7 months
ago -
Enshrouded
-
Direct link
Transcript (by Youtube)
0s | to celebrate and child's most recent |
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2s | update our team hosted an askme anything |
5s | session on Reddit here is a somewhat of |
7s | a short |
10s | recap are there any plans for angled |
12s | voxel and other varied blocks to let |
14s | player build more intricate basis well |
17s | this can be tricky from the technical |
19s | side of things and also the perspective |
21s | of the user interface but we do like the |
23s | idea our goal is to keep improving our |
25s | building system with time so that our |
26s | players can create even crazier builds |
28s | so I promise we'll discuss this more in |
30s | the future |
32s | will we be able to rotate build props in |
34s | full 3d eventually this isn't currently |
37s | planned because of the complexity of the |
38s | controls and interface elements involved |
40s | but we will think about it a big part of |
42s | the challenge with this is considering |
44s | all the different languages and layouts |
45s | our players use while also accounting |
47s | for both keyboards and controller this |
49s | can make it difficult to account for |
51s | every kind of player especially when in |
52s | shed has so many complex features and |
54s | functions that we have to keep track |
56s | [Music] |
57s | of can we expect a rework of this kill |
60s | acheve for the Mele side it feels like |
62s | it needs some love class balancing is |
64s | something we're always working on |
66s | including improvements to the combat |
67s | systems and melee builds there's no |
69s | current ETA on the changes but I promise |
71s | we're not forgetting about you can |
73s | multishop please affect all arrows |
76s | whenever multishot triggers it also |
78s | consumes extra arrows in the process so |
80s | because of this we remove special arrows |
82s | from the multi-shot pool to stop players |
84s | from losing them too quickly but in the |
86s | future we do plan to add more skills to |
88s | multi-shot that bring those special |
89s | arrows back |
91s | are there any plans to increase the max |
93s | level and make the skill tree larger |
95s | absolutely the skill tree and level cap |
97s | will expand with time as the game |
99s | continues to grow and expand with future |
101s | updates your flame borne will |
103s | [Music] |
104s | too why did you decide a vxo base world |
107s | would work with the game it's honestly |
109s | the main selling point for me for us the |
112s | creative aspect of building a base was |
114s | essential for our game as well as |
115s | allowing players a lot of freedom to |
117s | explore the world so it was important |
119s | from the beginning to create a game on |
120s | the technical Foundation of our voxal |
122s | engine luckily our team already had a |
124s | lot of experience working on our last |
125s | game portal nights which was also voxal |
130s | based other than building there's very |
132s | little to do after completing all the |
134s | quests how do you plan to address |
136s | replayability first off I need to |
138s | preface this with a big caveat most of |
140s | the things I'm talking about are plans |
141s | for the future that means end of Early |
143s | Access or later but having said that |
145s | here are some of the ideas we've been |
146s | toying with world events instance |
148s | dungeons server Gamay play settings |
151s | adding more biomes and expanding the |
152s | world as well as base sharing and user |
154s | generated content heavy plan an end game |
157s | where we get a shroud free world full of |
159s | life again I'd really love to reach a |
161s | stage where the Shroud doesn't come back |
163s | and my mission is accomplished |
165s | replayability is a big priority for us |
167s | so currently we don't plan on having a |
169s | permanent end State for the game world |
171s | but on the other hand we see that a lot |
172s | of players have been having fun |
174s | rebuilding the ruins of Ember bille so |
176s | that's something we have been thinking |
177s | about for the future |
182s | I would love to see some base invasions |
183s | having to build a defensible bases adds |
186s | sense of urgency and danger which would |
187s | be |
188s | motivating this suggestion is very |
190s | popular but it is challenging to design |
192s | in a game like ined we need to find a |
194s | way to make it fun and interesting |
196s | without making it too frustrating or |
198s | easy to cheese we like the idea but we |
200s | do need to think more about it do you |
202s | have any plans for creative mode for |
204s | free building also thoughts on free |
206s | camera longer term we can imagine adding |
208s | an actual creative mode like we did in |
209s | Port |
210s | but it's not currently on our road map |
212s | nobody's asking for free cam harder than |
214s | our video producer who makes these |
215s | videos so it's a maybe what's your |
219s | stance on modding and in Tred in the |
221s | future we love to see players already |
223s | investing so much effort to create mods |
225s | for a game but because and shrouded is |
226s | built on a custom engine it would be a |
228s | big undertaking to implement full custom |
230s | mod support at this time at the current |
232s | stage of development our main priority |
233s | is on implementing features within the |
235s | game itself to Foster player creativity |
237s | rather than expecting players to deal |
239s | with the effort of creating installing |
241s | mods are there any plans for a looking |
243s | for group feature or a Lobby or a chat |
245s | to find groups there's a lot of other |
247s | multiplayer systems we should probably |
249s | focus on first but you can always stop |
251s | by our Discord server to find others to |
253s | join we'll consider adding more options |
254s | in the |
255s | [Music] |
257s | future after the fix to the unlimited |
260s | flight do you have any plans for endgame |
262s | flight I love just flying over the world |
264s | you've created we think our current |
266s | highest level glider is already powerful |
268s | and we don't want to go for unlimited |
270s | flate too quickly in the game's |
271s | development but we are thinking of other |
273s | fun ways to mess with your glider in the |
275s | future do you have any plans to add more |
277s | loot so we can get some variety and some |
279s | rewarding glot we are hoping to find |
281s | cool stuff in the Hol hols well the Hol |
284s | hols do actually feature a new and |
285s | unique type of weapon that we call |
287s | sacred these generally have a longer |
289s | range to better handle big groups of |
290s | enemies kind of like the ones you'd find |
292s | in Hollow |
296s | Halls are there any plans to add more |
298s | weapon archetypes such as dual wielding |
300s | and whatnot I would do anything to be |
