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Hunt: Showdown
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326s | hello everyone and welcome to another |
329s | developer livestream I am here today |
331s | with two people one of them you can't |
333s | see yet Lars and we have sweat who's |
335s | like he's hiding in the corner and we |
339s | are going to talk about some of the |
342s | things that are coming 45.0 so some of |
344s | you already have seen the road map |
346s | update which is all the things that are |
348s | coming to provide my no and at the |
351s | moment we wanted to split it a little |
353s | bit so we're gonna talk about some of |
355s | the map changes that we have done some |
357s | of the lighting changes some of the day |
359s | changes and that will be the main topic |
362s | for its day stream and then next week I |
365s | know that's where you guys are mostly |
366s | excited for it it's gonna be the AI |
368s | stream so no worries it's coming too |
371s | bright is it too bright no it's never |
372s | too right so yeah first we have Lars |
375s | Lars introduce yourself what do you do |
377s | here and I'm with credit for about three |
384s | years now and yeah upcoming changes and |
391s | features okay awesome so what we're |
396s | gonna do is we're gonna have Lars first |
397s | then we're gonna switch this win and |
399s | then we're gonna have a QA out the couch |
402s | with everyone so the QA will obviously |
404s | be focused on the things that we're |
406s | talking about today no other things I |
409s | know that you guys would love to hear |
410s | more about other things that are coming |
412s | but we're focusing on life you know and |
414s | especially where these gentlemen are you |
416s | know specialize in so yeah what do you |
419s | have for us first I know you're going to |
421s | talk about first about the |
422s | implementations of the different times |
424s | of day on both Maps yes I mean we had |
429s | this coming for a long time but took a |
433s | bit longer than we expected but finally |
436s | we now have all time days in all maps so |
440s | we have no gold for the neutral and |
444s | night mm-hmm and so that means |
449s | Stillwater our values coming at the |
452s | neutral setting and Lawson Delta it's |
456s | gonna have the foggy and cold city call |
461s | Larry Saturday rather my favorite time |
464s | today um I think for me it would always |
468s | work the night setting um Mannie I walk |
472s | them for the longest time because it |
475s | took us several new mutations to to come |
482s | up with the perfect amount of brightness |
485s | and it's still difficult and people are |
487s | still I mean it's it's it might like it |
493s | some people might hate it |
495s | for some it's too too bright now but |
499s | yeah so at the moment I like it and I |
509s | mean okay well let's get into what we |
517s | have here so obviously this is time it |
522s | snowed a time and still what about you I |
525s | made some nice clean shots and yeah I |
531s | think the new town of days really fits |
534s | the I think it looks looks really good |
543s | and still wartime possible just mean |
548s | trod on yeah also did fits in so it's |
551s | it's nice it's a nice addition to to our |
554s | gold and other screenshots I always feel |
560s | that date I was like they were it's like |
562s | gonna start to break I've never been |
564s | yeah it looks like it looks very |
566s | selected a Netherland so at a time |
571s | like it is a bit blue it's just mainly a |
573s | lot of clouds it's gonna rain their gold |
579s | was like oh this is nice this is like a |
581s | nice summer day you know where it's like |
583s | a little bit warm snow but it's getting |
585s | dinner like night time okay I mean for |
590s | me it was more like really really calm |
593s | midday and some clouds and yeah but I |
600s | think just to see what show some some |
613s | fun of interests or some some key |
616s | compounds of of the Stillwater and I |
622s | think like challenges that you had when |
627s | changing and implementing a day time for |
629s | a different map with a neutral and with |
633s | the mutual gold and foggy kind of simple |
642s | because it was basically it wasn't of |
647s | course not just copy and pasting things |
649s | but it was okay but I mean most |
656s | difficult was nighttime because with |
664s | neutral you don't have to I mean it was |
668s | the only time that we had in in Austin |
672s | and you didn't have to take so much care |
677s | of player because you can see you can |
680s | see everything you can see all the |
682s | compounds and also from afar and |
685s | midnight it was challenging so we had to |
690s | to really come up with how we want to |
694s | lead the player from compound to |
696s | compound suet and not not lost in show |
704s | that so I always wanted to so much left |
709s | side okay can see the compound we |
711s | highlighted out of a by file ID how do |
715s | you added additional like fires or |
718s | lighting sources during his time at yeah |
720s | so we really had to to add some some |
724s | some fire here and there and we just to |
728s | to bring the plan to the right direction |
732s | and I mean for example you can see in |
735s | the distance yes again a light source |
738s | that would say the player okay if I go |
742s | in that direction there will be |
744s | something that would be a compound also |
747s | we placed a lot of new lanterns at the |
752s | roads and the extraction point and the |
756s | spawn point especially is really so that |
761s | if you spawn even in a really in a place |
766s | where there's like no compound right |
769s | away and you see okay and just in that |
772s | direction there's a light source that I |
774s | can see even if it's dark and yeah I can |
778s | go straight ahead and then you hopefully |
781s | find your way yeah like how many |
783s | additional like lanterns have you placed |
786s | oh that's a good question |
791s | didn't didn't count it but well quite a |
795s | lot yeah like those lines are still |
798s | there in |
798s | yeah okay yeah everything everything |
802s | stays for every time of day so didn't |
806s | want to separate it so that it's feel |
809s | okay as the fire and the nights always |
811s | and no fire and time and I can control |
829s | the daytime just ignore that |
835s | daytime in still water directly becomes |
841s | like a different area like a different |
843s | map like it directly feels very |
845s | different now also I really really like |
850s | it yeah it was a live stream he did an |
857s | amazing job on the whole neutral team at |
862s | the only time of day so really really |
865s | good hmm and you still have the the |
870s | pride Gumi Gumi sky kind of kind of |
875s | overexposed Sun and still for me it |
880s | works I like it |
882s | I hope all players would also like it |
887s | he's walking through wood house is |
890s | possible |
891s | so I also see that you had to work on |
893s | some performance improvements oh yeah I |
901s | complete new distance pass on the on |
908s | everything lighting related so the the |
913s | light entities and the cube maps fuck |
916s | volumes and was a lot of things that |
920s | weren't quite |
924s | performant at the time so there was a |
927s | lot to tweak but I think now it's it |
931s | really worked out we also treat fusee |
934s | mm-hmm because fuse is it's quite |
938s | expensive which is which is normal which |
944s | is kind of K ish from a technical point |
