even if it's green |
2905s | energy um so that's going to be coming |
2908s | in with 111 as |
2910s | well um but with that also allows me to |
2913s | crank up the quantity of power gained |
2916s | from these generated Ty sources so all |
2919s | power overall is going to get a buff |
2921s | across the board because they are going |
2923s | to cost over time now and you're going |
2925s | to need less buildings of them to have |
2929s | the same quantity of power |
2932s | available um so that's going to be a big |
2935s | shift in how much stuff you need to |
2938s | craft around you and how much space you |
2939s | need |
2941s | individually um so that I'm hoping is a |
2944s | welcome change even if it is an |
2947s | additional cost to |
2949s | him um second thing with this is um |
2953s | we're adding some features to the parts |
2956s | component |
2957s | itself so now you can very much similar |
2961s | to the for sale component where it |
2963s | allows you to put up things for sale um |
2966s | in the world world and you can set the |
2968s | cost you can set the relation to it um |
2971s | and anyone that then can afford it can |
2973s | walk up to the device and purchase |
2976s | it um we want some we're kind of pushing |
2979s | for more in World activities you're |
2982s | going to see this with explosives as |
2984s | well um but parts has this with um |
2989s | allowing a repair |
2991s | Bounty and then setting the price for |
2994s | it so you can |
2997s | if you have the requirements for |
3000s | replacing that part um you can charge |
3004s | people or pay people in this case um you |
3008s | can pay people to replace the pieces of |
3010s | broken gears and and cogs and whatnot in |
3012s | your |
3014s | Machinery um as those costs and you also |
3017s | have some settings for it with allowing |
3019s | repairs when durability drops to a |
3021s | certain |
3022s | percentage um so you can set it to you |
3025s | know not allow this to happen |
3028s | unless you have you know if the part |
3030s | breaks completely a bounty will pop up |
3033s | and it'll allow someone to uh to get |
3036s | that sorted |
3037s | out so in this case if we do 100% anyone |
3041s | can do that |
3042s | here and then you have the item so the |
3044s | item or the Integrity of the item is for |
3048s | the replacement so in this case you're |
3051s | paying a bounty and it needs to have at |
3053s | least 50% |
3055s | durability uh or integrity |
3059s | sorry um and then which account and what |
3062s | currency and the quantity you want to |
3063s | pay and once you have that posted it |
3066s | should if things are working |
3069s | properly uh pop up here in Reds so this |
3073s | is a new tab in the economy viewer and |
3075s | it'll have basically be a bounty board |
3078s | for replacing |
3079s | parts that way while we have added this |
3083s | maintenance system we are now adding a |
3084s | way for you to pay people uh um to help |
3087s | you out repairing things or uh kind of |
3091s | get more in World activities |
3094s | rolling |
3097s | um and you know if you can always use it |
3099s | as sort of it a self self-managing Board |
3103s | of what breaks were um which is probably |
3106s | what I personally use it for |
3110s | um but it's a Nifty little thing to just |
3113s | add more depth to the economy and add |
3115s | more things for you to do um outside of |
3118s | just Dig |
3121s | Minecraft um ABC progression |
3126s | wise |
3128s | um |
3130s | yeah uh is there going to be an update |
3133s | for Cutting Edge cooking it's been a |
3134s | while and and it hasn't seemingly been |
3137s | touched um no it it it's it hasn't and |
3142s | it's still a bit undecided on where we |
3144s | want to take it |
3148s | um CU part of me want to push that to be |
3152s | sort of a utility supplementary |
3155s | profession to the advanced cooking um |
3158s | Advanced |
3159s | baking but it's it's kind of hard I've |
3163s | been poking around in different kind of |
3165s | recipe combinations and seeing like what |
3167s | where it would fit and how it would fit |
3168s | in um and it's hard to do that without |
3172s | it being very shallow as a profession I |
3175s | know you know there's been some |