302s | able to use the two handle Cy that some |
304s | enemies use in the hollow Halls |
306s | definitely we're always cooking up ideas |
308s | for new weapons and I think you'll be |
309s | very excited with one of the things we |
311s | have coming for update 2 more weapon |
313s | types are always on the to-do list but |
315s | something else is coming first and as |
317s | for the walking toggle it's a nice idea |
319s | we're going to look into |
322s | it can you tell us how many NPC crouches |
325s | will be in the game we haven't decided |
327s | yet on just how many there will be but |
328s | we can already say we have plenty of |
330s | ideas for different NPC roles expect |
332s | your bases to get a lot more crowded in |
334s | the |
335s | future what's your vision for NPCs will |
338s | we be able to make towns alive again and |
340s | assign jobs to NPCs towns folk NPCs are |
343s | already on the current road map we know |
345s | many of you are hoping to breath new |
346s | life into your bases and we hope to |
348s | improve NPC interactions more in the |
349s | future so stay tuned for that in a |
351s | future |
355s | update can I please get a pause for |
357s | single player in enshrouded there's |
359s | always a server running in the |
360s | background to simulate the game in its |
362s | world even when playing in single player |
364s | so that means that you can't really |
365s | pause the game properly at the moment |
366s | we're discussing internally to see if we |
368s | can potentially add that in the future |
370s | is there an ETA on a bloom toggle in the |
372s | graphic settings getting from dark to |
374s | light areas can be painful for some |
376s | sensitive eyesight we've heard you guys |
378s | loud and clear on this and we want to |
380s | improve postprocessing in general |
382s | because this has an impact on some of |
383s | our assets though especially our visual |
385s | effects it will take some time until we |
387s | have additional |
388s | improvements do you have an update on |
390s | individual Quest progression World |
393s | progression versus personal progression |
394s | is currently something we have |
395s | tentatively scheduled for the next |
397s | update we've been a bit taken aback by |
399s | how common this request was because we |
401s | hadn't realized just how many of you |
403s | would want to hang out in your world |
404s | exploring and questing even when your |
406s | friends weren't around to us this is a |
407s | testament to just how immersive and |
409s | shrouded can be and a fun sort of here's |
411s | a new thing that nobody thought would |
413s | actually be a problem sort of way anyway |
415s | we'll take care of it |
420s | are there going to be more missions |
421s | added in the near future with every new |
424s | update we plan to add not only new bug |
426s | fixes and improvements but also much |
428s | more content this usually but maybe not |
430s | always will mean new quests and more |
432s | things to do from time to time we will |
434s | add a new part to the world like a new |
435s | biome and this will include new enemies |
437s | new quests and much much |
442s | more what are the next steps for steam |
445s | deck support the steam deck version |
447s | still needs more optimization to earn |
449s | its steam deck certified sticker but |
451s | we're still currently working on |
454s | it can you speak to the thinking behind |
457s | turning all the water into the Shroud |
459s | stuff are there engine limitations with |
461s | liquids or is it game to play an |
462s | important role in the law simulating |
465s | liquids in a realistic manner is |
466s | extremely complex even in games where |
468s | the world is static and can't be |
470s | modified so if you add the possibility |
472s | of changing the terrain around that |
473s | liquid and even worse changing it in |
476s | real time with volumetric voxal based |
478s | Worlds the problem becomes order of |
480s | magnitude more complex and not to |
482s | mention more demanding and resources it |
484s | was clear that we wouldn't be able to |
485s | include water into our Early Access |
486s | version of enshrouded but we wanted to |
488s | have natural barriers within the Shroud |
490s | so we designed our lore around that we |
492s | love the idea of having water and heard |
493s | the call from the community so we want |
495s | to make it work but it's still a |
496s | technical research topic for us in terms |
498s | of lore we can imagine that regions |
500s | above the Shroud would leave bodies of |
501s | water untouched so it still makes |
507s | sense what we see the map slowly expand |
510s | in small updates during Early Access or |
512s | will it all become available at once |
514s | when the game launches fully this will |
516s | come over time with our major updates |
517s | usually in the form of new biomes or |
519s | extensions to existing biomes as |
521s | development progresses during early |
522s | access to manage expectations it's going |
524s | to take us several months before we're |
526s | able to release our first full map |
528s | expansion it would be nice if the |
530s | changes the player makes to the world |
532s | could be saved will this happen |
534s | currently we don't have plans to remove |
536s | the world resets outside of player bases |
538s | because saving all those changes would |
540s | have a significant impact on the |
541s | performance and stability of the game |
543s | and we need to be mindful of that we |
545s | know the map will expand northwards but |
547s | other of plans for vertical expansions |
549s | of the map I wonder if there's a chance |
550s | to see Sky Islands or even depths like |
553s | an underworld full of shroud and |
554s | darkness that's super dangerous but |
556s | rewarding and cool looking well I won't |
558s | give any spoilers but some of our more |
560s | Savvy players might have noticed that |
562s | our map now is over a full kilm taller |
564s | than it was in the closed beta |
567s | for reasons is is there an approximate |
570s | date for the next map portion release |
572s | our current goal is for our next major |
574s | update to release with a smaller sub |
576s | biome that will add more variety and new |
578s | content to an already existing one for |
580s | the next fullsize biome we're looking |
581s | further out than that probably several |
583s | months at least as it needs a lot more |
585s | content to come with |
586s | it we hope you guys have found this |
588s | recap interesting and we've answered |
590s | even more questions in the AMA itself |
592s | which you can find on our subreddit and |
594s | in the link in the description we hope |
596s | you're as excited about the future of |
597s | insed as we are and we can't wait to |
599s | show you what what's next until then |
601s | take care and fly safe |