947s | of view because it's a shadow casting |
949s | only light so it's really dynamic it |
951s | casts in every direction and but we |
958s | radios and CG mention they have changed |
970s | yeah so we treated I think it was from |
973s | ten to five minutes and also it's still |
975s | it's still long and also the radios the |
980s | tweet that I did mmm just that you can't |
984s | it doesn't go like all over the place |
987s | like for 20-30 meters and you still have |
992s | the the effect that you had before so we |
996s | still have two super bright cone in the |
999s | middle and yeah so I think that worked |
1003s | out pretty well and it's not not a huge |
1006s | downside so it doesn't look like shit |
1009s | yet yeah I still think fogs made for one |
1019s | of my favorites it's I don't know I |
1020s | really like golden yes it looks like a |
1023s | nice day ya know it's all I really |
1026s | really really like the move yeah |
1034s | also um Alex or one of our VFX guys also |
1039s | did three nice nice four particles |
1044s | that also took some time so foggy took a |
1047s | bit longer than gold yeah well I really |
1057s | really like the moves we've saw it most |
1059s | arrogant yeah so thanks like I see a |
1066s | picture like someone sends a screenshot |
1069s | or something and I'm like wait oh this |
1071s | is not real cuz like a section where you |
1073s | seen a bit smaller it's like this could |
1074s | actually be a real life but yeah I know |
1077s | that we did like when we talked about |
1079s | the lighting stream with stiff from |
1082s | where he also explained like how they |
1085s | got to the fog weather is right now |
1087s | because it used to be quite different |
1088s | and I know they also they say some |
1090s | people talk about rain |
1091s | I know they also tried some stuff with |
1092s | rain but like rain is unfortunately very |
1094s | difficult rain is really really |
1096s | difficult down but I also think some |
1099s | will be very difficult with rain yes |
1102s | like that one of the key downsides |
1107s | because on down that but that's a tree |
1110s | difficult to say you know again depends |
1114s | on sound and wants to say okay we get we |
1118s | get rain you're gonna have sound for the |
1121s | different materials with different |
1124s | format for wood for interiors for |
1128s | exteriors and you also need all kinds of |
1130s | different sounds for that um it would be |
1134s | but I tested a bit with rain um but only |
1145s | in a really really simple way so we have |
1148s | we have a rain entity and you can turn |
1153s | on but it looks cool I like but we have |
1161s | to say you know it's difficult I don't |
1165s | want to to get their expectations too |
1169s | high I don't know if we can deliver rain |
1173s | anytime soon or something yeah |
1176s | it's just something that gets discussed |
1177s | in general so what are things that |
1179s | you've learned from Stillwater |
1181s | specifically that you've you know |
1183s | adjusted in when working on Lawson Delta |
1187s | so with Stillwater we had to set up a |
1193s | lot of new workflows and that were |
1195s | completely new so we had to come up with |
1198s | the way how we set up the interior |
1201s | lighting so we just want to have one map |
1204s | and we want to have all time of days in |
1207s | this one map and then also want to be |
1211s | had - we wanted it to be as as simple as |
1216s | possible only one to five if I have |
1218s | light entity in an exterior I just want |
1222s | to be like one light entity and not five |
1225s | flat entities for every time of day so |
1228s | yeah we have to come up with the system |
1231s | for that so that the lights dynamically |
1235s | change depending on the time of day and |
1239s | that took a long time and I was you know |
1245s | also I was I was when I started working |
1248s | on it and start working on Stillwater I |
1250s | was also like super new in the field and |
1256s | stuff but what are some of the biggest |
1262s | things you personally have learned to |
1267s | explain the I think the biggest things |
1276s | that I've learned is that you need to |
1279s | come up with a lot of iterations of one |
1283s | specific theme because you set up a new |
1289s | setting that you have in mind for like |
1292s | two or three weeks yeah always take some |
1294s | time mmm and you're superb with it and |
1297s | you really like it and in your mind it |
1299s | looks amazing and |
1302s | then you you show to people you have a |
1305s | platers and then it turns out that |
1308s | everyone hates it and it happens from |
1312s | time to time so I think it's good to |
1314s | always have different iterations who |
1317s | have to have different approaches to to |
1322s | every new setting so what also was also |
1330s | good for for oh it lost how we set up |
1333s | the lighting for the unit is that it was |
1337s | a bit easier then with Stillwater |
1341s | because um there was some some things |
1345s | and so what were things like underground |
1348s | areas yeah underground areas are super |
1350s | tricky because you set up this areas so |
1354s | if you mean that if you go into the |
1357s | underground area |
1357s | everything went to this area everything |
1360s | around you there is not inside of it it |
1363s | gets cold so it's not and it's it's |
1368s | really nice it gives you can if you |
1369s | found but we had it can also cause a lot |
1372s | of must be specifically made for that |
1376s | area example and yeah so it can create a |
1382s | lot of problems and like things like |
1387s | light leaking so you don't have an area |
1390s | in underground and then for one second |
1395s | or something the sunlight comes comes in |
1397s | back directly even though you're in a |
1399s | case so that's it's difficult and there |
1404s | was way easier in pretty straightforward |
1415s | mmm-hmm does it still happen also with |
1420s | buildings that you have the light |
1421s | linking I suppose no we we don't use the |
1426s | this areas for buildings because you you |
1429s | need to have the option to look outside |
1432s | of it so if another |
1434s | Claire comes or so you you have to to |
1437s | see your outside even if you're in the |
1439s | building yeah whether when you have a |
1441s | completely closed underground with with |
1444s | two entrances mmm |
1446s | you can set it up quite good so you then |
1450s | have some other technical stuff you have |
1453s | portals that you put in and you can but |
1470s | it's difficult to set up in Lawson some |
1489s | screenshot of golden yes my favorite |
1493s | goal is a favorite oh yeah it just looks |
1496s | like a nice summer day here Alex who |
1498s | wanted to capture some some some key |
1502s | compound of losses a video showing that |
1507s | it's a new map and I had also works |
1511s | really well especially with the I did I |
1513s | think it fits really good because of the |
1515s | home team with the grain someone sits on |
1521s | the porch so yeah yes |
1537s | maybe someone sitting on the pole yeah I |
1539s | mean I think it's pretty much magic |
1548s | yeah here it's perfect with the green |
1550s | fields it's not gonna grow with the |
1555s | natural we're good I always loved how |
1563s | the Rays go through like the trees and |
1565s | such and I mean you think in general we |
1569s | get always a lot of compliments about |
1570s | like the lighting in home because it |
1572s | just looks so nice mmm yeah so even if |