3177s | complaints here and there about painting |
3179s | being its own separate profession and |
3181s | it's really basic in terms of what it |
3185s | can craft and and how it's |
3187s | interacting |
3190s | and while I agree with that it is also I |
3194s | don't want painting to be mixed in with |
3196s | another profession that we currently |
3198s | have on the board because I do have some |
3200s | other plans for paper Milling as well as |
3203s | fertilizing as as example is going to be |
3206s | involved in |
3207s | um |
3209s | explosives um and some other stuff so |
3212s | there are some follow-up things that are |
3213s | going to happen to a lot of these |
3215s | professions that is a bit empty at the |
3219s | moment um |
3222s | and I think it boils into a factor of I |
3226s | don't want to poke at it until I can |
3229s | turn it into what I want it to |
3231s | be um and at the moment there's not |
3235s | enough kind of things surrounding it and |
3238s | things on the kind of the end game scale |
3241s | that would make it justice to do that |
3244s | rework because we have a lot of other |
3246s | kind of core features and systems that |
3248s | we need to focus on |
3252s | primarily um but it is something I do |
3255s | want to do and it is something I kind of |
3257s | want to add a bit more flavor and foods |
3259s | and |
3261s | and a little bit of mixture here and |
3263s | there |
3264s | um we're kind of breaking into to the |
3267s | chemical side of things with explosives |
3269s | in the mix um so you know just keep a |
3274s | lookout we eventually get to uh to |
3277s | Cutting Edge cooking um it might be |
3279s | rebranded as a as a different name for |
3282s | it or kind of shuffled around |
3286s | um checking in from 2020 do we have |
3289s | trains no we do not have |
3294s | trains uh will explosives be its own |
3296s | profession are baked into an existing |
3298s | it'll be baked into several |
3300s | different um paper Milling will have a |
3303s | part fertilizer will have a part mining |
3304s | will have a part |
3308s | um and it'll also be both kind of |
3312s | mechanical era introduction over the |
3313s | modern introduction as well so bunch of |
3315s | different crafting materials as well as |
3317s | intermediary |
3319s | Parts um but I'll go over that on on the |
3323s | next stream which will be in two weeks |
3326s | uh uh multiple tiers of explosives then |
3330s | yeah it's cool it's nice it has some |
3334s | really really nice cool effects from |
3337s | from Toby I'm really happy with how the |
3340s | uh the general interactions are coming |
3342s | out with it |
3344s | um and yeah |
3347s | so I have some some if you explode the |
3350s | water does it |
3351s | break um I think we'll avoid more water |
3354s | problems than necessary |
3356s | and I'm not sure that's how Water |
3359s | Works uh just just putting it out |
3364s | there um but now we we got a few ideas |
3368s | about General destructible environments |
3372s | across the |
3373s | board um but like I said we'll do a full |
3376s | stream on that and and we'll blow things |
3380s | up to uh two hearts |
3383s | content um in the next one |
3387s | but yeah so paintable World objects |
3390s | vehicles are |
3392s | paintable um by the time 11.1 comes out |
3396s | I'm hoping all the vehicles are going to |
3397s | be paintable that's what the goal |
3401s | is um can we control who has access to a |
3404s | generator in terms of the parts or you |
3408s | mean as power consumption stuff power |
3412s | consumption stuff and sale of power no |
3415s | that that will be its own kind of |
3418s | utility |
3421s | update so it's it's sort of planned um |
3425s | but it is also stretch coal um but it |
3430s | road map wise it is definitely something |
3433s | that I would consider necessary prior to |
3440s | 1.0 I'm I'm I'm hopefully not |
3442s | disappearing too |
3445s | much uh we'll up gr changes becoming to |
3447s | 11.1 no um they'll probably come into |
3451s | 11.2 |
3454s | um we'll see I'll have more updates on |
3457s | that in the in the future but 11.1 as it |
3461s | is right now the |
3463s | main the main stuff that's done is the |
3467s | general tutorial |
3468s | overhaul um the parts ex kind of the um |
3473s | expansion on the parts and the bounty |
3475s | system |
3477s | as well as the paintables um so we you |
3479s | know additional paintable World objects |
3482s | um the vehicles and so on so just more |
3483s | customization in that |
3486s | regard um Integrity control in the |
3489s | stores for tools so you can |
3492s | properly correct and control those |
3497s | values |
3499s | um a whole bunch of bug fixing |
3504s | um and the explosives are sort of a |
3506s | stretch goal if they make into uh if |
3509s | they make into |
3510s | 11.1 we'll see it seems like it it's |
3513s | going pretty |
3514s | good um Pete as a new block type |
3519s | so on that premise um it will mean that |
3525s | you are going to need to generate a new |
3527s | world to have some of these new |
3533s | resources so bear that in mind |
3537s | um because it is going to be two new |
3539s | block types that you're simply not going |
3541s | to be able to have in your world outside |
3544s | of spawning them from an admin side um |
3547s | unless you make a new world for it |
3549s | that's going to be changes coming into |
3550s | the world |
3552s | generator um normally we wouldn't do |
3555s | them for minor |
3558s | updates |
3560s | um but we're we're kind of on a on a |
3563s | speedy schedule |
3565s | for uh um for the features that we're |
3568s | working on for 1.0 and up to 1.0 |
3572s | so we we're going to break what our our |
3576s | general conventions that we've |
3579s | had uh any sort of minor disasters been |
3582s | brought up um there's a few ideas and |
3586s | and there's a few |
3587s | solid solid pieces that we are uh |
3591s | looking at but probably going to be post |
3595s | 1.0 |
3598s | uh beta for Christmas in terms of |
3600s | 111 um we'll see hopefully hopefully |
3603s | sooner than |
3605s | that uh we are kind of wrapping up the |
3609s | core features for it and then it's going |
3611s | to switch over to just bug crunching and |
3613s | and |
3614s | testing um there's a few a few bits left |
3618s | to kind of get that uh get in |
3622s | before before we can do uh play tests |
3624s | for it |
3627s | uh the meteor actually hitting is one of |
3628s | the coolest things ever and probably the |
3630s | rarest player |
3631s | experience uh I like I like the destru |
3634s | ability of the meteor |
3637s | um I I definitely have some some other |
3640s | kind of natural |
3642s | disasters um that I'm planning for but |
3645s | we'll see how far we go before 1.0 |
3650s | and I'm hoping we can get something in |
3654s | but as with some of these things there's |
3656s | stretch Co and the the the the features |
3658s | that are kind of locked in is the ones |
3660s | that was posted on the road map 4 |
3662s | 1.0 um so that's sort of our main |
3665s | priority at the |
3666s | moment |
3668s | um but as for General minor kind of |
3672s | disasters it's hard to give that a |
3674s | balance in between being distractive and |
3678s | destructive enough without really |
3680s | ruining someone's day because you could |
3682s | have someone |
3683s | that um you know only has two three |
3686s | hours to play during the week they hop |
3689s | on and and have their stuff is you know |
3691s | burnt down because a forest fire |
3693s | happened |
3695s | um and in a lot of cases when that |
3698s | happens in other relative games people |
3701s | just end up leaving because you know |
3703s | they come in they see the |
3704s | destructiveness and they go like I'm not |
3706s | going to you know not having the |
3709s | patience to deal with this am and then |
3711s | they hop on another server or take a |
3713s | break for a week so it's hard to gauge |
3717s | the scope of those small disasters to be |
3723s | you know cool enough to experience or or |
3725s | fun enough to see or terrifying enough |
3728s | to see while still not completely |
3730s | ruining someone's experience across the |
3734s | board |
3736s | um so that's kind of taken |
3740s | into into uh account when looking at |
3744s | these things while the meteor is |
3747s | from a design point of view and a very |
3750s | safe |
3751s | feature because everyone is |
3755s | equally aware of when it's going to |