1582s | it's a different laughs I think mmm nice |
1587s | and the day times updating you would |
1590s | like to see personally I have some |
1594s | things in mind of God and we also |
1602s | experimenting I can't disclose too much |
1606s | I can't tell any release or any setting |
1611s | because it's not set in stone yet |
1613s | mmm but I think we're definitely coming |
1618s | up with them nice I think that was it |
1626s | for you or do you have something else is |
1628s | shared I think that was everything for |
1634s | myself awesome |
1637s | we'll have him back in the end for the |
1640s | Q&A so you can stick around or come back |
1642s | whenever you he's gonna stick around |
1645s | we're gonna quickly switch with people |
1647s | it's gonna be a switcheroo so we're |
1649s | gonna have swim come sitting here and my |
1651s | ice is gonna go see you later |
1659s | right now there's no Dennis today no so |
1667s | now we are hearing a new person Lars has |
1670s | changed uh it's called Sven is quickly |
1673s | gonna set up some stuff tell me |
1675s | something about yourself I vote myself |
1677s | so I'm level is a necrotic since 2007 |
1682s | part of the crisis team long time ago so |
1687s | and then I had a chance to work on hunt |
1694s | so yeah so you have quite some things so |
1697s | we're gonna talk a little bit about |
1700s | iterating on both Maps what changes made |
1703s | yeah also for both because obviously |
1705s | we're still working on things on still |
1708s | what value to change for example camping |
1711s | is a big thing for you guys as well as |
1713s | like some changes in law some Delson |
1715s | because technically that map is still |
1716s | fairly new so we have scattered feedback |
1719s | from you yeah yeah some other stuff |
1725s | shouting oh so yeah exactly so I mean |
1729s | some of you might ask so why are we |
1731s | still iterating on the maps right |
1733s | obviously one thing is we recently |
1736s | released a new game mode and that |
1739s | obviously has some space requirements |
1742s | and that's just the nature of it right |
1744s | and the torah's are not so ideally I |
1748s | mean having the owner sitting inside of |
1751s | them and yeah it's stuff like that and |
1754s | obviously we have to adjust that right |
1755s | so and that's the cool thing about the |
1759s | early access product compared to a box |
1761s | product right I mean we are deaths right |
1763s | for us a level has never been finished |
1766s | right we have to stop at one point |
1768s | working right someone tells you you have |
1771s | to yeah yeah but I mean you you still |
1773s | want to change it but yeah that's why |
1776s | it's so important for us to have the |
1778s | chance right doing that and obviously we |
1780s | are listening to the community feedback |
1782s | social media channels so if someone |
1785s | reports something so we look at it so |
1788s | maybe it's a subjective thing but |
1790s | we have to put it in relation to other |
1793s | things right yeah Abby's like we also so |
1795s | sometimes get things right oh we found |
1797s | something that was floating okay it's |
1800s | like found but that's more about the box |
1802s | right sometimes it's about you know the |
1803s | experience itself but I would like to |
1812s | give you a bit of background only tackle |
1813s | I mean the better approach which is |
1817s | making decisions based on data right we |
1819s | have an awesome tool which is called a |
1821s | heat map tool it can visualize basically |
1822s | telemetry data so we capture something |
1826s | around about hundred gigs uncompressed |
1828s | data a day so and the tool allows us to |
1831s | basically look into the day right so |
1836s | it's it's basically a snapshot of a day |
1838s | and you can analyze that I mean oh I can |
1841s | maybe it just open here one of the so |
1849s | here we go yeah the data is a day or no |
1853s | two days old what is there on the |
1855s | background I think so |
1864s | so that basically looks a bit maybe |
1867s | psychedelic but it's interesting data |
1870s | right there's the brain exactly so |
1872s | that's that's yeah a day |
1878s | 11,000 sessions 11,500 sessions and I |
1882s | mean all the player movement on the |
1884s | entire map so basically it's an |
1886s | intensity map so each player basically |
1888s | creates a dot and that basically |
1891s | highlight certain areas where players |
1893s | are moving so classic bounty hunt so |
1895s | means if i zoom in here a little bit so |
1898s | and we just point at something you can |
1901s | easily say so here's one of the |
1902s | extraction points right north of Port |
1905s | Ricker or the extraction points or |
1907s | Thornton and stuff like that it looks |
1910s | kind of weird maybe but I mean |
1912s | especially if we exactly so you can see |
1919s | how the players are traversing between |
1921s | the areas that |
1923s | here it's also nice to see like that |
1925s | little you know the walls and the walls |
1928s | yeah I mean you clearly identify the |
1930s | paper is the compound the Crypt area |
1932s | everything but it's also interesting how |
1935s | we can point at areas where which are |
1937s | not so used right so the the open swamp |
1942s | area for example I mean we get back to |
1944s | that topic topic maybe a little later |
1946s | but I mean and it highlights the jetty |
1948s | is right it's something like I mean a |
1951s | highway straight through the swamp right |
1954s | which is kind of interesting so yeah |
1957s | that's just plain movement one day |
1960s | 11,000 sessions so then regular body and |
1966s | we compare it with quickly in a second |
1968s | so just I mean windows awesome to |
1978s | [Music] |
1990s | extraction points yeah not really a |
1993s | surprise right so classic podium mode |
1995s | twelve more idea twelve twelve twelve |
2000s | extraction points right around the level |
2004s | border and what we found here is that we |
2006s | have some simple sports right the right |
2011s | corner north of scupper there you know |
2015s | it make sense to add something in here |
2018s | right I mean and since we changed here |
2021s | the fish farm area a little bit there is |
2024s | also you know a nice little empty spot |
2027s | on the map so okay no ok so here next |
2032s | thing player kills even more interesting |
2035s | right you can clearly see I mean each |
2036s | dot in here represents a skilled player |
2039s | or a killed hunter so I think plus |
2043s | eighty thousand kills today so in those |
2046s | eleven thousand sessions so it's |
2050s | sylia saying to see how much they flock |
2053s | into certain combos like yeah it feels |
2055s | like here there's our player kills and |
2057s | considering like there or yeah but it's |
2060s | still quite equally distributed because |
2062s | you're next to the board all right you |
2065s | can still find some some points because |
2066s | we have the extraction points here right |
2068s | that also probably is helpful when |
2070s | you're looking to see how many people |
2071s | kill each other nearly extract like near |
2074s | the spawn points exactly so I mean |
2076s | everything I mean each kill player is |
2078s | basically a dot right on the map I mean |
2080s | I cannot differentiate if he was killed |
2083s | by you know four right at the beginning |
2085s | but because it's a snapshot of the |
2087s | entire day what I could do is I could |
2090s | just get into that specific session and |
2092s | follow each player individually and |
2094s | track him down what he did to ever he |
2096s | was running where he killed a grunt or |
2098s | whatever right okay that's that's |
2111s | specifically dying in some areas like |
2114s | yeah I think I mean I have a next slide |
2118s | here I think that one okay here |
2126s | something interesting the players were |
2130s | damaged by grunts right also quite |
2132s | interesting because you can clearly say |
2134s | and they see and the interiors right |
2136s | because it's pay so always a bit risky |
2141s | so at the chokes so we have basically a |
2145s | high chance of getting a hit then yeah I |
2150s | think that that's interesting yeah I |
2153s | think that fella just was bleeding and |
2155s | running around looks a bit like a |
2161s | scratch yeah weird |
2163s | yeah then receive damage by interesting |
2171s | now it gets interesting right so |
2173s | basically here that area around the |
2175s | family |
2176s | Rafe right maybe that's like more hell |
2185s | Humphrey so if you you're afraid it's |
2187s | definitely stuck to step this out yeah |
2190s | so and then let me just close some of |
2193s | the brains so and what have you |
2199s | the meet at to meet it obviously way |
2203s | better defender right he works really |
2207s | good as a gatekeeper well-known the |
2209s | walkway is next to the boathouse and how |
2212s | many do like how many circles would have |
2215s | to stack for read I don't know I mean in |
2219s | this case so I haven't we have a value |
2223s | that how many events were tracked but |
2225s | and I can't really tell you from here we |
2229s | have to look into the specific data I |
2231s | don't have that will open here so it's a |
2233s | bit performance heavy okay and then yeah |
2237s | the water devil one of our friends so |
2240s | well the water them a basically damage |
2243s | the player right yeah so here the area |
2249s | area in the south so well known for |
2253s | having a high presence of water Devils |
2257s | we change that 4.4 or slightly so I can |
2260s | do that a bit later |
2260s | so because we change to approach |
2262s | slightly there so you know really good I |
2266s | mean Trevor right maybe yeah fun fact |
2272s | next so players damaged by the lying |
2275s | horse on the ground by the horse on the |
2280s | ground yeah yeah yeah I think we had 90 |
2284s | tricks events within those 11,000 |
2287s | sessions so interesting thing you just |
2291s | have to stand next to the dying horse |
2293s | right and then it kicks even so I've |
2295s | never been I think |
2299s | ready post about that yeah I had no idea |
2303s | that's actually the deadliest one seems |
2307s | to be indifferent but no surprise right |
2309s | that's the horse farm right it's a horse |
2311s | farm and it's the rebellion of the horse |
2313s | whatever so they're not deaf not deaf |
2319s | that was just about the hits so now we |
2322s | have we can compare that's basically a |
2323s | quick play now player movement on quick |
2325s | player let me just move that to the |
2327s | studio to the right side and I reopen |
2331s | the player movement for classic mode |
2334s | let's just compare both so what we |
2338s | clearly can identify as the extraction |
2340s | point right I mean if you if you can see |
2342s | that there is a height that's |
2344s | high-traffic around those right but |
2347s | seems that they're quite like quite some |
2349s | extraction point traffic on the quick |
2352s | play extraction point would that be the |
2356s | spot because they still yeah yeah on |
2359s | other on the right side we have quick |
2361s | play right I think just the nature of |
2363s | quick players I mean most of the players |
2364s | are gravitating to the center of the map |
2366s | right so and I think I mean in in the |
2368s | classic bounty-hunting instantly seen at |
2370s | the bone deliver boundary is way more |
2372s | and use as soon as the extraction points |
2375s | more important for the second beat no |
2378s | under third bead or there's still so |
2381s | many people dying also on responds with |
2383s | quick play compared to sponsored bounty |
2387s | but I mean yeah that's part of the |
2389s | escalation already at the beginning |
2390s | right so I mean it could happen that's |
2392s | money than you boy no okay so people |
2396s | play more aggressive for that reason I |
2400s | mean I I personally do that like I know |
2401s | a lot of people are more like cuz |
2403s | there's less nice risk right yeah you |
2405s | you can easily go in and especially if |
2407s | you have a pretty good spawn weapon but |
2411s | I mean what is really good I think that |
2414s | tom is a bit open right now I mean if |
2417s | you get that one I think that's a safe |
2418s | bet |
2419s | but maybe what I changed that |
2423s | like no or like crossbowmen like no yeah |
2432s | yeah so here I mean one more which is I |
2437s | think interesting for the quick blue |
2439s | Prius I mean as we're talking about it |
2441s | extractions where the wall Spring was |
2445s | ended exactly so and you can clearly say |
2449s | see that I mean some of the compounds |
2451s | please in the center highlighted |
2454s | highlighted maybe a bit more often or |
2457s | the intensity there is very high we |
2459s | already noticed that it's a problem or |
2461s | region shrink right now because there |
2463s | are less showdowns around the map in |
2465s | quickly yeah so we want to take out that |
2467s | so the part of the problem is the region |
2470s | shrink yourself because most of the |
2471s | cases it includes one of the center |
2473s | areas which is a problem by nature the |
2475s | players are already in the center of the |
2477s | map and you would just activate the |
2479s | wellspring there no one would gravitate |
2480s | to the level boundary again right so but |
2483s | we tackled it so we have some ideas |
2484s | therefore for the next update that might |
2487s | change slightly but what is interesting |
2488s | on the map I mean you can clearly see |
2490s | the problematic areas right like the |
2493s | Tower of the Blanchard graves right so I |
2497s | mean it's just deep Brett at one point |
2501s | and here the toll of what should look |
2504s | pretty much like any doubt or any high |
2506s | place where it's hard to get to there |
2508s | yeah I mean it's a Kemp sport I mean |
2511s | four walls bring right I mean you there |
2514s | are some ways of countering that but do |
2516s | you think that's also because there's |
2517s | more weapon or like more weapons and |
2520s | spawns for any you know loot for players |
2523s | to be on the compounds rather than |
2526s | around because like obviously I |
2528s | personname would go to a compound for a |
2530s | sake of like getting different weapons |
2532s | and |
2533s | I think it would just pick one of the |
2536s | toes of your well-equipped right so I |
2538s | mean if you have the right weapon so |
2540s | then I mean it's a good starting point |
2543s | you know to successfully bring it to |
2546s | infinity at one point so but yeah but we |
2549s | want to look at I mean the changes we |
2551s | did in order to tackle the problems |
2553s | right first of all I just want to |
2555s | highlight I mean how we are getting the |
2556s | data right so exactly one more maybe I |
2561s | think I found that one interesting as |
2563s | well that plane movement map is already |
2568s | a year old so but and so different |
2591s | photos but you can clearly see we |