3757s | happen you can plan for it it has a |
3759s | timer |
3761s | um you can see it kind of come in |
3767s | um |
3769s | so versus something that would |
3771s | intermittently happen randomly seemingly |
3775s | um |
3778s | but it would be it would be interesting |
3780s | to do like you know solar flare bam and |
3784s | suddenly this little radius on the map |
3786s | is getting scorched and plants die or |
3789s | trees tumble down or or you know |
3792s | whatever |
3793s | else um so from a general just living |
3798s | experience of it |
3801s | um it's an interesting Prospect for it |
3805s | um oh yeah biome specific things could |
3807s | could do um are your explosives going to |
3811s | be a way to deconstruct the building all |
3812s | at once or a tool that can or a tool |
3815s | that can do that type of thing I will |
3817s | Reserve that question for the next |
3820s | stream it is something that we're |
3822s | discussing um it's also something that's |
3824s | kind of being poked and prototyped and |
3828s | tested around so I don't have a |
3830s | definitive answer to if that's going to |
3833s | happen in the current iteration or not |
3837s | um probably more of having |
3841s | a |
3843s | um an answer to that after next week |
3848s | sometime so I'd recommend just popping |
3850s | in on the uh on the explosive stream and |
3852s | I'll have an answer for |
3855s | you um environmental disasters could be |
3858s | interesting with your Blaze without your |
3860s | base being blown up drought causing crop |
3862s | failure isn't this punishing as your |
3863s | house burning down no and that that's |
3865s | that's the |
3867s | that is sort of doable and if you tie it |
3871s | together with other kind of alarm |
3873s | systems as in you know you can see a |
3876s | temperature slowly rising and then bam |
3878s | the drought hits later then you can kind |
3880s | of you might not be able to predict |
3883s | accurately but you can get a sense of |
3886s | it's about to happen so I need to |
3888s | prepare for |
3890s | it um and that most is the kind of |
3892s | reactive |
3894s | gameplay that has has a depth of feel |
3898s | that you know this world is Alive stuff |
3900s | is happening |
3903s | um and you know building that character |
3906s | of the |
3911s | world uh freshness in store for |
3913s | 111 I will try to see if we can get that |
3916s | done I'm not entirely sure how how |
3920s | intertwined that is um I haven't dealt |
3922s | with the store code at all so |
3927s | um I'll poke at it and see what |
3931s | happens going to claim all my build if |
3935s | that can explode if El's |
3939s | around it can add watering systems and |
3941s | so on yeah so there there's a couple of |
3943s | there's a couple of things in there that |
3944s | can tie into like a reactive game Loop |
3947s | where you need to react to the |
3948s | environment happening around you which |
3949s | is also kind of what we're pushing for |
3952s | as well with some of the some of the |
3953s | changes that we have on on the table |
3958s | um and uh yeah so a lot of things still |
3963s | left to do there is no no shortage of |
3967s | kind of changes and additions that um |
3969s | can and can Will and needs to be added |
3972s | um on our journey |
3975s | here and |
3978s | uh |
3980s | yeah I think |
3982s | uh I think we can probably call it for |
3985s | the evening um it's been a blast as |
3990s | always and uh yes so we'll |
3994s | uh we'll reconvene hopefully by the next |
3997s | stream so that'll be in in two weeks |
4000s | Friday um same channel same |
4004s | time um go over the Des the U the |
4007s | destructibility of uh explosives and how |
4011s | they're interacting in the world and |
4013s | what you need to do with them |
4017s | and the cats finally I think went to |
4020s | sleep for now so hopefully they'll stay |
4024s | calm a bit |
4026s | um yeah it'll it'll be a big blast next |
4029s | time um yeah so thanks everyone hope you |
4034s | have gotten some questions answered and |
4036s | some uh insight into what we're working |
4040s | on and how it's |
4042s | going um |
4045s | and I'll see you all next time so have a |
4049s | good one take care and uh have a good |
4053s | weekend |