2593s | introduced a new AI type let's say it |
2595s | like that right the water devil so in |
2599s | the swamp area before the the swamp was |
2602s | way more you know it was a high traffic |
2605s | area so and now we have basically all |
2607s | our highways the walkway straight |
2610s | through the swamp and I think that's the |
2612s | main difference between both it goes |
2617s | more natural like this whereas now it's |
2620s | like around around no nice okay yeah and |
2627s | then look at the changes exactly so |
2630s | first of all let's start with the |
2634s | camping issue I think we already talked |
2637s | about that |
2638s | did the tourer of though of blanchett no |
2645s | healing healing water so that's the |
2650s | current state of the of the tour right |
2651s | so there's only one way from the outside |
2654s | to get up it's the letter I mean the |
2657s | other side here no I just open it in the |
2660s | level ID editor too |
2663s | so what we changed basically we edit in |
2667s | I mean we had one letter set up on one |
2670s | side right but we thought I mean because |
2673s | just throwing something in the Torah |
2675s | even with the pitcher pitching a trade |
2678s | it's a bit tricky because it's very high |
2680s | right that's why we edit and the second |
2683s | air exactly on the side and I think it |
2686s | should be covered enough to just get it |
2688s | up a bit covered by objects you know and |
2691s | then you have your safe spot here you |
2692s | can basically watch it all get up again |
2694s | maybe some tools are spawning here some |
2697s | oil lanterns or exactly and then you can |
2700s | throw it in so that's basically one part |
2704s | of the process the reason also like |
2706s | where you still have like the protective |
2708s | I mean some could stand behind the array |
2710s | yeah but at the same time I mean if you |
2712s | get up here I think it's a fair point |
2714s | just I mean if you made it up here in a |
2716s | classic mode or something like that I |
2717s | mean it's not just about exactly so we |
2720s | always have to keep that in mind it's |
2721s | not just about one game outright okay |
2724s | and then I think from the inside we |
2729s | removed one of the floors so before |
2732s | there was a floor in between if you can |
2736s | remember so it was a floor and then the |
2740s | next one and I think the second floor in |
2742s | here was really well known to hide it |
2746s | yeah so we removed that one so we |
2748s | extended a ladder a little bit and I |
2751s | think no I think it goes straight up |
2753s | into the tower and obviously I mean the |
2756s | point down here is still accessible from |
2760s | both sides yeah and we removed all the |
2763s | cover from the from the planks so if |
2766s | someone is moving up there I think you |
2769s | can see him before there were some some |
2771s | some objects on the planks and a lot of |
2775s | places where you could easily hide right |
2777s | just to tackle that issue and but the |
2779s | bullet penetration I think you can |
2780s | counter that know a little bit better |
2782s | okay then I think yeah attended the next |
2792s | yeah the other spot is the |
2795s | all right so let's move over there talk |
2799s | about the Blanchett or there is okay |
2807s | Blanchett on that one is a bit more |
2810s | tricky because obviously there are no |
2812s | letters on the outside what we did is we |
2814s | opened it a bit more so on one side so |
2818s | that basically the room in between |
2823s | there's no bit more exposed exactly so I |
2826s | mean it as a defender let's go |
2831s | I mean you can use it you know to sit |
2833s | here but think I mean you can count on |
2836s | it and then we did similar formula we |
2838s | removed all the objects from the plains |
2840s | just them to highlight the guy out there |
2842s | a bit more it's a harder also because |
2845s | like the yeah I think I mean that's more |
2852s | just a height alright the other one has |
2854s | a platform around it it has more chance |
2856s | to get up and that one there's way more |
2858s | you know a solid thing I mean obviously |
2860s | no bullet penetration on the red brick |
2863s | walls and stuff like that so that's |
2864s | pretty but I think I mean with those |
2866s | changes let's see how it goes but I |
2868s | think it should be better there was a |
2871s | lantern Oh up there you can shoot it |
2873s | from the distance set it on fire |
2875s | yeah all those hopefully help to improve |
2879s | the gameplay around that Tower |
2881s | okay what else do we have on the list |
2886s | [Music] |
2889s | extraction points that's we already |
2893s | talked about those we had that right at |
2899s | the beginning right but they just mark |
2900s | the the extraction points we edit the |
2905s | five point all right we had because we |
2907s | had their empty spots right and |
2909s | basically the pink ones are the new ones |
2911s | and let me just quickly go through them |
2913s | so basically we have one here in the |
2917s | north |
2919s | of scupper it's a really nice one I like |
2922s | that one because that area he was always |
2924s | underused |
2925s | so it was a bit of wasteland in the past |
2931s | now we have that I mean interesting |
2933s | extraction point here we rearranged the |
2935s | forest slightly so have some light |
2937s | opportunities really into 40 for the |
2940s | interceptors left and right the ring for |
2943s | the extraction itself is quite clean |
2944s | just a few cover objects here and there |
2946s | I think it's a really nice |
2948s | I mean fit into the thing and overall I |
2951s | have to say that spot is absolutely |
2953s | perfect because two flanking routes next |
2956s | to the boundaries to risky route through |
2958s | the water so I think that one is I think |
2960s | a really good spot for an extraction and |
2962s | it basically fills the the gap over |
2965s | there yeah that's for that one let's |
2968s | move over to the fish film Suns fish oh |
2978s | what a beauty from that perspective okay |
2986s | next extraction point yeah I think 3.0 |
2992s | we moved the initial spawn position of |
2994s | the player a bit closer because it was |
2996s | kind of imbalanced no it's over the air |
2998s | so since then the space was again a bit |
3001s | use we added here no there the |
3004s | extraction point |
3006s | again so rearranged the forest around it |
3009s | having some options for interceptors but |
3012s | just a few so but that one is obviously |
3016s | the path here especially is a bit more |
3019s | that basically just helped us for us |
3022s | right in terms of placement because if |
3024s | the extraction point |
3025s | no yeah ducts are there as well right |
3030s | that's just a helper for |
3032s | it's an indicator that the duck could |
3035s | show up here right and I mean the rings |
3037s | around the expression itself are just |
3041s | helpers for us that we know where the |
3043s | extraction zone is where we have to |
3045s | reach regulate the navigation mesh if |
3047s | the vehicle is there and stuff like that |
3055s | cedar disappeared in the water |
3057s | yeah okay and then I think the third one |
3061s | was in Cyprus because again so that one |
3072s | reminds me a bit on crisis know you know |
3073s | having the know that Beach thingy |
3077s | so the expression point itself is quite |
3079s | exodus it's it's it's quite exposed in a |
3082s | way but I mean we added some more |
3085s | terrain approaches so rice the terrain |
3088s | here and so rather than walking through |
3090s | the water yeah but I think that one here |
3097s | that's quite close to the compound but |
3099s | at the same time it's dangerous to get |
3101s | there right the expose so there might be |
3104s | I guess if I unhide the the white the |
3107s | greyish white shapes are there water |
3110s | devil shapes so exactly Anton yeah if |
3114s | there's something on the way I guess |
3115s | it's a risky route yeah I mean it still |
3118s | it's kind of considering you usually |
3120s | come from the compound yeah you want to |
3123s | go as fast as straight as possible but I |
3124s | think also we're intercepting having |
3131s | like this it's right over okay yeah yeah |
3182s | yes yes let's start with the now yeah we |
3226s | prepared everything so it will be part |
3228s | of it obviously again so it might be |
3230s | that we encounter some issues here yeah |
3232s | we try to solve problems already but |
3236s | even for the classic bounty hunt we I |
3237s | mean Lawson is different right in terms |
3240s | of the space itself is very more open |
3242s | but I think in some of the areas you |
3244s | know it's maybe a bit too open |
3246s | especially if you are solo against to us |
3248s | it's a bit tricky to just I mean |
3251s | Haight somewhere I mean if they if they |
3254s | really want to I mean get you it's |
3257s | sometimes tricky to escape because I |
3259s | mean it's so exposed some areas are so |
3262s | open that I mean I like that I like |
3265s | variety and it's good the new me but |
3268s | some areas I think I mean required a |
3270s | little bit of reshaping most exactly I |
3276s | mean I have it open you know right |
3278s | that's north of train station so one of |
3281s | the trots |
3281s | I mean to the pointing in north |
3283s | direction we change that I just show it |
3286s | exactly so is no it's copying something |
3292s | again okay but but no I can talk it for |
3301s | some reason that's that's that's |
3303s | interesting okay so before as you can |
3306s | see I mean everything was quite actually |
3307s | expose right I mean even the fence line |
3311s | in the distance everything was so very |
3314s | open know what disappear know what we |
3318s | just did I mean we don't want to add |
3321s | massive structures of bushes right so I |
3323s | think that's not the nature of the the |
3325s | map but what we did I mean make it a |
3328s | little bit more bumpy you know added |
3331s | some Bush lines in order to hide |
3334s | something trust them that you have the |
3336s | chance if you get you know followed by |
3338s | or if someone is hunting you that you |
3340s | have a chance to hide somewhere to flank |
3342s | which is another technical approach |
3344s | right yeah and some of the areas that |
3346s | was coming if it's so open everyone can |
3348s | just easily just pinpoint that you were |
3350s | iam moving and I think I mean we had to |
3353s | provide some more options here and there |
3354s | we fixed the most obvious areas one of |
3357s | those or north of train station so then |
3362s | had opened in the editor as well we look |
3366s | at the editor so here I think that's in |
3373s | game from their perspective |
3376s | no having a tree line here if you're |
3379s | moving here you don't feel completely |
3381s | exposed anymore you know it's feel safer |
3385s | yeah exactly it's some chefs here in |
3388s | general traits like oh so there's no |
3395s | cover and we want to get around but it |
3397s | was too obvious that we were coming |
3398s | you know you the other thing |
3403s | south of train station that one you know |
3411s | before was absolutely exposed so that's |
3414s | basically in the next to the bakery yeah |
3426s | I know the Deaf names of the of the |
3429s | locations so and now we again so bit |
3444s | more cover some bushes you know we don't |
3447s | want it too much stuff but you know here |
3449s | and they're hiding the entrance to the |
3450s | train station a bit more especially if |
3453s | you let's just fly so yeah that thing |
3462s | because I mean it's you know the curtain |
3467s | goes down and the most definitely the |
3470s | need of providing a bit more cover here |
3472s | and there yeah so hiding stuff having |
3476s | deadlines buried can get to the other |
3480s | side |
3481s | that's the murderer right there I see |
3484s | him laying on the floor demoted taking |
3486s | people okay then |
3492s | in addition to that we are the slopes |
3497s | here next to a so we added some again |
3504s | reverse slopes were completely exposed |
3505s | right plus we're running from there from |
3508s | the right side to the left side you have |
3509s | two water levels in here I mean getting |
3513s | to the two salt us pork to the pig farm |
3516s | I mean kind of tricking run so we you |
3519s | know just edit more pushes no no no it |
3527s | sounds it sounds simple but they always |
3529s | have to keep in mind that you know we |
3531s | don't want to add too many that's the |
3533s | wrong okay so you have to be so yeah |
3542s | yeah basically you know provide options |
3545s | right so somewhere else it's exposed you |
3547s | have some gaps in between where you can |
3549s | get through you know but at the same |
3552s | time some some some options to hide I |
3554s | think we we did it carefully let's save |
3558s | like that okay and in addition to that |
3565s | and in some some more extraction points |
3567s | for for |
3569s | photos on as well so we had some empty |
3573s | spots here let me just |
3577s | they are they're new they are new we had |
3580s | 16 before and now we have 19 so I think |
3584s | it's better for the replayability and |
3586s | randomization of the map right doesn't |
3587s | mean that we have more within this |
3589s | session yes |
3590s | subtle free but you have more options |
3593s | which is a good thing and are there |
3598s | things I saw some people ask tough |
3599s | questions like are there more things |
3601s | that helped for performance that you |
3604s | have worked on because obviously that |
3608s | was one of our high priority items right |
3611s | for 4.0 - to optimize the asset side and |
3614s | hold the whole key let's say clean the |
3617s | levels right the nature of building a |
3620s | level is that at one point you try |
3622s | something all your prototypes and you |
3625s | know you have some stuff so and at one |
3629s | point you just have to strip out all |
3631s | that stuff which is definitely not |
3633s | needed anymore and that's what we |
3634s | basically did will you optimize the |
3636s | leather checked for duplicated entities |
3639s | optimize the placement merged entity is |
3642s | to still have this same experience but |
3644s | you know a bit more efficient yeah yeah |
3649s | the extraction points I mean just maybe |
3653s | nice spot here so almost like he's |
3657s | riding out of town yeah it's like yeah |
3664s | it's nice I think it would be a great |
3667s | spot for interceptors that one here |
3673s | reminds me a bit on on the Stillwater by |
3677s | extraction open field some hey ok and |
3681s | then we added one over here which is |
3683s | thinking what one so both so it's south |
3689s | of when you run and hey look |
3693s | and then one other extraction point - |
3698s | next to iron work name and that's an |
3710s | iconic view right my support for in X |
3712s | direction yes that's a curious because |
3714s | at first we couldn't enter the |
3716s | lighthouse right I mean if you have the |
3719s | home point here right or if you yeah you |
3721s | can get up there right yeah but at first |
3722s | I could not go through the door it for |
3725s | us what do you mean I mean it's like I |
3727s | think it would initially initially but I |
3730s | don't know when we change it because |
3731s | like originally I tried to get in and it |
3733s | just never let me enter the building |
3735s | yeah we had some white box ourselves in |
3737s | the mat for a while right because it was |
3739s | clearly stuff I think no it's accessible |
3745s | and I think I mean for point no no I |
3761s | mean it's good I think it's a good but |
3763s | let's see hold behaves in quickly right |
3769s | first of all you have to get there but |
3770s | we have to see so and there at all so |
3773s | and then I think recently posted I mean |
3776s | I encountered that issue as well in one |
3778s | of my quick play sessions but I mean or |
3781s | death prep I think the old version of |
3783s | the the Huntington was just a death trap |
3787s | in a way because I mean before it was |
3796s | there was only one way of getting up |
3798s | right and then you were basically up |
3799s | there as somebody through Constantino |
3801s | downstairs and I mean without a dynamite |
3804s | stake I mean there was no way out I saw |
3807s | what we did is basically we made let me |
3811s | try to let's you can you can now |
3817s | basically bolt out of the front window |
3819s | so that's why we added a platform here |
3821s | to to avoid falling right on the ground |
3824s | getting the fall damage so |
3826s | fall onto the platform and you can |
3828s | easily get out if there is the need of |
3830s | escaping to the front in addition to |
3833s | that we have the small little windows |
3835s | which can be opened on based on your |
3838s | needs now because before it was always |
3840s | open the moment we are thinking about I |
3842s | mean making the pointer front plate yeah |
3851s | but I mean you clearly see that someone |
3854s | opens it right before it was always I |
3856s | mean kind of like because if it's open |
3860s | then you can actually like throw |
3861s | dynamite from all sides right |
3862s | technically yeah you can but doesn't |
3865s | that give a better advantage first if |
3868s | you can close it yeah that's the current |
3874s | state right |
3875s | I saw I've just said what we are |
3877s | currently thinking about was done of one |
3879s | of the ideas floating around and maybe |
3880s | making the front |
3882s | I guess maybe there might be a good |
3883s | reason of not doing that yeah yeah I |
3887s | think that's pretty much it about love |
3890s | changes right yeah okay and then we're |
3898s | just gonna quickly move on to the couch |
3900s | ever do some questions obviously I'll |
3902s | get some questions along the way right |
3904s | now so the next stream will be about her |
3906s | especially I which is not the boss yet |
3908s | the new buses also coming but we're |
3910s | coming with a new AI first so think like |
3912s | armored hive meat had something in those |
3915s | in that you know that group of special |
3918s | AI and other questions will answer only |
3922s | about gameplay game design level design |
3926s | and lighting and nature day so you guys |
3931s | can go to couch I'll come to the coach's |
3934s | wife |
3949s | [Music] |
3966s | it's just hard when you do this by |
3969s | itself the server's of this one question |
3983s | about level was i I'm just popping up my |
3986s | phone someone asked yeah okay so I read |
4030s | section said I don't know if we I think |
4032s | someone when should be like something to |
4034s | do it to make like the light more |
4036s | effective like the the flashlight |
4038s | flashlight |
4039s | yeah actually at the moment trying some |
4044s | things out that I can't since it's not |
4048s | yet yeah we might we might release |
4053s | something but as I said it's not set in |
4057s | stone yet and not fixed so yeah people a |
4062s | lot but people can probably look forward |
4065s | nothing because um yeah we also realized |
4069s | that no one uses the flashlight because |
4071s | it's it's especially in item it gives |
4076s | away a position and you have no |
4078s | advantage over other players so it just |
4081s | no no really no no |
4084s | benefit of using it but we kind of want |
4087s | to bring the flashlight back make the |
4092s | flashlight great again yeah let me see |
4098s | Lawson delicate out of bump cards I |
4100s | think that's more requests than a proper |
4103s | question but yeah are there things that |
4106s | you would like to see attitude map that |
4108s | you have an idea for that could make you |
4111s | know the game different as in like add |
4115s | some additional items or like it I still |
4118s | really want to move cards |
4119s | I want that card to ride out of town |
4140s | yeah I know that would be unfortunate |
4148s | initially that was an idea I think that |
4151s | would be really awesome you know which |
4153s | quickly gets you from really especially |
4158s | because you would have to still need two |
4160s | people to you know obviously you see |
4163s | item so it's not really useful for quick |
4165s | play but I do think it would be cool to |
4167s | have that kit team Traverse maybe we |
4170s | should bring them back let me see let's |
4181s | see do you think it should be right |
4183s | oh well dark side with this more thing |
4185s | that we would have to discuss with like |
4187s | they can't really answer that but do you |
4189s | take the dark side boost in |
4190s | consideration I suppose when working on |
4193s | anti camping ventures indeed camping the |
4198s | dark side Busan in the highlights |
4201s | the the other players rifles yeah I |
4208s | think that was all way of trying to I |
4210s | mean white boy camping in a classic mode |
4212s | and for the quick lane you flipped that |
4216s | in a way right yeah |
4220s | 44 for phony interceptors but I mean I'm |
4223s | not really sure if you want to touch |
4226s | that right now right because thank you |
4229s | minute the moment for my site I think it |
4231s | works quite well I mean but that's just |
4234s | my subjective yeah I mean in general |
4238s | it's I think it's hard because a lot of |
4241s | people are always like yes we just like |
4243s | camping but if you think about it it is |
4245s | part of the game like we always want to |
4246s | camping to be a valid strategy I mean |
4250s | you can always already see that if you |
4252s | compare both maps right so the water by |
4256s | you map is way more about hiding sitting |
4258s | somewhere in the bushes there are way |
4260s | more lines I mean there are so many |
4263s | options you run around the corner and |
4264s | someone can just mean you can get easily |
4270s | a bird from behind the opposite is |
4272s | Lawson and that's what I said the |
4275s | variety right it's about I mean |
4277s | providing variety in terms of gameplay |
4278s | yeah it's a good thing about it so by |
4282s | nature I think Baldy on both hiding yeah |
4286s | I mean if you track a like a boss and |
4289s | generally when I make sure that you take |
4290s | your time and you know look for stuff I |
4293s | know |
4294s | oh yeah that's something I'm lighting |
4295s | related because like a lot of people |
4297s | said to the lighting for example during |
4298s | e3 like the original showcase was very |
4302s | different what exactly has changed that |
4305s | might you know say is de friend or |
4309s | basically became somewhat brighter so um |
4314s | I mean we're talk talking about no I |
4317s | mean I think it was to be we just yeah |
4324s | we made it brighter because we realized |
4328s | to pay if you don't use your flashlight |
4330s | you lost you can't see so our previous |
4335s | idea is that okay you are you have to |
4339s | play it with a flashlight you every time |
4341s | you turn it on kind of expose you were |
4346s | put in danger but on the other hand yeah |
4352s | it was difficult to come to come up with |
4354s | the perfect solution because we don't |
4356s | have a contrast or brightness slider yet |
4360s | so but that will come when I can tell |
4367s | when yet yeah so basically it became |
4373s | brighter so that you can even see |
4376s | something without a flashlight and if |
4380s | you're standing in the middle of the |
4384s | swamps in the shadows did you at least |
4388s | see yeah and yeah we are also treat for |
4401s | when we implemented the night and lost |
4405s | data we also did some tweaks on the on |
4408s | the gratings made it a bit more |
4411s | saturated mmm because it just was |
4415s | sitting the whole night |
4417s | that's unique to the Lawson Delta right |
4420s | there it's it's Ulta for okay |
4426s | I saw someone asked if if we plan to add |
4430s | more interactable items on the match |
4433s | would that be it said more your thing I |
4436s | assume that's more like a not really |
4438s | level design it's no system design yeah |
4441s | so game design system now obviously we |
4443s | have to provide options in order to |
4445s | propagate them we need two items will |
4450s | make sense so having the weapon next to |
4453s | door and stuff like that but so they're |
4458s | the ones that think about where it's a |
4460s | place I always can come up with the |
4462s | years right yeah a point but I mean from |
4464s | the implementation point of view that's |
4466s | more on but I saw something popping up |
4472s | regarding the boss having a bit more on |
4475s | the auto that's maybe not such a bad |
4477s | idea right I think you mentioned the |
4482s | decrypt of lanchette grace so I mean we |
4487s | obviously change something on the poster |
4488s | it's full already right yeah in |
4491s | stillwater by you we had a couple of |
4495s | wasp it's on the ground so yeah where we |
4498s | added the exact I know everything has a |
4500s | bit more vertical a bit higher more |
4502s | elevated positions maybe for the next |
4504s | match yeah because like is that is that |
4513s | something because I know there's a lot |
4515s | of people often say like oh yeah some |
4517s | just camping the boss because they're |
4520s | obviously in compounds like is that like |
4523s | one of the more challenging things then |
4524s | to figure out because you wanted to be |
4527s | in a building or you want it to be in a |
4529s | compound matter most of the times that |
4531s | are unique but that also means that you |
4533s | have to be in the building so someone |
4534s | can be waiting there and |
4535s | thinking in terms of defending the space |
4539s | right you're banishing side so it helps |
4542s | you know having a bit of a safe spot yes |
4544s | yeah I can control right the Interceptor |
4550s | obviously that's I think maybe a bit |
4553s | tricky sometimes |
4554s | so let's say it's I think you have to |
4557s | find the balance there for football for |
4560s | for the Interceptor and 20 defender |
4567s | questions I know a lot of people ask |
4570s | questions that are not for today because |
4574s | the knowledge people have a lot of |
4576s | questions like where we are doing |
4577s | optimization still for this patch so 5.0 |
4581s | will have optimization and bug fixes and |
4584s | all the bullish rang and there will be |
4590s | especially I also traffic window which |
4592s | is not a boss don't worry there's still |
4596s | boss coming I don't like it I really |
4600s | think it's a boss but it's up the cost |
4603s | at the bosses are still coming so we got |
4605s | both the new way ahead of us let me see |
4609s | do you guys have any questions left for |
4610s | our lights and level designer otherwise |
4615s | we will have to have to come you look |
4618s | like Jamie all skies the skies are bad |
4637s | as a bag what did you do that I think |
4641s | some people have noticed that well no |
4644s | clouds anymore anywhere and I did see |
4647s | the someone mentioned that there were no |
4648s | clouds okay yeah yeah we had some some |
4652s | clouds technical difficulties and |
4656s | but they have be back in five below so |
4660s | are they due to use the same technique |
4662s | it's like the rolling like mist for |
4664s | example like fog with clouds are |
4667s | different because they're technically |
4670s | static so it's it's classic SkyDome so |
4674s | you have a static sky so what was wrong |
4679s | with some code related so it was not |
4686s | that that I said okay I don't want any |
4688s | clothes anymore and now we had some some |
4698s | difficulty and but now that is fixed |
4701s | awesome and I mean we're gonna welcome |
4706s | to aquascape so yeah sometimes yeah I |
4712s | don't really see any more questions |
4713s | right now obviously not anything we can |
4717s | answer right now because I know a lot of |
4719s | people are like well dynamic weather I |
4720s | think that's something we've answered a |
4722s | while back like it's something we want |
4723s | but it's very hard yeah it's amazing |
4726s | it's difficult are also some some |
4730s | technical issues that we would need to |
4733s | come up like the thing with the interior |
4736s | lighting that we would have to to create |
4738s | some some workflow so that would take a |
4741s | lot of time and but it's something that |
4747s | we also concerned like a dynamic time of |
4750s | day change but I can't promise anything |
4754s | exactly especially because you have |
4758s | suggested yeah no I think in the past |
4760s | like I remember I think it was just a |
4762s | phone that said like we're something |
4764s | nobody really wants but it's so much |
4767s | work that at the moment we'd rather |
4768s | focus on like a new 10 days and stuff |
4770s | like that because they're easily I think |
4772s | it's the same for like the dynamic |
4773s | weapon at like during system but yeah |
4780s | let me see if I don't see any more last |
4783s | questions then I think that was it for |
4785s | today |
4786s | so next week we'll be focused on the new |
4791s | AI what it is can't say yes it is a new |
4796s | AI it is something along the lines of a |
4799s | armored or high for meat heads so that |
4803s | that kinda is no boss yet |
4805s | the boss is coming still not for five |
4807s | but oh and in the meantime I would say |
4809s | check out the road map to see what else |
4811s | is coming - OH obviously there's still |
4813s | performs updates there sport still bug |
4815s | fixes and all the likes and thank you so |
4818s | much Lars and spin for coming |
4821s | yeah we hope to see you guys next week |
4823s | well I mean you guys won't be here but |
4826s | will happen |
4826s | Dennis most likely I say we check with |
4829s | you guys and then we hope you guys have |
4831s | a great rest of your week and weekend |
4833s | and I'm just gonna go run it's like I |
4836s | also want a cetera doc okay thanks guys |
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